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četvrtak, 10.07.2008.

wow arena(hunter/druid guide za +2k rating)

evo pa da bi zapoceo sa blogom trebao bi nesto reci za arenu za pocetnike -arena je pvp u wow-u koji nije klasican pvp nego borbe 2 na 2 5na 5 ili 3 na 3 odnosno 2v2,5v5,3v3
svaka pobjeda dosnosi određen rating a kada se izgubi borba gubi se rating..arena teamovi se mogu napravit u nagrandu,nethersormu,blade˛`s edge mountainsu i u tanarisu
svaki team pocinje sa 1500 ratingom,,postoji galdiator oprema odnosno s1,s2,s3,s4 koji se kupuju sa arena bodovima koji je dobivaju na racun ratinga tema sto je rating veci vise se bodova dobije..eto to je to sad cu prec na strucni dio za oni koji igraju sa hunterima arenu ja osobno igram sa hunterom najboljiarena 2v2 team na serveru prije odnosno sezone 4 rating je bio 2350 a poslje izlaska sezone 4 rating rating je puno teze dignut radi toga sto sada svi teamovi mogu imat s2 gear bez problema jer se moze kupiti honorom,e pa ja sam odlucio napravit hunter/druid guidu (guida je na engleskom jer skluzi cijeloj wow populaciji ne samo hrvatima..)pa evo guide
General Information
This is my official 2.3 Hunter/Druid strategy guide, if you look at the evolution of my original strategy guides in comparison to this it's almost a different guide.

The other guides gave you basic idea's of what to do in situations in 2v2, like "Oh, I see a Shadow Priest OOM him and LOS!", I go into a lot of detail in this guide on "Why?", by giving you my thought process on why I do things certain ways, then you guys can hopefully become strategists yourselves. Playing your opponents is equally as important as knowing the general strategy on beating a team. One Warrior/Druid team will not play like another Warrior/Druid team. Understand that you will need to play differently depending on the other players. Understanding why you do things from my guide will hopefully help you adapt to different play styles.

Knowing your opponents and understanding game mechanics is an important factor in being able to play them, so if your having trouble figuring out a combo with my guide study their strengths and weaknesses.

I make these guides because I learn just as much from you guys as you learn from me. I grow as you guys grow.

Megatf on Tichondrius is my new main, my Dwarf has quit all his arena teams and sits in retirement.


