View Full Version : [2v2] Resto Druid / Rogue vs. All Matchups (2v2) -- Analyses
Execration
08-29-2007, 11:26 AM
This post will be designed to give a general overview on how to approach different teams. By no means is this intended to be the end-all-be-all suggestion against every team, but through discussing different strategies against most variants, we can give each other an idea to deal with teams we normally don't see or have very little experience against.
I will try to keep the different areas updated as best as I can, but being a full time college student, being married, outside influences, etc., it may take me a few days to get it updated...but it will be done in time!
Additionally, if you have any suggestions for other 2v2 team matrices you'd like added or a combination that you think isn't worthy of a post, simply say why it does or does not belong to be on the list and give some type of constructive reasoning behind why it should be added/removed. As I intend for this list to become quite extensive, it will be very easy for me to forget some class combinations initially.
Thanks,
Exe
Execration
08-29-2007, 11:28 AM
Holy Priest / Warlock
Treat this fight similar to the Paladin / Warlock team. Try to get that pet down. Kill him however many times it takes and don't let him get it back out. Aside from Cyclone/Feral charge lockout, you only really have to worry about getting mana burned against this team. Proper use of LoS and cyclone/charge will win this match for you most of the time. Just keep that trinket ready for a psychic scream or deathcoil/fear.
Holy Priest / Rogue
This matchup is much more difficult than I had initially anticipated. As our team went up in ranks, this team got incredibly more difficult to kill. The best strategy we've found is to control the Priest like a Paladin while the Rogues go at it. When the priest gets low on mana (<30%), switch to him immediately. If you stay on the rogue, the opposing priest will either 1) Drink, or 2) Control you with Psychic Scream/Mana Burn while purging your rogue. It's even worse if the enemy rogue is combat maces and pops adrenaline rush while you're Psychic Screamed. This match usually lasts a while, but after the Priest gets low on mana, he will be forced to be heavily conservative. If the enemy rogue gets back on your rogue while stunning/shivving, Cyclone the priest until your rogue can catch up.
Holy Priest / Warrior
This can be a really annoying matchup, especially if the priest is a dwarf. Through mace spec stuns, intercept, and hamstring, your rogue will have a hard time catching a priest on a map like Blade's Edge...but if you can keep the warrior locked out long enough, you can pull this game off. Drink at every opportunity because you're going to need to keep a lot of heals on the rogue and keep Faerie Fire up on the Priest.
Holy Priest / Mage
**I haven't had any experience against this team setup, so if someone with more experience could correct it if I get anything wrong on how I'd approach it, just speak up.**
I'd just keep going for that Priest. They'll be polymorphing, slowing, and nova'ing your rogue as much as possible...but once the Mage burns his cold snap / frost pet, they'll be much more limited in their ability to control the rogue. On Blade's Edge, I could see a problem with the priest getting distance and mind controlling the rogue off the bridge, so be aware of that if you need to cyclone/feral charge their priest to buy your rogue some time. Keep pressure on the mage with r1 moonfire so they can't get OOC and drink.
Holy Priest / Hunter
The key to winning this fight is to keep pressure on their Holy Priest. The hunter is most likely going to be a heavy Marksman / Partial Survival build for control and mana drain. Just use LoS to your advantage and keep control on their hunter with Roots and Cyclone while your rogue pounds the holy priest. Depending on the skill of their hunter, this could be a painfully long match, but it's a good matchup for you overall. The hunter isn't built for DPS, so you can conserve mana extremely well during this matchup. Most likely the hunter will be using a scorpid pet that poisons you. The poison is extremely weak, so the occasional lifebloom will be able to keep you up if you manage your LoS. Just keep that hunter away from your rogue.
Execration
08-29-2007, 11:30 AM
Paladin / Warlock
Kill the warlock pet. This will give you the opportunity to take a way a lot of the Warlock's effectiveness and give you the opportunity to drink/innervate without fear of the felhunter eating your innervate buff. This is a pretty good matchup for you. Eventually you'll be able to lock out the Paladin with cyclones/interrupts long enough to either force him to bubble or win the match. I like to keep Faerie Fire on the warlock as it ups the rogue's DPS by a reasonable amount, especially when they have no soul link.
