Rev
03-24-2008, 05:14 PM
I am the first to admit that i'm not the most experienced at this. I've only taken the comp to 2100. But there isn't one on the site, and there are tons of questions about it, so i'm going to do the best I can to lay out a simple guide to the makeup. Any advice from those of you that have taken it higher would be welcome and appreciated.
Getting Started:
Euro comp is made up of a Frost Mage, ShS Rogue, Resto Druid, Disc Priest, and some variety of a Soullink warlock. Every single member of it has some sort of CC, with three of them spamable. It is a very very control oriented makeup. It is an effective counter to the popular 2345/6 makeup.
The basic idea behind any fight is to stick the rogue on a clothie (preferably a warlock) and rotate CC on the other 4 until the clothie dies. There has to be great communication between the Mage, Druid, and Warlock to rotate and maximize CC. Having a DR mod on proximo is an amazing help. Have targets in mind before you engage, and call DR’s and switches, along with any trinkets you see. The specific class roles are as follows--
Mage:
Spec should be frost for extended survivability, burst, and the extra CC the WE provides. I don't think imp CS is needed, but it's up to the individuals discretion. Primary jobs are CC and burst. You'll be rotating your sheep along with your druid's cyclone to keep two targets locked down as best as you can. Set a focus CS to a vulnerable healer (usually a pally) to put extra pressure on them. Depending on who you're playing, you may want to use your first and second CS to prevent a quick burst on their focus. Save your WE and extra burst for when you get a target at low health. If you're facing a warlock team, chances are he'll be spamming CoT on all of you as it's one of the few things he can do while focused, so have decursive to get that off you and your healers asap.
Warlock:
Spec either Felgaurd/destro or SL/SL. We've played with both, each has it's merits. Like the mage, the warlock is going to be focusing on CC for the majority of the fight. CoT and Fear. Though you'll be sometimes sharing targets with your mage and druid, the warlock is really on his own and has to maintain relative control of multiple targets, especially druids. Felgaurd offers on demand burst in shadowburn. As a lock, you're going to get focused just about every game.
Priest:
So long as you have imp MD, Pain Suppression, and imp mass dispel, you can be any spec you want. Your job will be utility. You must dispell (alot!). Dispell and Mana burn. You are not the primary healer in this setup, and your druid in the end should be doing more healing than you. No matter who you're playing, use your scream every time you have it. If the rest of the team is doing their job right, you should be free to mana burn, give a PI to your lock or mage on demand, and get quick MD's off against mages and pallies (so your mage can CS him). Getting BoP's off quicky can also be a gamewinner. If there's a mage on the other team, and especially if you're not focusing that mage, be aware that you're going to get sheeped and try to get a SW:D in on him to screw with his DR's.
Rogue:
Be ShS. You have the easiest job out of any player on this team; you stick on a clothie and don't get him get away from you until he's dead. It's usually going to be a lock or a mage. You *have* to stop either of them from getting CC off. If they're able to get separation on you and start chaincasting CC, you've probably just lost the game. Save your blind for when you see someone that isn't getting CC'ed by your lock use their trinket (it's amazingly helpful to get melee of your lock or mage). YOU CAN BE IN PVE GEAR. People may disagree with me on this, but we run with 4/5 tier 6 and glaivs. Because of cheatdeath/vanish/CloS/Evasoin, you're very rarly going to get focused, and if you do, they're leaving your lock, mage, and druid free to CC the hell out of them. You are the primary DPS in this setup.
Druid:
The standard resto build with FC is fine for this. We've actually done well running with a dreamstate druid, but I don't think it's ideal. You will be rotating CC with your mage, using roots and cyclone to cover up the space between DR's. You’re the primary healer for this setup, but CC is still the most important thing you can do. FC heals when you have a spare moment, but otherwise keep in a relatively safe spot, as good 2345/6 teams will switch to you in a heartbeat if they see an opening. Just in general keep a stack up LB up on their focus.
What to do VS…..
2345:
Focus the Mage. Rotate cyclone and polly CC between the warrior and their priest, with your warlock getting CoT on the Eleshammie and fearing him to try and stop their burst. With the mage getting focused and the shammie/warrior CC’ed, you kill the burst of the team. Have your mage use his first CS on the shammie, then move to the pally. The priest should spam dispel on the mage and getting a quick MD off can end a game early. Mana burning the mage if he has time to can also cut the game short in your favor.
2346
Same thing, but this time you’re focusing a warlock. Once his buffs are up, and if you can get a quick BoP removal, you can win quickly. This is a team you were preety much made to counter. The only way you can lose if you lose control of the shammie and warrior.