General Tips in no particular order
Since your partner is a Druid, this combo is VIABLE for ANY race. Night Elf, Blood Elf, Troll, Orc, Tauren, Dwarf. Abolish poison REMOVES wound poison and crippling poison.
We can put out burst damage, but we're still a drain setup, putting heavy pressure on DPS to force enemies to use their mana. Most fights are won by draining the other team dry.
Your Druid becomes the ultimate tank. He can tank Rogues/Warriors, he can Feral Charge, Bash, pillar hug, CC, and Stealth. I love it! It is important that your Druid can react quickly, know when to hold your target in place, when to heal, when to drink, how long he can drink for, who to CC, to make sure he's letting you know when he's CCing so you don't waste Scatter on a Cycloned target.
Drink a lot, especially with Druid/Hunter games which can last 10-20+ minutes. If your healer and yourself are pretty much good and he can sustain himself and your out of mana pull the pet off of his target for a split second, feign, drink then send your pet IMMEDIATELY back on the target, get a couple ticks of drinking off and get back into the fight.
Casters love to CC us, how do we avoid this? Feign Death, Scatter Shot, Silencing Shot. You have to be quick - really quick, especially with Feign Death. I bound Feign Death to Mouse4 so I can do it quickly, Scatter and Silencing Shot are close by as well.
On double DPS teams use Aspect of the Hawk, on DPS/Healer teams use Aspect of the Viper.
Be mindful of where your Druid is at ALL TIMES. If you LOS your own healer (Which is rare since you'll usually always have HoT's up) or you are letting him get focused, then you're going to lose. Use Raid Icons. It will help you locate your healer and he'll be able to find you easier through Poles, under bridges ETC. I recommend using Icons, I always give Chances the orange, I get the green one, and my pet gets the blue one.
Do not use Steady Shot if you are taking any kind of damage, it's really bad and 99% of hunters do this, use steady shot to maximize damage ONLY when you are not being attacked.
Use Line of Sight to your advantage. We can use it just as effectively as they can use it against us.
Hunter/Priest is good too, but for high end arena Hunter/Druid is better.
YOU NEED THE 17K HONOR PVP TRINKET, GET IT.
Your healer CANNOT be CC'd by Sheep, it's a beautiful thing. Make sure any Druid you want to try out knows he can shift out of polymorph. (You'd be surprised.)
Common sense tip for most: if a Rogue gets the jump on you, don't trinket the Cheap Shot. Cheap Shot is his first stun, which he can immediately follow up with a Kidney Shot if you trinket out of the first one. Same thing goes for Vanish to Cheap Shot. I usually don't trinket the stuns unless it's an emergency.
Get a Scorpion Pet. I can't stress it enough, it's critical. Give him full Nature resist, Full Frost Resist, Cobra reflexes, rank 5 Scorpid Poison, and the second or third highest Shadow Resist you can give.
Coordinate drinking with your Druid. Make sure if your Druid is off drinking you are near full HP, one of their team is CC'd, and you at least have a HoT on you to survive, it's really easy to survive if you play right. If you're going against a pet class and your healer needs to drink, Wing Clip the pet so your Druid can Travel Form away faster, this is really helpful in Blades Edge Arena. If you're off drinking your Druid has to stay and keep the other team in combat as it's really not hard to ditch/CC your pet so they can get drinks off. IE. Blades Edge Arena.
This is the Hunter point of view on how to fight these combo's, I can give you the basic knowledge of what I know about the Druid strategy but your Druid is going to have to figure out his side. I can tell you what mine does in certain situations but I can't give you the nitty gritty of everything he does.
With a Druid, your pet should rarely die, I've fought 2200+ rated Warriors and between Cyclone, Freeze Trap, Roots, Bash, Swift Mend and 3 Lifeblooms your pet should rarely die, but lets face it does happen. Your teammate is a Druid, you can afford to run away resurrect him, heal him, drink and then go back to fighting because you're playing on the ultimate outlast team and fights last long enough for pet ressing to be viable. With the 11/41/9 spec it just takes a quick Scatter Shot on one target, and a cyclone on another and they won't even get a drink off.
When using Viper sting on a Paladin, try your best to IMMEDIATELY follow up with a Silencing Shot to delay the Dispel whenever possible.
With a Druid, your team is all about control and CCing the other team into oblivion. Chandlereeve and myself have controlled a Rogue or Warrior team pretty much until his healer was dead.
Pouncing one of the DPS at the start is so clutch! Always have him try to get a pounce. Though sometimes it doesn't happen.
Cyclone + Roots + Bash + Pounce are your best friends. Coordinating Scatter Shots + Freeze Trap in combination is incredible and you can survive lots of things.
If your pet gets stuck in one of the pillars in Nagrand, which happens frequently, you can do two things: dismiss your pet and bring it back or you can use Eyes of the Beast which is Instant and move him out of the pillar. I'd recommend using Eyes of the Beast! Special thanks to Ullzang of Tichondrius for this tip.
The Best Tip I Can Give: It's really important to avoid getting frustrated and yelling at your partner. At the end of every loss me and my Druid talk about what we did wrong, what we can do the next time, and how we'll be more on the ball.
Most of the strategies are similar. With the addition of Cyclone and Roots making melee teams a serious joke. Warrior/Paladin becomes your easiest matchup and Warrior/Druid loses to Hunter/Druid if played right.
Casting Hunter's Mark on a target will cause them to stand up if they are drinking.
Learn to coordinate damage together, sometimes it can be really tricky finishing off that Druid by yourself at the end of a match, me and Chances will frequently coordinate a burst to finish him off at the end.
Target switch a lot. Sometimes the best way to force a healer in LOS of a Viper Sting is for you and your Druid to put pressure on the DPS. Me and Chances are very aggressive with teams now, putting pressure on DPS to force the healer to come out.
Chances uses Cyclone offensively as well as defensively. We'll burst down players and pets by coordinating Cyclones/Scatter Shots/Traps on the healer then Cycloning the DPS who's low before the second Cyclone wears off. Boom another Cyclone, then he'll start his Cyclone rotation on the healer again with a Feral Charge Bash, it rarely works on really good teams but it will put a lot of pressure on the healer forcing him to expend a ton of mana and making their DPS play defensively.
Against any team with a Priest: if they aren't smart enough to put that Shadowfiend on your pet and they put it on you or your Druid, KITE IT! Every time it hits something the Priest regenerates mana, the exact opposite of what we're trying to do to him via Viper Sting.
These are random thoughts, a lot of the really pro stuff you'll randomly read in the strategy guides below. I mention certain things in some strats that you can use universally, so just because I mention something in one strat but don't mention it in another doesn't mean you cannot use it.
I recommend that your Druid spec Insect Swarm, it's amazing for soloing pets.
Switch between 1 handers and 2 handers depending on the team your fighting.
KNOW YOUR OPPONENTS. Ever heard the saying knowledge is power? Instantly recognizing your opponents talent specs and knowing their strengths and weaknesses is possibly one of the MOST important things to being successful in the Arena. For example: Differentiating between an Affliction Warlock and a Soul Link Warlock.
When and if your pet dies (It happens, sometimes it's impossible to avoid, darn random number generators), unless you want that enemy healer to drink back several thousand mana your Druid needs to keep that enemy healer in combat while you CC the other with Freeze Trap/Scatter Shot/Cyclone/Root. Remember with 11/41/9 you only need 1700 mana and 4 seconds to get your pet back into the action. If they both stay on you to prevent a resurection that means the healer is not drinking and using even more mana to delay the inevitable res.
AlwaysBuilds
Hunter
11/41/9
It's a 2v2 and 3v3 spec. I made up a while ago to counter Druid teams.

What you lose going 11/41/9 over older more traditional specs:
Deterrence is a 25% chance to avoid damage against melee DPS for 10 seconds on a 5 minute cooldown, in all honesty I believe this should be a trainable ability like iceblock, but rarely should 2v2 come down to having this ability, if you have to have this just to survive something is missing.
Survivalist is a nice 10% boost to life, but by getting Endurance you get that extra health on your pet which is nice in keeping him alive, and a 5% HP loss really isn't that crucial, it's rare for me personally when it comes down to an extra 500 HP making the difference in a win or loss.
Surefooted - The only reason I ever took this talent was for the hit rating, not for the 5-15% chance to resist snaring effects. Let's be serious, did 5-15% every really stop a rogue from getting another crippling proc? Or a warrior from getting another hamstring? Adjust your gear accordingly if you're going to take this spec to get near 5% hit. Losing a little bit of resilience is not going to matter much.
Losing 1-2 Points not in Careful Aim or Ranged Weapon Specialization is a slight DPS loss, but what you gain is far more important than the little DPS, because the way I see our class, if your not Beast Mastery we are not a burst DPS class.
keep Hunter's Mark up on your primary DPS target. 100+ mana for a spell that gives you an extra 110 attack power for 2 minutes on that target is a no brainer.
sad prelazimo na meceve
druid/hunter
Strengths:
Viper Sting
Sustained DPS but can coordinated strong burst.
Cyclone, Roots, Freeze/Frost Trap, Wing Clip, Scare Beast, Silencing Shot, Scatter Shot, Feral Charge
Both can easily drink if left unattended
Abolish Poison
Weaknesses:
Once hunter is OOM DPS drops severely
Can kill pet with coordinated CC's
Who to keep pet on:
Hunter

Possible Hunter Talent Spec's (Standard Spec's):
Marksmanship with Improved Revive Pet
Marksmanship

Possible Druid Talent Spec's (Standard Spec's):
Insect Swarm
Deep Resto + Feral Charge + Nature's Grasp

My strategy has had to change completely on BG9, I've played against every top Hunter/Druid team and I've had to come up with this strategy while being extremely out geared (Full S3 > Kara/S1) by all of my opponents. With that said I will give you all the amazing Druid/Hunter strategy that will NEVER fail unless the other team simply does it better than you.

