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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.

sM4Sh
03-26-2008, 06:51 AM
we normally fokus the shaman @ 2345/6 because we want to reduce dmg to our grp but the CC is the same. Your tactic could be nice, we will try it ... maybe a good mage fokus gives us more advantages.

cleave comp is with a enhshaman?
We have some fights agains that comp and we allways lose ... we try to kill the shaman and three time we go for the rogue to get more pollys, but the rogue allways drops to ~5% and some seconds later our warlocks dies.

a new tactic could be -> fokus the priest ... in every game against that comp the priest only burn burn burn burn >.<
Every frostnova you should use for def, the druid should sharge and bash the rogue so the mage could sheep and bring on the shater comp.

and something in addition, i search a good tactic against a hunter warrior mage/warlock + pala priest/healshaman team

we normally fokus the mage/warlock + our WL CC the Hunter and Pala
druid and mage switch between priest/shaman and warrior
our big problem is that team from our server with a BM Hunter and HealShaman ... the burst is so overpowert :o
they fokus the priest ...

mfg sM4Sh

Occulte
05-07-2008, 01:33 PM
/bump to save us from all the new "Strats for Euro?" threads. ;-)

We started running this comp a month or two ago. So far our biggest problems are against mirror matches. The real secret to this seems to be the CC. Anyone can do damage, but getting the CC rotation down and playing off your teammates is essential to making this team work.

Igankkwell
05-30-2008, 05:25 PM
well done eurocomp guide, good job.

Convection
05-30-2008, 05:34 PM
Eek I just posted one of these in a PM to a guy who asked about it, I really don't feel like rewriting it though. It was like 9000 words long or something, maybe if I find him he can post it up here, cause it took me like 45 minutes to write.

I think this guide is good for those just starting it out, but it's not very in depth versus some of the teams, and there are some strategies that are crucial to beating some of these teams 2200+ that are missing.

EDIT: Here, I found two versions of tips that I gave out to people, you can pick from them what you like.

POST 1

I used to be on a 2300 euro team, so hopefully I can lend some help.

Basically, if the opposite team has a warlock, you're almost always going to be killing it first. You have 4 CCs on their team, so you should be using them to your advantage. Mage should get either a warrior if it's double melee or a caster if there's two of them. The lock will most likely be CCing a paladin, or another caster if it's 4 DPS, and the druid will usually be on a warrior/rogue to start.

Once DR is worn out, the mage must clearly state which targets who should be CCing (mage because he has DR first). On my team, I would always say something along the lines of "I got shaman, you get mage" where "you" refers to our lock, our druid would then pick up CC on the third CC target and our rogue would be completely locking down a warlock(or warrior if there isn't one).

Four dps teams can be a counter in some cases, or they can be an easy win. In a lot of four dps teams, there will be a BM hunter. The strategy is to figure out who he sends the BM pet to, and right when he pops it and the whole team pops their burst, their kill target has to run around a pillar and LoS all of their cooldowns. On a four DPS team, generally you will be CCing the four dps, and you will only have to throw one or two spell locks onto the healer to finish off the warlock.

Another really good thing for your druid to get into the habit of is using cyclone as a heal barrier rather than a CC. When you run in you should stick PI on the mage, and during kidney shot shatter/coldblood mutilate/mindblast SWD/wrath moonfire at the same time. If you do this correctly the warlock will generally be at about 30% health. This is where the druid thing comes into play. First off, when everyone is popping burst he should cyclone the warlock's pet so that the warlock recieves 20% more damage during the initial burst. In most situations, after this burst the opposing paladin/priest will bop and pain supress (depending on what classes the team has) Your druid should have a cyclone up the instant these two CDs go up, they're both 6 seconds long and after cyclone will wear off. Your mage and lock should take these 6 seconds to setup CC on whatever healers they have (or dps if you're getting bursted down) so that when the warlock pops out you can gib him.

My team had a lot of trouble with a mirror match until we learned the correct strategy. The best thing you can do here is have your mage CC the priest, and druid/priest shift on and off CCing the rogue from your warlock. If your warlock is able to get a cast off, it should be on the druid, and he should be spamming curse of tongues on all the casters every chance he gets. If the priest is CC'd, he can't dispel the rogue and your warlock will be able to survive.

POST 2

VS 2345, as a warlock, you're going to be putting CoT on the priest, paladin, shaman, AND mage because they've got two sets of dispels, ice block, and bubble to take off all of the CCs (they'll be free casting a lot). Euro counters this setup if you take the game slowly, if you get too ahead of yourself and rush in, you'll generally take a shatter/MS/mind blast/CL/shock to the face before you know what's going on and die. Take time to set up your CC properly, and make sure it stays up. Your main target will most likely be the warrior, but be prepared to switch off to the shaman/priest if you have trouble bringing him down. Your mage will be sheeping the priest, and then the mage when DR is up, and your warlock will be CCing the shaman while spell locking the paladin. Druid should constantly be CCing the mage if you're focusing the warrior, or the warrior if you have switched to the mage and calling out for assistance from novas and blinds in case he gets loose.

VS 2346 - same as above except go for the warlock. Dispels are key, and your mage+druid must be aware of who has curse of tongues on them. Again, take the game slowly and you'll win.