Paladin / Rogue
Go for the rogue and let it be Rogue on Rogue for the majority of the game. Your ability to lock the paladin out will give you the edge in this game. Additionally, you can keep the paladin from drinking with r1 moonfire rather easily. Just keep that pally locked out and this game is a pretty easy win for your team most of the time.
Paladin / Warrior
Have the rogue unload on the Warrior and lock out the paladin until 1 of 2 things happens: 1) He bubbles or 2) You run out of ways to lock the paladin out. As soon as one of those 2 things happen, tell your rogue and then cyclone the warrior. Keep the warrior locked out until the paladin's bubble is gone. Use this opportunity to get your rogue topped off. He's gonna need it. Let your rogue know you're getting back on the paladin, and have him unload on the warrior with everything he has...this is your opportunity. The real issue with this matchup is the ridiculous amount of damage the warrior can do to your rogue in a short amount of time. Stormherald makes this matchup a lot more difficult, but it doesn't make it impossible.
Execration
08-29-2007, 11:31 AM
Resto Shaman / Warrior
Good lord, do I hate this team. It's our worst matchup by far IMO. Here's what's going to happen: The warrior will be on your rogue the whole time. Rogue will be chasing the Shaman from the getgo. Your job as the druid is to keep those totems destroyed, while controlling the warrior. The real problem here is the shaman will be spamming cleanse poison on himself and kiting the entire game. On Blade's Edge, this is almost a sure loss w/ intercept stun/hamstring and bridge kiting.
At times, you will have to alternate your CCs on the Shaman and the Warrior. If the warrior's being rooted, Cyclone the shaman to allow your rogue to regen energy and catch up. If the Shaman is Cycloned, Keep that warrior rooted. It's a serious pain, but if your rogue is good enough and times his cooldowns properly, it can be a win. The x-factor is that Warriors absolutely decimate rogues, so if you're not careful, the rogue will die before you get a chance to react. Especially if the shaman is quick on purges/earth shocks while kiting.
Resto Shaman / Rogue
This is pretty much a win for your team. I haven't seen one of these teams for a long time in 2k+ ratings. Rogue on Rogue, pop the Shaman's totems, and Cyclone when applicable.
Execration
08-29-2007, 11:34 AM
Resto Druid / Rogue
Get on the opposing druid. Here's the situation you wont to be put in: You're in cast form healing, cycloning, rooting...while their druid is stuck in bear form with your rogue beating on them. If their rogue gets on your rogue, you will have to root him and cyclone their druid to prevent massive kiting. This could be an incredibly long match, but you want your rogue to save their cooldowns until they can get the enemy druid caught out of bear form and stunlock/burn 'em down as hard as they can. Make them pay for shifting out. If their rogue is on you, save your trinket for Kidney shot, as that will be when the most damage is going to be poured on you. If their rogue is combat maces, you will be at the disadvantage in this matchup, but it's not unwinnable by any means. Just keep constant pressure on their druid so he can't drink while you drink at every opportunity. It'll most likely be a battle of mana conservation.
Resto Druid / Warlock
This is one tough matchup. Probably one of the toughest (for almost any team). We've had about a 50/50 matchup against this team, and every game was a tough one. Never an easy win. As with all the Warlock/Healer teams, you absolutely HAVE to get rid of that felhunter. I don't care how many times you have to kill it...if it's alive, you're not drinking, and you're most likely not innervating as well. You'll have to use pillars not only to keep your team alive, but to get the pet out of LoS of the enemy druid. After you kill it twice, possibly even more times, do everything in your power to prevent them from getting that thing back out. Your rogues damage output is far superior to the warlock's, and without Soul Link, you'll be more capable of drinking, and much more mana efficient.