Your goal in this fight sounds simple, OOM the Hunter, kill his pet so he's unable to resurrect his pet, keep him OOM, Feign Death drink a nice chunk of mana, then CC Druid and kill the Hunter.

This strategy can take time, always carry 100+ water's on you. We fought an amazing full S3 geared BG9 Druid/Hunter team, our first match took an hour and had to create the above strategy to finally beat them, otherwise with him constantly Vipering me and the Druid preventing me from drinking it would have been a never ending battle of 2 hunters Wing Clip spamming each other with 1 handers slap boxing.

Everything I was doing I could blatantly see my opponents mimicking, on every team I played, it was like playing with myself. The second time we approached this team we had the strategy right and we charged in. I immediately applied a Viper to the Hunter and sent my pet after him as he did to me and both of our Druids popped out to immediately Abolish it. I in turn went immediately to his Druid and Scatter/Trapped him and started working on his pet, which was on me.

With the pet on me it makes it much more difficult for me and the enemy Hunter to DPS it down because we have to constantly Wing Clip it and get to range all the while Viper Stings are ticking and we are using mana.

In this first phase of the fight most likely you won't kill the Hunter's pet unless they are really bad to which case you stick on him and prevent him from getting another one off.

Against a mirror match your going to have to wait for the most opportune moment to kill his pet. Usually when you and your Druid have the other team CC'd you should drink up to about 5k mana. That's what I'd recommend. Your partner will be staying all over the Hunter making sure he doesn't drink while your catching back up on mana because if he can't drink he can't resurrect. To finish off the Hunter you should play it just like you did to kill the pet. Freeze Trap the Druid, before Freeze expires, Cyclone twice, in that time you should be able to kill the Hunter without any heals from the Druid. If that is not the case, Cyclone the HUNTER twice before the Druid has a chance to heal him, this will buy you time to get your freeze trap off the cooldown and take the Druid off of diminishing returns.
druid/rogue
Strengths:
When specc'd Mutilate Poison Resist and great damage
When specc'd Shadowstep they have more control
Cyclone, Roots, and Blind
Coordinated CC's with strong burst can take people down. (Not me or Chances)
Great heals
Weaknesses:
Cooldown Reliant
Abolish Poison
Frost Trap
Who to keep pet on:
Druid

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have Several Viable Builds

Possible Druid Talent Spec's (Standard Spec's):
Insect Swarm
Deep Resto + Feral Charge + Nature's Grasp

The strategy for this fight isn't terribly difficult, but it involves your ability to kite, keep Viper's up on the Druid and stop him from drinking by keeping him in combat but also putting TONS of pressure on his Rogue.

We used to have a lot of difficulty with this combo at first, again I used to have this hardcore issue with tunnel visioning on a healer. Having played with Chances, Wojo, and Vorrent I know now how much harder I was making it on myself on certain combo's.

What's the best way to OOM a healer aside from Viper Sting? Force him to heal.

This entire fight you should always have a Frost Trap centered around who the Rogue is going for which nearly 100% of the time it will be you unless they are attempting a burst on your Druid.

Use this to your advantage, keep a Frost Trap on the ground and with Abolish Poison you should be able to kite the Rogue all over the Frost Trap, and when your Druid can he should be putting a Entangling Roots on the Rogue to give you time to just unload and Cycloning when the Rogue is on you and he can't Abolish Crippling (Mutilate is such a pain).

By putting tons of pressure on that Rogue the Druid is forced to pop out and cast Lifeblooms using precious 1.5 second global cooldowns to keep that Rogue up, when this happens get Viper Sting on that Druid as soon as possible. By keeping tons of pressure on the Rogue the Druid has less chances to drink, and when he does the Rogue is usually attempting to LOS or stun lock you while the enemy Druid Roots/Cyclones your pet. (It should resist a few times because you all have 140 Nature Resist on your pet riiiiight??)

If you know you can survive the Rogue for a bit, have your Druid keep the enemy Druid in combat, 2 rank 1 Moonfires while your pet is catching up. If your Druid can't chase him because he has to stay with you then no biggie, you and your Druid have 10x more opportunities to drink than them with Cyclone, Roots, Frost Trap. The enemy Druid getting a tick or two off will not be game breaking.

Eventually you will wear down the Druid's mana and he'll need to drink while you and your Druid are ready to burst the Rogue down. That's when you take your opportunity and unload the DPS. Your Druid has to be ready to Cyclone, if that Rogue is below 20% and you see that enemy Druid coming after you, your Druid needs to Cyclone + Feral Charge Bash that enemy Druid immediately, he should be OOM or nearly OOM anyway.

This combo can be ridiculously hard in the first minute when played extremely offensively, this strategy involves bursting your Druid down from 100% to 0.
druid/warrior

Strengths:
50% Healing Debuff
Great Synergy
With CC's can coordinate burst.
Axe Specialization = Lots of Crit (Rare)
Sword Specialzation = Extra Attacks (More Common)
Mace Specialization = Stuns off of Attacks (Prominent)
Cyclone, Root, Feral Charge + Bash
Abolish Poison
Weaknesses:
Warrior can be CC'd with all of your tools, Scatter, Trap, Cyclone, Root, etc.
Viper Sting
Scare Beast
Who to keep pet on:
Druid

Possible Warrior Talent Spec's (Standard Spec's):
Mortal Strike/Tactical Mastery
Mortal Strike/Flurry

Possible Druid Talent Spec's (Standard Spec's):
Insect Swarm
Deep Resto + Feral Charge + Nature's Grasp

The strategy to this fight is so dynamic, the it primarily depends on the playstyle of the Druid.