War/Lock/3 Healer
Rotate cyclone on the warrior and priest to stop early mana burns. Get on the warlock, have your lock fear/cot between the other two. Mage CS’s on the pally or the shammie if there’s no pally. It should be a preety easy match if you can get burns off on their healers. CCing the priest is important, as heroism + mana burns on either your healers or you mage can kill you.
Double warrior/3 Healer
Same as above, but have the mage/lock pay close attention and kill WF when you see it. In these fights control is more important than anything else. If the warriors get free and get lucky, you will lose.
Hunter/x/3 healer
This is your counter. You’ll have a hard time sticking on any target with traps. We’ve been able to win a few of these games by focusing the shammie, keeping him purged, and rotating cyclone/sheep on the DPS and the priest. Warlock should try and keep the hunter feared as much as possible, and the priest can try to burn the hunter or the other healers.
TSG
Rotate sheep/cyclone between the warrior and the priest, lock fearing the mage, and your rogue on their warlock. Mage CSing the pally (and stopping an early shatter if he can). Your warlock has to keep their mage in check (you can add sheeps/cyclones on him as well at your discretion) and your rogue has to keep their locks fears down to a minimum. Getting dispels early on the lock is important, as is once again keeping tight CC on the warrior and priest to stop their mana burn.
Alternately, you can rotate cyclone and sheep between their mage and warrior, leaving your lock to deal with their priest. It’s up to you and how well you can stop a mage from getting off sheep and shatters.
Mirror Match
Can play this similar to TSG . We have beaten mirror matches (because of our rogue usually) by focusing the lock (again), and CCing the rogue and mage. you have to do everything in your power to keep their rogue off your warlock and consequently to keep yours on theirs. Try and stop the mage from CCing. When your warlock has a free moment, he should be trying to CC their priest/druid, but he’s not gonna be able to do much more than CoT. If you can get good enough CC on their rogue and EVERYONE DPS the lock when he’s low, you can win. If their lock is felgaurd, your mage should be able to kill it relatively easy and then focus on stopping a fel dom.
“Cleave” Comp
We havn’t played a lot of this in shadowburn, so my experience isn’t top notch, but when we have played them, we Rotaate sheep/cyclone on the rogue and warrior , and just do everything we possibly can to keep them off our lock. Go for the shammie, he’ll be the squishest out of the bunch. You have to chain dispel him to get off a BoP, and call for burst when he’s sub 30%. Play very defensivly at the beginning of the fight, you have to stop their burst and dispel heroism asap, try and kill WF, or you lock will die.
Getting Started:
Euro comp is made up of a Frost Mage, ShS Rogue, Resto Druid, Disc Priest, and some variety of a Soullink warlock. Every single member of it has some sort of CC, with three of them spamable. It is a very very control oriented makeup. It is an effective counter to the popular 2345/6 makeup.
The basic idea behind any fight is to stick the rogue on a clothie (preferably a warlock) and rotate CC on the other 4 until the clothie dies. There has to be great communication between the Mage, Druid, and Warlock to rotate and maximize CC. Having a DR mod on proximo is an amazing help. Have targets in mind before you engage, and call DR’s and switches, along with any trinkets you see. The specific class roles are as follows--
Mage:
Spec should be frost for extended survivability, burst, and the extra CC the WE provides. I don't think imp CS is needed, but it's up to the individuals discretion. Primary jobs are CC and burst. You'll be rotating your sheep along with your druid's cyclone to keep two targets locked down as best as you can. Set a focus CS to a vulnerable healer (usually a pally) to put extra pressure on them. Depending on who you're playing, you may want to use your first and second CS to prevent a quick burst on their focus. Save your WE and extra burst for when you get a target at low health. If you're facing a warlock team, chances are he'll be spamming CoT on all of you as it's one of the few things he can do while focused, so have decursive to get that off you and your healers asap.
Warlock:
Spec either Felgaurd/destro or SL/SL. We've played with both, each has it's merits. Like the mage, the warlock is going to be focusing on CC for the majority of the fight. CoT and Fear. Though you'll be sometimes sharing targets with your mage and druid, the warlock is really on his own and has to maintain relative control of multiple targets, especially druids. Felgaurd offers on demand burst in shadowburn. As a lock, you're going to get focused just about every game.
Priest:
So long as you have imp MD, Pain Suppression, and imp mass dispel, you can be any spec you want. Your job will be utility. You must dispell (alot!). Dispell and Mana burn. You are not the primary healer in this setup, and your druid in the end should be doing more healing than you. No matter who you're playing, use your scream every time you have it. If the rest of the team is doing their job right, you should be free to mana burn, give a PI to your lock or mage on demand, and get quick MD's off against mages and pallies (so your mage can CS him). Getting BoP's off quicky can also be a gamewinner. If there's a mage on the other team, and especially if you're not focusing that mage, be aware that you're going to get sheeped and try to get a SW:D in on him to screw with his DR's.