If they try to run away, keep up with them. Be prepared to shift bear and charge, or cyclone. Have the rogue save his Blinds specifically for Pet summoning. The rogue will be on lockdown for a large majority of this fight, but once that felhunter is down, it'll be much easier to root the warlock so he can't kite your rogue. All I have to say is...good luck in this matchup. You're gonna need it.
Resto Druid / Warrior
We typically try to find the druid first and open up on him. I'll control the Warrior for the early duration of the fight. The goal is to force the druid into blowing as many cooldowns as possible (Trinket, NS possibly, etc.). The druid will eventually get away (unless your rogue just goes crazy on him, which I've seen happen, at which point the rogue will need to swap to the warrior. Have the rogue save his cooldowns for the opportune moment when the druid is able to be locked out. HoT your rogue up, and put their druid on the defensive.
When we start out on the druid, sometimes we'll get him so low that I can cyclone him when he tries to escape, and we can outright kill him before he can get away (think "using cyclone offensively"). This is rare, but it's bittersweet when it happens. If you get on the warrior from the beginning, you are setting yourself up to be put on the defensive early. It's not always possible to find the druid first, but make your best effort to do so. If you can't, just begin on the warrior.
Feral Druid / Frost Mage
We'll try to look for the druid early on to catch him in cat form. Your rogue will be able to stun him and hit him hard early on (forcing him to play more defensively, which will make it much easier for you to heal your rogue partner). They'll most likely be on you once you pop out, while controlling the rogue. If the druid goes into bear form, hop on the frost mage. Sure, he has ice block, but make him use it if the druid is in bear form. Save Blinds for the druid if he tries to pop out and heal (especially tranquility). So to summarize: Focus on the druid when he's out of bear form. When he is in bear form, focus on the mage.
This is one of the few matches where you will be able to use hibernate. USE IT if you can find the opportunity. It will accomplish a couple of things just by simply casting it: Either the druid shifts out (basically a mana drain) to avoid it, or he gets hibernated (awesome CC).
Execration
08-29-2007, 11:35 AM
Rogue / Frost Mage
On this team they will both most likely attempt to burn your Druid. The Rogue stuns and the Frost Mage Shatter combo's for a huge amount of damage. As a Rogue try to keep the other Rogue occupied through stuns and slows. Making sure to Blind when you know their trinket is down if your druid is in trouble. The Druid should be cycloning the Mage here and there for breathing room. You should generally have no problem with this combo if you lock down the Rogue because a Frost Mage can not kill a very well played Druid.
Rogue / Warlock
This can be a tough matchup, but it's still in your favor if you can outlast the initial burst. Ideally, you'd want to fight rogue on rogue initially, but it's just not something that you'll accomplish very often. Since the warlock will have paranoia up, you will most likely have to get on the Warlock first, as the enemy rogue will find your rogue almost every time. Wait for the "voidwalker sacrafice" bubble to go away, then send your teammate in. Wait for the enemy rogue to come out of stealth (usually stunning your teammate). Then begin Cyclone/Root rotations on the opposing rogue while your rogue attempts to take out the Warlock. Healing will be intense at first, but eventually you will kill that warlock, and it will simply be a 2v1. Try not to let your rogue get -too- low before using cooldowns, as a well-timed spell lock/death coil from their lock can get your rogue killed. Use swiftmend and/or Nature's Swiftness if your rogue drops below 40%. Just make sure after you begin your initial control on their rogue that your rogue blows his cooldowns to take the Warlock out ASAP.
Warlock / Warrior
Keep Pressure on the Warlock and keep the Warrior controlled with Cyclone/Roots while the rogue drops the Warlock. Assuming the Warrior doesn't absolutely destroy your rogue, you should win this matchup. Keep Faerie Fire on the Warlock to up the rogue DPS...as soon as the lock goes down, it's game over for them.
Warlock / Frost Mage
In this matchup, the Warlock and Frost mage will likely try to control the rogue while they pressure you with their ridiculous DPS. This could become a long match depending on the skill level of their team, but if your rogue can get in close on the warlock, you should be able to win this matchup. I find that a well-timed feral charge/Cyclone on the mage while they try to Polymorph will usually give us enough time to drop their Warlock. Pillar dancing is absolutely key to winning this game. They won't be able to out DPS your heals + kiting, so just be patient and get that Warlock down ASAP.