There are several different types of Druids, the defensive Druid who stays LOS around a corner in Bear Form forever, the offensive Druid who plays to win in under 5 minutes, and the adaptive Druid who plays off of your own individual playstyle. We can already tell which is the most difficult of the three from the descriptions alone.

The Warrior can be doing many things himself, either he's determined to kill your pet, determined to kill your Druid, determined to kill you, or adaptive in a way that he'll put pressure on something and know when to target switch to a pet or a player to get a kill. Again the most dangerous player is obvious in the descriptions.

Smart Druid's will know via a third sense or MagicTrack when your planning on CCing his partner via Scatter + Trap, because to a Druid the most dangerous thing you can do to him is to CC his partner and leave him alone to the mercy of 2 other player's. It's always going to be in a "good" Druid's best interest to avoid him getting CC'd as much as possible. Simply Scatter + Trapping every 30 seconds when it's available is rarely the best course of action because then it becomes an obvious pattern and they can easily predict when he should be in Bear Form ready to take the trap in his partner's place.

If you see him in Bear Form pretty much standing on top of his partner, or near his partner thats not going to be a good time to trap. In a situation like that you should cast Scare Beast, then Scatter + Trap, or separate the two and make sure he can't simply just Feral Charge you after you Scatter.

Now that you know when and when not to use your Freeze Trap we'll go into the basic strategy of fighting Druid/Warrior. The power of your combo over Druid/Warrior is you and your Druid both have the ability to crowd control more than once every few minutes.

At the start of every 2v2 match against Druid/Warrior Chances and myself immediately put pressure on the Warrior to get the Druid out, to which I send my pet on the Druid and get a Viper Sting out instantly. The Warrior can do one of two things at this time, he can either go for you or your Druid while alternating between the two of you when it's in his best interests.

A.) If he goes for you it's going to free your Druid to heal, Cyclone, Root, etc. Which is great except against adaptive and offensive Druids because then they will start CC rotations on your healer, Fear will be used as well. These teams are extremely dangerous in the beginning. The Druid will be doing everything he can to eat your trap (Or if the Warrior has trinket up) and when he does he'll immediately start CC rotations on your Druid because he knows you have nothing to get range for the next 30 seconds while your Druid is Cycloned, Charged, Bashed, then Feared.

B.) If he goes for your Druid it's going to leave you wide open to have free reign on his healer to drain, Scare Beast and give you the ability to Wing Clip/Scatter trap the Warrior. These Warriors are used usually in conjunction with extremely defensive Druids. The hard thing about these Druids is that they are master's of pillar kiting, especially Hunter's, they rely on their Warrior. This frees you up to CC. The problem with this team is it seems like no matter what you do the Druid always manages to recover the mana he's lost when you do for some reason get that Viper Sting (Which he immediately goes into bear form when you land it and continues to LOS or bashes you then runs away to drink).

How to handle Druid A.) Your Druid has to be ready for these combo's. You can tell right away because almost instantly you guys will be playing defensive and under a ton of pressure, their goal is to get you to blow NS/Trinket as EARLY as possible. If you can avoid doing this it might save you trouble later, being ready for a coordinated burst to your pet, you, and your Druid is crucial. Your Druid being able to kite a Warrior, understanding his cooldowns, being able to LOS (He's not alone in this, you need to be able to Silencing Shot when your druid NEEDS to be in LOS to heal.), and your ability to keep the Warrior off with Wing Clips and Scatter Shot + Trap. The Druid in this combo will always go OOM really quickly attempting to keep Roots/Cyclone up, and with Viper's ticking while he's chain casting is only going to expedite what happens next.

Now again, let me stress this: it is crucial you are using your Silencing Shot correctly, not on a roots, not on a heal, but a Cyclone, especially in the beginning, by Silencing your Druid should be able to finish off a few Life Blooms or a Cyclone on the enemy Warrior and give himself enough time to "zip" around a corner to dodge a Cyclone. Your power in this combo comes from your ability to let them wear themselves down by attempting to chain CC. When you see the offensive Druid start to play defensive the ball is in your court. It means the Warrior is going to start attempting to kill your pet freeing both yourself and your Druid to CC and apply pressure to the Druid. The problem with this though is they are again going to attempt to CC your Druid to get a burst on the pet, except your pet has 0 resilience, and 7k hp... Again, Silencing Shot, and Freeze Trap need to be used accordingly. After you wear that Druid oom the game should be pretty easy, keep Viper's up, continue your CC rotations on the Warrior. With both your Druid and yourself DPS you will finish off the Druid with a good coordinated burst in a Feral Charge + Bash.

How to handle Druid B.) These fights can usually be very drawn out matches. The enemy Druid will drink a lot, the Warrior will Hamstring your pet, you, and everything possible to keep his Druid's mana topped off. This style relies on their ability to keep constant pressure on your healer, on you, on your pet all preventing your Druid from drinking while his Druid drinks a lot. Once the mana disparity is pretty big the Druid will play very aggressively, keeping your Druid in combat despite your best efforts to CC. You need to be on top of this, at this point the enemy Druid will play very recklessly doing whatever it takes to keep your Druid from drinking leaving himself open for DPS, and drains.

Now if you and your partner are geared enough, and your Druid can take hits from Warriors this is what I recommend when you have trouble with a Druid who wants to play LOS too hardcore. You have to force him out, get a Scorpid Sting up on the Warrior, have your Druid if he has it put Insect Swarm up and start putting heavy pressure on the Warrior. Line up an Aimed Shot, Multi-Shot, Arcane, Auto, and force that Druid out to heal, then get another Viper on that Druid the second he pops out to heal. Then when the Warrior is loaded up full on rage and heal over time spells, CC the Warrior and have your Druid go drink. The enemy Druid should still be playing pillar games with you. Eventually you will wear down this combo and win. Coordinate your DPS on the Druid to finish him off. My Druid assists me on DPS on every single kill I do.
mage/shadow priest
Strengths:
Strong burst
2 silences
Polymorph/Fear
Weaknesses:
Line of sight
Viper sting on Priest
Who to keep pet on:
Shadow Priest

Line of sight is your best friend against this combo, they have the burst potential to switch between either you or your druid. This combo is very fragile and one of their primary CC's is null against your healer. But coupled with 2 silences they can still EASILY burst someone down.