VS melee zerg - when we first heard about this team, it scared the crap out of us.... and then we faced a team with the best players that we know on our server hordeside and found that it was pretty easy. All that you really have to do is have your priest fearbomb whenever possible, and just stick the shaman. We tried sticking the warrior, rogue, paladin, and priest, and none of them worked nearly as well. Keeping the shaman under pressure makes him pull out a shield in his offhand, and pretty much prevents him from focusing your warlock. The rogue will almost definitely be on the mage, and the warrior will be TRYING to zerg the warlock with the help of the shaman, however, if you keep an abolish on the mage and a roots on the warrior, the game will go smoothly. The number one thing you must do is keep a tongues on both healers for this match. You won't be getting many fears off with a tremor/grounding/shocks/pummels/intercepts, but instant casts are still nice. Tell your mage to fake a polymorph every time he blinks, then once the rogue deadly throws get him to sheep the priest. If the priest is sheeped and the paladin is counterspelled with a CoT up, the shaman will die from the rogues damage+mage instant casts+dots. The only thing that could put you in danger here is if the shaman gets crip cleansed and is able to dual wield windfury the warlock while the warrior is attacking, besides that, the match is pretty straightforward.

There is also another variation of melee zerg, that Teh Supeh Gosus was playing using alts when we faced them. I think it was warrior/rogue/ret paladin/resto shaman/resto druid. However, this wasn't nearly as difficult to beat as the team above (which means it wasn't tough at all). We tried like 5 different strategies, and they all worked pretty well, so I'll let you think up your own for this.

VS 3 healer - there are two versions of 3x healer teams, the first, which consists of a combination of hunter/warlock/warrior and 3 healers is the most simple. Just zerg the warlock or hunter if they have one, and have the mage CC the priest, lock CC the druid, and druid CC the paladin. One lucky fearbomb on all of them will win you the game, and if you have good CC this match will go by quickly. (cyclone the warlock pet during a shatter if you focus him, it really helps).

The other is a shaman/priest/paladin + warriorx2 team, which is a little tougher. My suggestion is to make a quick switch to the paladin after he bubbles and gib him, and then cross Q the team once they know your strategy. We faced a team like this in the 2300s and it was a LONG game. their priest will most likely be mana burning the ENTIRE game. The shaman will be literally focus firing your mage preventing any cast from happening (a good one will wait for the end of the cast to shock in order to waste 2.5 seconds of the mages time). We started off on a warrior, and swapped to a healer really fast every time we faced them, but it didn't really work out too often, and we usually ended up running OOM before they did. It's a long, tough fight for euro, and we stopped Qing after loosing a lot of points.

VS mirror - we pretty much just went all out on the opposing warlock. whenever we noticed the pet's health go down, I shattered it or we just stuck dots on it and let the healers DPS it. The most IMPORTANT thing for this fight is for the mage to be CCing the opposing priest with sheep, and using counterspell on the druid. The other team will try to lock your rogue up entirely, and if they succeed, you'll loose. Often this game gets into a 4v4, and you really have to be CCing their priest in order to pull off your own CCs. a priest dispelling fears/entangles/sheeps can wreck your team, so be sure of that.


General tips - NEVER focus a dwarf. Your rogue should be using CRIP in his main hand and WOUND in his offhand and spamming shiv for the first 10 seconds of every match. If you focus fire a dwarf, that pretty much ruins your pressure, and they'll quickly turn the pressure on you.
(I bolded and highlighted the wound in offhand part above, but I'm saying it again for emphasis, it's VERY beneficial for your rogue to be offhanding wound so that he can shiv and get -50% healing on your kill target immediately, otherwise if you want to blow something up you'll get owned by nuke heals)

Cyclone the pet if you're facing a warlock team. Just a quick cyclone when you run in while burning every CD you have will get the opposing warlock to about 30% through massive heals, so they won't be hurting you much while they try to get their CCs off.

Get your priest a +300 spirit trinket, that's probably one of the best things your priest can do for himself. 300 extra spirit+innervate is pretty much like drinkingx2 while casting heals for 20 seconds of every match. Add a shadowfiend onto that and your games will last much longer.

I think that's all for now, can't think up much more, just keep your mind open to new strategies versus every team, and don't give up after the first attempt. You'll never beat a team with the same comp higher up if you don't figure out how to deal with it beforehand.

So yeah, that big wall of text was two posts that I made to seperate people, one was a warlock, so I'm talking to him specifically for part of it.

Tyak
05-30-2008, 05:50 PM
Convection I just did the exact same thing..except my guide was like 7.3k words long.

Convection
05-30-2008, 05:51 PM
Convection I just did the exact same thing..except my guide was like 7.3k words long.

Lolz just found it ^^^

Zanny
06-29-2008, 07:19 PM
Rezzing a dead thread to bring back some issues.

Melee zerg is brutal to euro comp, especially if they train your priest while the brute force locks down your lock and your mage, since they drop targets so fast the defensive sheeps / etc can really stack against you because you run OOM and they have taken no damage.

Also, shs is only viable in this comp with pve gear, the rogue is never focused and mutilate is just as viable.

Popewest
06-29-2008, 07:25 PM
what about 4deeps teams

Syia
06-29-2008, 08:25 PM
Rezzing a dead thread to bring back some issues.

Melee zerg is brutal to euro comp, especially if they train your priest while the brute force locks down your lock and your mage, since they drop targets so fast the defensive sheeps / etc can really stack against you because you run OOM and they have taken no damage.

Also, shs is only viable in this comp with pve gear, the rogue is never focused and mutilate is just as viable.

How do they train 3 targets at once and none of them can do anything? You have to play offensive against cleave, there's no way you're going to outlast a tier 6 paladin healing multiple melee classes.

Rapture
06-30-2008, 04:44 PM
Stuck for easy access. Good stuff.

Rev
10-07-2008, 02:38 PM
Wow... this is alive!