Warlock / Shadow Priest
Druid merely stacks his HoTs and runs around pillars to avoid LoS while your Rogue takes them down. Rogues want to start on the Warlock to avoid him putting on a UA or Mana Draining. If the Priest drops form to begin healing make sure to put up those Wound to make it a living hell for his already bad mana pool. Druids should have no problem running around and healing in and out with instant cast HoTs. Make sure to distinguish whether the Warlock has instant Howl or not, and try to not both get hit by a fear as this may leave an opening for a Shadowbolt, Mind Blast, Shadowburn, Shadow Word: Death combo killing whomever they are focusing. Burn down the Lock and expect Death Coil, Healthstone, Power Word: Shield, and the possibility of the Priest healing.
Execration
08-29-2007, 11:36 AM
***This Spot Reserved for Future Additions***
Execration
08-29-2007, 11:36 AM
***This Spot Reserved for Future Additions***
Execration
08-29-2007, 11:37 AM
***This Spot Reserved for Version Update Information***
08/29/2007 -- Beginning of thread, initial combos set up.
09/20/2007 -- Added a lot of other matchups, modified Priest/Rogue combo matchup.
09/21/2007 -- Updated a few of the matchups. Getting pretty close to finishing.
09/24/2007 -- Warlock/Rogue added. I think that completes the initial setup of matchups.
Execration
09-20-2007, 11:10 AM
/Bump to possibly encourage more conversation. No responses yet is either a good thing (no one disagrees with current strategies) or a bad thing (no one cares).
Tyveris
09-20-2007, 01:48 PM
/Bump to possibly encourage more conversation. No responses yet is either a good thing (no one disagrees with current strategies) or a bad thing (no one cares).
It looks good, I think the only thing keeping it from getting a lot of responses is probably that most people don't play/fight Druid/Rogue a lot, so they may not be able to give a lot of feedback.
I'd encourage you to finish it up as we'd like to see if we can get a comprehensive list of common strategies together.
Demonized
09-20-2007, 02:42 PM
I've read through all of it, but have never played against that make-up. Good read though, lets me know what to look for on my various teams, if we do fight that combo ^^
Phiers
09-20-2007, 03:21 PM
Paladin / Warlock
Kill the warlock pet. This will give you the opportunity to take a way a lot of the Warlock's effectiveness and give you the opportunity to drink/innervate without fear of the felhunter eating your innervate buff. This is a pretty good matchup for you. Eventually you'll be able to lock out the Paladin with cyclones/interrupts long enough to either force him to bubble or win the match. I like to keep Faerie Fire on the warlock as it ups the rogue's DPS by a reasonable amount and it isn't usually dispelled by the paladin. They're usually too busy removing poisons/healing to bother with it if they're not being locked down.
Faerie fire will get automatically removed if the paladin tries to remove psns. Cleanse removes 1 disease/psn/magic debuff every time, so it'll get removed automatically. I'd also add in there that you should avoid getting Judged with Justice if you can avoid it, since not having it makes it possible to escape and catch a few seconds of OOC drinking, as well as making it easier to LoS the lock.
While I agree killing the pet is important, the lock should just instantly summon a voidwalker afterwards (imo), and then he's taking 60% dmg instead of 70%. But, this will allow you to innervate, since void walkers can't eat buffs, and that should put you at an advantage.
Hershram
09-20-2007, 04:06 PM
I've been running this set up for about all but one week of season two. We were in the 2100's until a couple lucky Warrior's with Stormherald got up there (I'm sure you all know how it is). Thought I'd help you fill in the blanks on those set-ups you haven't filled in. Although I am Human so I generally get the jump, but sometimes I don't.
Rogue/Frost Mage
On this team they will both most likely attempt to burn your Druid. The Rogue stuns and the Frost Mage Shatter combo's for a huge amount of damage. As a Rogue try to keep the other Rogue occupied through stuns and slows. Making sure to Blind when you know their trinket is down if your druid is in trouble. The Druid should be cycloning the Mage here and there for breathing room. You should generally have no problem with this combo if you lock down the Rogue because a Frost Mage can not kill a very well played Druid.