Rogue:
Be ShS. You have the easiest job out of any player on this team; you stick on a clothie and don't get him get away from you until he's dead. It's usually going to be a lock or a mage. You *have* to stop either of them from getting CC off. If they're able to get separation on you and start chaincasting CC, you've probably just lost the game. Save your blind for when you see someone that isn't getting CC'ed by your lock use their trinket (it's amazingly helpful to get melee of your lock or mage). YOU CAN BE IN PVE GEAR. People may disagree with me on this, but we run with 4/5 tier 6 and glaivs. Because of cheatdeath/vanish/CloS/Evasoin, you're very rarly going to get focused, and if you do, they're leaving your lock, mage, and druid free to CC the hell out of them. You are the primary DPS in this setup.
Druid:
The standard resto build with FC is fine for this. We've actually done well running with a dreamstate druid, but I don't think it's ideal. You will be rotating CC with your mage, using roots and cyclone to cover up the space between DR's. You’re the primary healer for this setup, but CC is still the most important thing you can do. FC heals when you have a spare moment, but otherwise keep in a relatively safe spot, as good 2345/6 teams will switch to you in a heartbeat if they see an opening. Just in general keep a stack up LB up on their focus.
What to do VS…..
2345:
Focus the Mage. Rotate cyclone and polly CC between the warrior and their priest, with your warlock getting CoT on the Eleshammie and fearing him to try and stop their burst. With the mage getting focused and the shammie/warrior CC’ed, you kill the burst of the team. Have your mage use his first CS on the shammie, then move to the pally. The priest should spam dispel on the mage and getting a quick MD off can end a game early. Mana burning the mage if he has time to can also cut the game short in your favor.
2346
Same thing, but this time you’re focusing a warlock. Once his buffs are up, and if you can get a quick BoP removal, you can win quickly. This is a team you were preety much made to counter. The only way you can lose if you lose control of the shammie and warrior.
War/Lock/3 Healer
Rotate cyclone on the warrior and priest to stop early mana burns. Get on the warlock, have your lock fear/cot between the other two. Mage CS’s on the pally or the shammie if there’s no pally. It should be a preety easy match if you can get burns off on their healers. CCing the priest is important, as heroism + mana burns on either your healers or you mage can kill you.
Double warrior/3 Healer
Same as above, but have the mage/lock pay close attention and kill WF when you see it. In these fights control is more important than anything else. If the warriors get free and get lucky, you will lose.
Hunter/x/3 healer
This is your counter. You’ll have a hard time sticking on any target with traps. We’ve been able to win a few of these games by focusing the shammie, keeping him purged, and rotating cyclone/sheep on the DPS and the priest. Warlock should try and keep the hunter feared as much as possible, and the priest can try to burn the hunter or the other healers.
TSG
Rotate sheep/cyclone between the warrior and the priest, lock fearing the mage, and your rogue on their warlock. Mage CSing the pally (and stopping an early shatter if he can). Your warlock has to keep their mage in check (you can add sheeps/cyclones on him as well at your discretion) and your rogue has to keep their locks fears down to a minimum. Getting dispels early on the lock is important, as is once again keeping tight CC on the warrior and priest to stop their mana burn.
Alternately, you can rotate cyclone and sheep between their mage and warrior, leaving your lock to deal with their priest. It’s up to you and how well you can stop a mage from getting off sheep and shatters.
Mirror Match
Can play this similar to TSG . We have beaten mirror matches (because of our rogue usually) by focusing the lock (again), and CCing the rogue and mage. you have to do everything in your power to keep their rogue off your warlock and consequently to keep yours on theirs. Try and stop the mage from CCing. When your warlock has a free moment, he should be trying to CC their priest/druid, but he’s not gonna be able to do much more than CoT. If you can get good enough CC on their rogue and EVERYONE DPS the lock when he’s low, you can win. If their lock is felgaurd, your mage should be able to kill it relatively easy and then focus on stopping a fel dom.
“Cleave” Comp
We havn’t played a lot of this in shadowburn, so my experience isn’t top notch, but when we have played them, we Rotaate sheep/cyclone on the rogue and warrior , and just do everything we possibly can to keep them off our lock. Go for the shammie, he’ll be the squishest out of the bunch. You have to chain dispel him to get off a BoP, and call for burst when he’s sub 30%. Play very defensivly at the beginning of the fight, you have to stop their burst and dispel heroism asap, try and kill WF, or you lock will die.