I haven't played this combo much so I cannot comment on a very detailed strategy other than Viper Sting the Shadow Priest, Scatter/Silence the Mage, use Frost Traps and LOS together until the Shadow Priest is OOM
mage/rogue
Strength's:
Great Burst Damage
Blind + Polymorph
Silence
Weaknesses:
If you survive the cooldowns you have nothing to worry about
Mage is Drainable
Can easily figure out when they plan on bursting you.
Easy to kite with Abolish Poison
Who to keep pet on:
Mage

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have Several Viable Builds

Possible Mage Talent Spec's (Standard Spec's):
Deep Frost + Imp CS
Deep Frost + Impact (Rarer)

Basic Strategy involves draining the Mage, Frost Trap/Flare, Scattering Rogue, Silencing Mage. Always try to keep Wing Clips up on all these teams if you are in melee range and especially if they try to burst your Druid down. Your Druid's survival comes down to his individual kiting skill and your ability to help keep the enemy off your Druid.

Kill Mage pets! They die in a quick auto, multi, arcane shot rotation usually and it means life or death. Obviously don't waste time DPSing the pet when your Druid is at 20% and you have Scatter/Silence up. Save your Druid, but if they are preparing to unload burst on you be ready for it.

If they are going for your Druid make sure you have Feign Death ready for Polymorph, if they go for you, make sure you have it ready for Frostbolt.

If they go for me I ALWAYS trinket the second or third Frost Nova, thats when the other team is prepared to kill you, the first wave of burst damage is meant to throw your healer off balance. They are prepared for you to get healed through that, the SECOND nova is meant to kill you, and they will use Blind, and Counterspell to do so. So during this phase you need to kite, and your Druid needs to stay with you.

It can also be the third Nova that they attempt to burst you on. If they are attempting to burst you down, use Silencing Shot in conjunction with being Frost Novaed to give you time to get topped off or trinket and get away. If they are attempting to burst down your Druid you have to use Silencing Shot to stop Polymorphs on yourself. Between Feign Death, Trinket, and Silencing Shot you can make the Mage waste several precious seconds attempting to CC you.
paladin/warrior
Strengths:
Plate Armor
Blessing of Freedom
Dispel
50% Healing Debuff
Consistent Damage
Axe Specialization = Lots of Crit (Rare)
Sword Specialzation = Extra Attacks (More Common)
Mace Specialization = Stuns off of Attacks (Prominent)
Stuns
Judgment of Crusader
Blessings
Hammer of Justice
Intercept
Weaknesses:
Paladin is easily susceptible to drains because of dispel resist and scorpid poison
Dispel only removes one magic effect, so putting Faerie Fire and Hunter's Mark can prevent easy dispels
Can arcane shot dispel Blessing of Freedom/Blessing of Protection off the Warrior or Paladin
Who to keep Pet on:
Paladin

Possible Warrior Talent Spec's (Standard Spec's):
Mortal Strike/Tactical Mastery
Mortal Strike/Flurry

Possible Paladin Talent Spec's (Standard Spec):
Holy

Usually an extremely easy matchup for Hunter/Druid. The way I start this fight off is in the beginning I use my Arcane Shots on the Warrior until he's completely cleaned of buffs, then we start CC rotations on him and I drain the Paladin to nothing.

The reason why I completely dispel the Warriors buff's is so that way when he gets Blessing of Freedom I can dispel it off with one Arcane Shot removing some of his mobility. I keep Hunter's Mark, and my Druid keeps Faerie Fire on the Warrior to give the Paladin a dispel a 1 and 3 chance of removing Entangling Roots or Freeze Trap. When I'm draining the Paladin I always Viper then immediately Silencing Shot afterwards to guarantee at least 1 or 2 ticks of drain before it possibly gets dispelled.

During this time the Warrior will get various Blessing's of Freedom's which I'll be attempting to clean off with Arcane Shot, you'll notice the smarter the Paladin/Warrior the more buffs they keep up, a good Paladin/Warrior will always have a shout and the Paladin will attempt to always keep a blessing on his Warrior, but when that Paladin spends 90% of the game attempting to LOS me it doesn't always work out like that.

The Paladin/Warrior playstyle that gives me and Chances the most trouble are very very aggressive Paladin/Warrior teams. Judgment of Justice is that combo's best friend against any team involving a Druid. A Paladin will keep that refreshed on a Druid while the Warrior, RNG's(Random Number Generator) several mace stuns in a row getting your Druid low. The Paladin will be using Holy Shock and Judgement of Righteousness to apply extra pressure on the Druid, the Paladin will throw a BOF on his Warrior and the moment your Druid pops out to heal the Paladin will HoJ (Hammer of Justice). The Warrior will use his Fear and they will attempt to burst your Druid down ignoring your Viper Sings.

Using Wing Clip, Scatter Shot, Freeze Trap, Silencing Shot are all essential for your Druid's survival. They don't want to kill you, they want your Druid. Now when it doesn't work, good Paladin/Warrior teams will target switch between you and your pet to buy time, and they don't do it right away, they'll get a Whirlwind on your pet as well as an occasional auto attack. If it drops below 5000 hp the Warrior will Intercept and attempt to 2-3 shot it.