Shadow Priest/Warlock
This team set-up is also another easy win for your team, the Druid merely stacks his HoTs and runs around pillars to avoid LoS while your Rogue takes them down. Rogues want to start on the Warlock to avoid him putting on a UA or Mana Draining. If the Priest drops form to begin healing make sure to put up those Wound to make it a living hell for his already bad mana pool. Druids should have no problem running around and healing in and out with instant cast HoTs. Make sure to distinguish whether the Warlock has instant Howl or not, and try to not both get hit by a fear as this may leave an opening for a Shadowbolt, Mind Blast, Shadowburn, Shadow Word: Death combo killing whomever they are focusing. Burn down the Lock and expect Death Coil, Healthstone, Power Word: Shield, and the possibility of the Priest healing.
Resto Druid/Warrior
Fighting this team is a very difficult match up. It is tough for Rogues to go one on one with a Warrior, so Druid make sure to watch your Rogues health and make sure to compensate for Mortal Strike. Rogues should stick the Warrior because you will never catch a good Druid with both the Warrior and Druid stopping you. Druid, try to make the other Druid burn his trinket early on so that it is not up later when you go for the kill. When the Warrior is getting low on health and his Druid is attempt to CC your Druid that is the time to make your kill. Normall I pop Evasion (to give my Druid breathing room to CC his), Adrenaline Rush, Blade Flurry, SnD, and we chain Cyclone the Warrior's Druid, once Cyclone is no longer efficient Rogue put your Blind on the Druid. Unfortunately, if your burst combo does not work in your small opening in which the Druid is unable to heal, it is most likely a loss. We have yet to win a match against this team where this combo did not work.[/u]
Execration
09-21-2007, 01:49 PM
Thanks for the feedback. It's nice to get some life in this thread. Hersh, I copied your Rogue/Frost Mage and SPriest/Warlock pretty much verbatim, as I have no general disagreements. For Druid/Warrior, I wrote my own because I've used your strategy before, but I still consider it inferior to finding the druid first. Plan A over Plan B, where plan A is finding the druid, and plan B is not finding the druid.
Execration
09-21-2007, 01:51 PM
Faerie fire will get automatically removed if the paladin tries to remove psns. Cleanse removes 1 disease/psn/magic debuff every time, so it'll get removed automatically. I'd also add in there that you should avoid getting Judged with Justice if you can avoid it, since not having it makes it possible to escape and catch a few seconds of OOC drinking, as well as making it easier to LoS the lock.
While I agree killing the pet is important, the lock should just instantly summon a voidwalker afterwards (imo), and then he's taking 60% dmg instead of 70%. But, this will allow you to innervate, since void walkers can't eat buffs, and that should put you at an advantage.
Thanks for pointing this out. Should have caught this on my own. Though I have to be honest with you...the moment a Warlock pulls out a Voidwalker is the moment I feel like the match went from Tough to Easy. I still have no idea why Warlocks get the voidwalker out. Sure, it's damage reduction, but it won't save them in the end because of my superior mana efficiency and ability to lock down their healer and keep them in combat.
Hershram
09-21-2007, 02:48 PM
Even if you do catch the Druid first, it is still difficult to take him down in the small window you have where a Rogue needs all of their cooldowns to keep up with him and kill him. Making the Druid burn all his cooldowns would recquire your Rogue to burn the majority of his equalling each other out in the long run.
Hershram
09-21-2007, 02:51 PM
Faerie fire will get automatically removed if the paladin tries to remove psns. Cleanse removes 1 disease/psn/magic debuff every time, so it'll get removed automatically. I'd also add in there that you should avoid getting Judged with Justice if you can avoid it, since not having it makes it possible to escape and catch a few seconds of OOC drinking, as well as making it easier to LoS the lock.
