Airwavez
11-03-2007, 05:18 AM
I've been doing a lot of thinking and semi-theorycrafting, and I've come down to a well-thought out conclusion. Next patch, this is probably going to be the best 2v2 combo ever.
Here's why:
The general strategy (or at least, my general strategy) of the hunter/healer setup is to intentionally make the game last really long. I play patiently and defensively and prioritize that my healer never be hit,me draining their healer, and CCing/snaring their dps'er at the same time. When my healer is out of combat, he drinks every chance he gets. In my mind, if my healer has more mana than their healer, we are winning.
If you apply said strategy to the hunter/druid combo, coordinate your CCs, and play defensively and patiently, you cannot lose. This setup has a stupid amount of CCs (Cyclone, Root, Scatter Shot, Silence, Freezing/Frost Traps, Imp. Wing Clip proc, Conc. Shot proc. Bash, Feral Charge, Entrapment proc), most of which are on separate diminishing returns. No matter what abilities a class has (except Ice Block/Divine Shield), they are unable to use them if they are Cycloned/Freeze Trapped.
Against all teams, coordinate your CC around one person. When you properly rotate Cyclone + Scatter Shot + Trap + all other CCs in solid turns and rotations, you can keep one of their two players completely locked down, giving you the advantage to do whatever you need to do to their other player.
With Moonfire, Serpent Sting and Carrion Swarm (remember, druids will have +spell damage now, and hunter stings and traps scale with AP), and a nice Auto/Multi/Steady shot combo, their health will drop pretty quickly. Against hunter/x setups, most healer opponents tend to be very conservative on mana, since the hunter drains every chance he gets. With those 3 DoTs, and the hunter's shots, this forces their healer to get into line of sight, out of bear/cat/whatever form, and start healing their teammate. This gives the hunter easy access to toss out a Viper Sting on their healer, and not chase the healer around a pillar for hours on end.
I grinded to 2300 in 2v2s with a priest, and I believe a druid is going to be alot better, specially with the druid and hunter changes next patch. With my priest, I had a situational mana burn, a 30 second-cooldown Fear, Fear Ward (getting nerfed), and a defensive dispel. The druid will offer much more than a priest. First off, the druid is immune to crowd control, that's a huge plus. The druid is much more mana efficient and his healing is a lot more effective. The druid has two spammable CCs, two more CCs in Bear Form. And the druid will compliment my "outlast" strategy a lot better than a priest will.
Hunters can also dispel next season, which is a huge buff. We also have no deadzone. That enables us to get a lot more shots off than we currently can in a PvP situation.
TL;DR; hunter/druid will be the single best 2v2 combo when played properly in season 3 due to the massive amount of CC.
Thoughts?
Here's why:
The general strategy (or at least, my general strategy) of the hunter/healer setup is to intentionally make the game last really long. I play patiently and defensively and prioritize that my healer never be hit,me draining their healer, and CCing/snaring their dps'er at the same time. When my healer is out of combat, he drinks every chance he gets. In my mind, if my healer has more mana than their healer, we are winning.
If you apply said strategy to the hunter/druid combo, coordinate your CCs, and play defensively and patiently, you cannot lose. This setup has a stupid amount of CCs (Cyclone, Root, Scatter Shot, Silence, Freezing/Frost Traps, Imp. Wing Clip proc, Conc. Shot proc. Bash, Feral Charge, Entrapment proc), most of which are on separate diminishing returns. No matter what abilities a class has (except Ice Block/Divine Shield), they are unable to use them if they are Cycloned/Freeze Trapped.
Against all teams, coordinate your CC around one person. When you properly rotate Cyclone + Scatter Shot + Trap + all other CCs in solid turns and rotations, you can keep one of their two players completely locked down, giving you the advantage to do whatever you need to do to their other player.
With Moonfire, Serpent Sting and Carrion Swarm (remember, druids will have +spell damage now, and hunter stings and traps scale with AP), and a nice Auto/Multi/Steady shot combo, their health will drop pretty quickly. Against hunter/x setups, most healer opponents tend to be very conservative on mana, since the hunter drains every chance he gets. With those 3 DoTs, and the hunter's shots, this forces their healer to get into line of sight, out of bear/cat/whatever form, and start healing their teammate. This gives the hunter easy access to toss out a Viper Sting on their healer, and not chase the healer around a pillar for hours on end.
I grinded to 2300 in 2v2s with a priest, and I believe a druid is going to be alot better, specially with the druid and hunter changes next patch. With my priest, I had a situational mana burn, a 30 second-cooldown Fear, Fear Ward (getting nerfed), and a defensive dispel. The druid will offer much more than a priest. First off, the druid is immune to crowd control, that's a huge plus. The druid is much more mana efficient and his healing is a lot more effective. The druid has two spammable CCs, two more CCs in Bear Form. And the druid will compliment my "outlast" strategy a lot better than a priest will.
Hunters can also dispel next season, which is a huge buff. We also have no deadzone. That enables us to get a lot more shots off than we currently can in a PvP situation.
TL;DR; hunter/druid will be the single best 2v2 combo when played properly in season 3 due to the massive amount of CC.
Thoughts?