The easiest way to stop the above theory craft is to be prepared for it. It's really obvious to tell the difference between a defensive and offensive Paladin by the way they start the game. A defensive Paladin will immediately hug a pillar while the Warrior charges in. An offensive Paladin will follow right behind his Warrior wanting to be near the action for if/when that Druid pops out to heal his partner
shadow priest/rogue
Strengths:
Great burst damage
AoE fear + Blind
Silence
Weaknesses:
Line of sight
Wing Clip
Easy to kite with Abolish Poison
Priest goes OOM really quickly
Can prevent lots of potential burst damage with Feign Death and Silencing Shot
Who to keep pet on:
Shadow Priest

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have several Viable Builds

Possible Shadow Priest Talent Spec's (Standard Spec's):
Shadow Burst

Keep Pet/Drains on the Shadow Priest, Scatter the Rogue off you as much as possible, make sure your Druid is paying attention to the SPriest, what they like to do is Fear your Druid after he trinkets a Blind. Your Druid has to be mindful of where the SPriest is at all times, he cannot tunnel vision on you. If you see a SPriest coming towards your Druid and you know your Druid won't have enough time to get away obviously Silencing Shot him before the Fear goes off. Individual things like that separates a good hunter from an amazing hunter.

Now you can't make it easy for that SPriest to get a Fear off on your druid, 90% of the game that SPriest will be reapplying Shadow Word: Pain, dispelling all your HoTs/Abolish Poison, all while the Rogue is beating on you. That Shadow Priest, if he's smart, will not even cast anything on you until your Druid is feared (which is usually after he trinkets Nlind) giving them 8 full seconds to unload on you which is enough in most cases to either kill you or get your Druid too far behind on heals to catch up.

Good SPriest/Rogue teams target switch, so don't be surprised when they decide to leave you alone and run after your Druid after he comes out to heal you. Your Druid should always be ready for the switch, when I play good double DPS teams I know if they go for me first and fail, the next game they will try going for my Druid. Once they figure out which is the weaker of the two they usually stick to that strategy. In those situations you need to be ready to save your Druid, only Scatter a Rogue who has Evasion up if you absolutely need to have the Rogue Scattered at that moment. Usually your Druid can live long enough to last through that Evasion. Having a Scatter miss when that Rogue pops Evasion makes me cry. So unless you NEED to Scatter, don't risk wasting a 30 second cooldown which could make or break the game.
priest/rogue
Strengths:
Wound Poison Healing Debuff
Depending on Spec - Shadow Step (Staying on target) / Mutilate (Amazing Damage)
Mana Burn
DispelsAoE Fear
Rogue's Cloak of Shadows can make it really hard for your Druid to CC.
Removes Entangling Roots with ease.
Weaknesses:
Abolish Poison removing Wound Poison and Crippling Poison
Easy to kite the Rogue around Frost Traps
Priest is easily susceptible to Viper Sting
Heals are weak, need's to be in LOS of his Rogue more often when he takes damage.
Who to keep Pet on:
Priest

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have Several Viable Builds

Possible Priest Talent Spec's (Standard Spec's):
Discipline
Holy

For a while, I used to tunnel vision on the Priest, I thought "I need to kill the person I'm draining.", but it takes forever when you have a Rogue beating on you and the Priest is LOSing you like a champ, only popping out to Mana Burn.

The way I play this setup after evolving my playstyle is setting the Priest as my Viper Sting focus, and I DPS the Rogue. My Druid Cyclones the Rogue when I have trouble getting range or when I get low on hit points. It forces the Priest to be in LOS of you so he can heal the Rogue so you can keep Viper Stings up every 15 seconds. When the Rogue gets Pain Suppression try chain Cycloning him so he can avoid getting healed as much as possible at this stage.

It's pretty basic, use Frost Traps, drain the Priest and DPS/Kite the Rogue. Between Abolish Poison, Wing Clip, Concussive Shot, Roots, Cyclone you shouldn't have trouble maintaining range on the Rogue after his initial cooldown burst.

The hardest part about this combo for a Hunter's is Mana Burn, a very aggressive Rogue/Priest team will attempt to Mana Burn you to 0, and will attempt a few sneaky Mana Burns on your Druid, you need to be on point with Silencing Shot. I only recommend using it to stop Mana Burns and a heal when the Rogue or Priest is below 20%. With coordinated CC's shouldn't stop you from drinking enough mana to easily stomp this combo.

Mutilate Rogue's are harder than Shadowstep because when they do get in range of you that Abolish Poison resist paired with how much damage they do can be nasty if your Druid gets Mana Burned. You have to be mindful of who that Priest is targeting and what he's casting, both you and your partner.

One of the main reasons why I suggest DPSing the Rogue over the Priest is because often times when you're chasing a Priest around a corner when you do finally catch up you eat a Psychic Scream and a nasty Mana Burn. When you are DPSing the Rogue, the Priest is forced to come into LOS for that split second to get a focus Viper casted on him.
shadow priest/warrlock
Strengths:
Burst damage
2 AoE Fears + Single Target fear
Shadow Priest and Warlock augment each other's damage
Spell lock and Silence
Weaknesses:
Viper Sting
Line of Sight
Who to keep pet on:
Warlock (Turn Scorpid poison off)

Possible Warlock Talent Spec's (Standard Spec's):
Unstable Affliction / Shadowburn
Soul Link / Siphon Life

Possible Shadow Priest Talent Spec's (Standard Spec's):
Shadow Burst

If the lock is Affliction kill the Felhunter as fast as possible, keep viper stings on the spriest, kite around a frost trap, silence/scatter the lock after Deathcoil. Drain the Spriest but DPS the affliction lock, they take a lot more damage than the spriest who has 50% damage reduction.

If it's an SL/SL lock don't waste time killing the pet twice, his burst damage is lower but you need to help your Druid not get Feared, he can get bursted very easily in a Fear that puts him out in the open. Once the Shadow Priest is OOM you shouldn't have any problem finishing them off. DPS the Shadow Priest in this situation.

The reason why I say to keep the pet on the Warlock with Scorpid Poison turned off is because obviously the Warlock's casts are the most powerful, especially if they are spec'd for Affliction, the pet on the Warlock can buy you enough time to LOS an Unstable Affliction, a Fear, or a Shadowbolt, and with Scorpid Poison turned off you can still Scatter Shot him.