While I agree killing the pet is important, the lock should just instantly summon a voidwalker afterwards (imo), and then he's taking 60% dmg instead of 70%. But, this will allow you to innervate, since void walkers can't eat buffs, and that should put you at an advantage.
Thanks for pointing this out. Should have caught this on my own. Though I have to be honest with you...the moment a Warlock pulls out a Voidwalker is the moment I feel like the match went from Tough to Easy. I still have no idea why Warlocks get the voidwalker out. Sure, it's damage reduction, but it won't save them in the end because of my superior mana efficiency and ability to lock down their healer and keep them in combat.
I agree, Voidwalker is not anywhere near as good as a Felhunter, it may help you, but it helps the Druid a hell of a lot more.
Phiers
09-21-2007, 05:11 PM
Summong a void is more of a "if they killed it once, they're going to kill it again, so this way atleast I keep soul link, and take 10% less dmg in the process" type move.
Duljan
09-21-2007, 05:38 PM
Faerie fire will get automatically removed if the paladin tries to remove psns. Cleanse removes 1 disease/psn/magic debuff every time, so it'll get removed automatically. I'd also add in there that you should avoid getting Judged with Justice if you can avoid it, since not having it makes it possible to escape and catch a few seconds of OOC drinking, as well as making it easier to LoS the lock.
While I agree killing the pet is important, the lock should just instantly summon a voidwalker afterwards (imo), and then he's taking 60% dmg instead of 70%. But, this will allow you to innervate, since void walkers can't eat buffs, and that should put you at an advantage.
Thanks for pointing this out. Should have caught this on my own. Though I have to be honest with you...the moment a Warlock pulls out a Voidwalker is the moment I feel like the match went from Tough to Easy. I still have no idea why Warlocks get the voidwalker out. Sure, it's damage reduction, but it won't save them in the end because of my superior mana efficiency and ability to lock down their healer and keep them in combat.
I agree, Voidwalker is not anywhere near as good as a Felhunter, it may help you, but it helps the Druid a hell of a lot more.
Disagree. Actually, any team that keeps their felhunter out vs a druid + rogue team is simply stupid. The felhunter will die, and fast. And when it does, there goes soul link.
And as you said, your ability to virtually keep me from healing my partner EVER (unless we blow some cooldowns to pull it off) means he needs both soul-link and his damage reduction.
Not to mention, if the rogue is stupid enough to not attack the felhunter, what good is it doing anyway? First of all, it only dispels once every 8 seconds. This means if you want to get an innervate off, there's a simple way to do it:
1) Pop lifebloom and watch it get dispelled and watch you get a big heal
2) Instantly afterwards pop innervate
3) 8 free seconds of innervate
4) Profit
First of all, it only dispels once every 8 seconds. This means if you want to get an innervate off, there's a simple way to do it:
1) Pop lifebloom and watch it get dispelled and watch you get a big heal
2) Instantly afterwards pop innervate
3) 8 free seconds of innervate
4) Profit
Or the warlock could take dispel off auto use and wait for the innervate when the druid gets low. In general, auto-dispel against a druid is a very, very dumb idea. You may still not get it if the druid stacks other buffs and has the anti-dispel talent, but I have seen it go out first with 6 buffs on me and the results were not pretty.
Duljan
09-21-2007, 05:50 PM
Or the warlock could take dispel off auto use and wait for the innervate when the druid gets low. In general, auto-dispel against a druid is a very, very dumb idea. You may still not get it if the druid stacks other buffs and has the anti-dispel talent, but I have seen it go out first with 6 buffs on me and the results were not pretty.
You're talking about a 5% or less chance of this happening. I'm sorry, but the odds are against this idea.
Or the warlock could take dispel off auto use and wait for the innervate when the druid gets low. In general, auto-dispel against a druid is a very, very dumb idea. You may still not get it if the druid stacks other buffs and has the anti-dispel talent, but I have seen it go out first with 6 buffs on me and the results were not pretty.
You're talking about a 5% or less chance of this happening. I'm sorry, but the odds are against this idea.