This combo can drop a Druid from 100 to 0 if he is standing out in the middle, so he CANNOT get Feared, usually the only way Chances EVER gets Feared is if he gets Deathcoiled. Chances will be in LOS of the Warlock long enough for him to get his instant cast Deathcoil off, how do we prevent the Fear? By saving Silencing Shot for it, do not use your first Silencing Shot on ANYTHING but after that Deathcoil, if your Druid gets feared in those 3 seconds he's Deathcoiled your going to die.

You should always be actively doing your best to prevent you or your healer being Feared, I can't say ONLY use your Silencing Shot only on the Warlock Fear's as you should both be doing your best to LOS those, their could be a time where your low, the Warlock is CC'd/LOS and the SPriest is attempting to cast Mind Blast, obviously use the Silence on that. But, for the most part, I use Silencing Shot for clutch moments.
priest/warlock
Strengths:
Damage and drains that go through LOS
Dispels
Lots of Mana Draining Potential
Spell Lock
2 AoE Fears + Spammable Single Target Fear + Deathcoil
Weakness's:
Easy to kill 2 pet's to remove Soul Link
After both pet's are dead killing the Warlock is easy
Priest is easily drainable
Can Silence/Scatter the Warlock fears every 20 seconds.
Who to keep pet on:
Priest

Possible Warlock Talent Spec's (Standard Spec's):
Soul Link / Siphon Life

Possible Priest Talent Spec's (Standard Spec's):
Discipline
Holy

The basic strategy for this fight is to drain the Priest, kill the Warlock pet twice, then kill the Warlock.

The reason why this is hard is because you have to be really careful, like most Warlocks they will Fear/Mana Drain you. Priest's will do their best to LOS you and if you tunnel vision the Priest and try to Wing Clip him he'll get that AoE fear off and if he ate a Viper Sting in that time he won't hesitate to Mana Burn you over and over.

Now when you focus the pet twice it forces the Priest to come into LOS and obviously heal it leaving him wide open for Viper Stings and if he runs up and gets the Fear off he'll need to catch up on heals. Now you have to pay attention to the Warlock and Priests casts and the Priest's positioning. You and your Druid have to watch out for that Priest, since he'll most likely be using that Psychic Scream offensively to get Mana Burns off.

That Warlock will be trying to Fear/Mana Drain as much as possible as it's the power of their combo as it is for Hunter/Priest, being Feared leaves you open for Mana Drain/Burn so sticking near an LOS object or quickly hitting your Feign Death, Scatter, and Silence keybind is essential. Keeping your Frost Trap near a pllar or tomb, knowing when to LOS a cast and being ready for it, and keeping Viper's on the Priest is really crucial to the easy success of this fight.

After both pet's are dead, or the Priest is out of mana you can either kill the Warlock or go ahead and kill the Priest whichever you think will be easiest. For example, if the Priest is at 50% and OOM and the Warlock still has a pet alive, it would be faster to just kill the Priest.

Or if both pets are dead and the Priest is nearly OOM just go ahead and kill the Warlock

priest/warrior
Strengths:
50% Healing Debuff
Consistant Damage
Axe Specialization = Lots of Crit (Rare)
Sword Specialzation = Extra Attacks (More Common)
and Mace Specialization = Stuns off of Attacks (Prominent)
Dispels
Mana Burn
2 AoE Fears (Also a weakness but can be powerful when used correctly.)
Root+Freeze Trap is easily dispelled.
Weaknesses:
Healer can easily be drained
Can both be slowed
No crowd control other than Mace stun, hamstring, and fear.
Who to keep pet on:
Priest

rogue/shaman
Strengths:
Great Burst Damage
When specc'd Mutilate Poison Resist
When Specc'd Shadowstep the Rogue has more control
Heroism
Fast heals
Totems (Grounding, Poison Cleanse, WindFury, Mana Spring)
Water Shield makes Shaman un-drainable
Weaknesses:
After initial cooldowns the Rogue can easily be kited
Can CC the Shaman and kill the Rogue
Abolish Poison
Who to keep pet on:
Rogue

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have Several Viable Builds

Possible Shaman Talent Spec's (Standard Spec's):
Restoration

Since 2.3 has come out I have only played this combo twice in high rated arena(Coincidently the same night as of creating this writeup). The first game Chances and I played in it for an hour. At first attempting to just stay on the Shaman and Drain him. Then by draining the Shaman and DPSing the Rogue. Neither of those worked, Shamans are IMPOSSIBLE to drain. We won by coordinating massive CC on the Shaman and killing the Rogue, the second game after doing this was won in a total of 4 minutes.

The Rogue was specc'd into Mutilate, so that's the only way I'll be able to explain it. I will tell you step by step how our second 4 minute game went versus an hour for our first game.

It was Blade's Edge Arena, we charge across the bridge and upon recognizing the Shaman I decide to go ahead and flare to which I got a lucky spot on the Rogue. From there the Rogue charged at me and did damage, my Druid did various CC's on the Rogue, I went to the Shaman, destroyed his Grounding Totem, Scattered and Freeze Trapped him while the Rogue was Cycloned.

The Shaman trinketed the first Cyclone and threw heals on the Rogue, no biggie, 30 seconds later we attempted the same thing, getting the Rogue to around 30% before the Shaman got a quick NS heal on his partner(My druid assisting me in DPS, keep in mind he's specc'd Insect Swarm), which was pretty amazing to me because the Rogue was using all of his cooldowns on me and Mutilate has a nasty poison dispel resist.

At this point I had not used Stoneform and neither of us had used Trinket. I was preparing for the next round of CD's, so after waiting for him to finish his cooldowns, we then opened up for the kill shot.

Pretty much flawless play, the Rogue was rooted, and already at 75%, I killed a Grounding Totem on the way to the Shaman and scatter trapped him. Put more pressure on the Rogue, my Druid did a double Cyclone rotation on the Shaman with me getting a Silencing Shot in between while my Druid had to trinket a blind. I used trinket to get out of Kidney Shot, and Stoneform to keep range and got the kill shot on the Rogue with my pet while he was attempting to LOS me at 5%, and the Shaman was Feral Charged and Bashed.

So as you can see above, having all your cooldowns/trinkets up is really important for the kill shot while they have NONE themselves. Your Druid needs to be assisting your DPS and on point with the Cyclones. It really is easy, don't attempt to drain the Shaman, it's a waste of time, our first game was over an hour by attempting to drain. The Shaman idled at 1-10% mana for 30 minutes before we gave up attempting to drain the Shaman. Stuck to that final strategy and like I said above, we went from a 1 hour game to a 4 minute game.
rogue/warlock
Strengths:
Deathcoil + Fear + Blind
Great damage
Survivability
Viper does little to help
Spell Lock
Weaknesses:
Silencing/Scatter Shot
Line of Sight
Who to keep Pet on:
Warlock

Possible Rogue Talent Spec's (Standard Spec's):
Rogues have several Viable Builds

Possible Warlock Talent Spec's (Standard Spec's):
Unstable Affliction / Shadowburn
Soul Link / Siphon Life

The HARDEST double DPS combo for Hunter/Druid. The basic strategy is have a Flare/Frost Trap in the middle of the bridge on Blade's Edge, to the left of the tomb on Ruins of Lordaeron, and on the far left pole on Nagrand closer to their side of the base so it gives you room to pull back and find LOS when they start unloading, it's critical your Druid stays in LOS.

If they go for you your Druid will have to use trinket for Blind, so he CANNOT get Feared, the only way Chances EVER gets Feared is if he gets Deathcoiled. Chances will be in LOS of the warlock long enough for him to get his instant cast Deathcoil off, how do we prevent the Fear? By saving Silencing Shot for it, do not use your first Silencing Shot on ANYTHING but after that Deathcoil, if your Druid gets Feared in those 3 seconds he's Deathcoiled your going to die.

If they go for him, use your Scatter's on the Rogue, spam Wing Clip both of them, Silence the lock after Deathcoil, keep drains on the Lock to force him him to Lifetap, keep a Flare and Frost Trap down near a LOS object where your Druid can kite through it.
shaman/warlock
Strengths:
Shaman regen is > Viper Sting
Various totems (Poison cleanse)
Very Fast heals
Damage that constantly ticks.
Pet that keeps your healer in combat.
Water Shield makes Shaman un-drainable
Nature's Swiftness
Earthshock silences your healer for a few seconds when cast.
Can assist on doing heavy burst damage on you by purging your heal over time spells off.
Grounding Totem to stop CC's
Weaknesses:
Easy to CC
Can coordinate kill shot's with CC
Can kite really easily
Who to keep Pet on:
Don't use a pet

Possible Warlock Talent Spec's (Standard Spec's):
Soul Link / Siphon Life

Possible Shaman Talent Spec's (Standard Spec's):
Restoration

This fight is possibly the second most annoying fight other than Druid/Warlock. Took me an hour and a half playing with Wojo in one game to figure it out and is not exactly easy to accomplish.

The only way to win this, is to kill the Lock pet twice, and burst down the Warlock. Sounds easy right? For this fight I especially recommend Insect Swarm. Especially if they start out with a Voidwalker by scouting in the spawn.

First of all, your never going to drain the Shaman, especially with a pet on them, they are the un-drainable class now and you'll never be able to burst one down with a Warlock Fearing you. This is going to require you to burn through your enemies cooldowns, Nature's Swiftness, Deathcoil, Trinkets to accomplish the killing of the pet.

Next, dismiss your pet, since you're not draining anybody put the pet away, he becomes an expensive mana sink for your Druid to keep him alive.

The best way to do this after the enemy Shaman has burned his trinket is to have your Druid start DPSing the pet (if it's a Voidwalker) with Insect Swarm, you go out and Freeze Trap the Shaman, then your Druid will Cyclone twice, Feral Charge and Bash, and hope in that time you can drop the pet between Insect Swarm. It's preferable to have your trinket ready to go since you will be Feared at least once in this time.

Now the MAIN thing you and your Druid needs to worry about is while you're coordinating this massive CC on the Shaman that the Warlock isn't right behind a pillar summoning another pet in your face while you think your clever CCing of his healer and DPSing the pet.

You have to do this twice, drink a lot, kite your behinds off, then the same CC you put on the Shaman to kill the lock's pet twice. You must do this to the lock to finish him off. I think a Lock without his Soullink is easier to kill than his Voidwalker
shaman/warrior
Strengths:
50% Healing Debuff
Great Burst Damage with Shaman DPS + Windfury.
Axe Specialization = Lots of Crit (Rare)
Sword Specialzation = Extra Attacks (More Common)
Mace Specialization = Stuns off of Attacks (Prominent)
Earthshock
Water Shield means the Shaman is un-drainable
Nature's Swiftness
Very Fast Heals
Can assist on doing heavy burst damage on you by purging your heal over time spells off.
Grounding totem to stop CC's
Weaknesses:
Easy to CC
Can coordinate kill shot's with CC
Can kite really easily
Who to keep pet on:
Warrior

The strategy to this is very simple. We lost 1 game to the top Shaman/Warrior team on BG9 and then won 4 games in a row after with ease and have gone undefeated to Shaman/Warrior since. They rely on heavy burst damage, Fear, Earthshock, Heroism, Grounding Totem, etc. to kill an opponent. Shamans get locked down so easily they are required to kill someone fast. Their burst is really predictable, usually when someone is in a stun, at 50%, you will see Heroism light up, the Shaman will be chain casting Lightning Bolts and the Warrior will pop all of his cooldowns.

Shamans are UNDRAINABLE. Do not even bother attempting to drain a Shaman. As of 2.3 you will be wasting a lot of time and giving them opportunities to defeat you.

The strategy involves CCing the Shaman with epic coordination, then bursting the Warrior down. Sounds simple right? It's actually really not hard.

(Not finished, will finish it later but since it's not finished I'm linking a video to go with it.)

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pozz cijeloj wow naciji
by:crazy_gamer






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