That does not change the fact that using auto-dispel against a druid is pretty much the same as admitting that you suck at this game.
Dimachaeri
09-21-2007, 06:22 PM
I was interested in what you guys do against Rogue / Warlock teams, but was disappointed that it was the only team you seem to have left out. ^_^
Duljan
09-21-2007, 07:03 PM
That does not change the fact that using auto-dispel against a druid is pretty much the same as admitting that you suck at this game.
Did I say that my team does that? No, I didn't. In fact, I said that we use a voidwalker. I said that there's an easy counter for teams that do leave their felhunter out.
And your idea is still bad.
I'm just curious how hard rogue try to get the felhunter? Because for whatever reason, I seem severely handicapped at killing them (better than when I was muti, but still). And often I find myself getting chain rooted/cycloned. Should I be burning CD's to blow it up in the first cyclone cycle? Should I blind the druid just to kill it the first time? I know this may appear somewhat bizarre, but does anyone have tips beyond "lock out the healer and somehow avoid spam roots/cyclone/coex/fear and kill it twice?"
Duljan
09-21-2007, 09:35 PM
I'm just curious how hard rogue try to get the felhunter? Because for whatever reason, I seem severely handicapped at killing them (better than when I was muti, but still). And often I find myself getting chain rooted/cycloned. Should I be burning CD's to blow it up in the first cyclone cycle? Should I blind the druid just to kill it the first time? I know this may appear somewhat bizarre, but does anyone have tips beyond "lock out the healer and somehow avoid spam roots/cyclone/coex/fear and kill it twice?"
Put it this way:
The pet has low - medium armor
Medium HP
Zero resilience
The warlock has low armor
High HP
Loads of resilience
Which one do you think you'll have an easier time killing?
Also, even if you were on the lock, you're still going to get rooted and cycloned over and over, so that element really makes no difference.
The difference is that the pet dies much faster, and when it is dead, it gibs the warlock a TON when he doesn't have soulink.
Aspiration
09-23-2007, 09:17 PM
I'm just curious how hard rogue try to get the felhunter? Because for whatever reason, I seem severely handicapped at killing them (better than when I was muti, but still). And often I find myself getting chain rooted/cycloned. Should I be burning CD's to blow it up in the first cyclone cycle? Should I blind the druid just to kill it the first time? I know this may appear somewhat bizarre, but does anyone have tips beyond "lock out the healer and somehow avoid spam roots/cyclone/coex/fear and kill it twice?"
The only way you'll have a good chance at winning is by killing the felhunter. Your healer has to pay attention to the pet and drag it out of the los of the warlock around pillars. This will make it so you can avoid most fears and it should be much easier to kill it.
And yes, I recommend using cooldowns on a pet because a soul link warlock loses all their utility once the pet is dead. Something that works for us is dragging the pet next to the warlock and blade flurrying both the pet and the lock.
Well I understand that the pet must die, but I'm glad to know I'm not the only one who has to burn trinkets/other stuff to blow it up twice. And today while re-leveling our 2's I tried the blade flurrying the lock/pet a few times and it worked well.
Execration
09-24-2007, 11:51 AM
Great job initiating some conversation.
Jaz, Don't feel ashamed that you have to blow cooldowns to kill the pet. This game is usually a long fight, and your cooldowns will be back up possibly multiple times during the round. We usually find we can kill the first one without blowing cooldowns (since we can get the jump on the pet from stealth initially, while I CC the healer for the first kill). For the 2nd pet, my rogue partner usually blows his cooldowns once we can get the pet out of sight. This can be a real problem, as I've warlocks with amazing pet management relocation skills, and I've also seen healers that know our plan and will keep the pet alive at all costs (Blessing of Protection, Nature's Swiftness, etc). Be careful if the warlock runs in the opposite direction while your rogue kills the pet...as they will try to get behind a pillar, or at the least go to a hard to reach place, and start summoning another pet even before the pet you're on is killed. This is druid's responsibility to interrupt the pre-emptive summon from the Warlock.
Dimachaeri, I will try to add Warlock/Rogue today. It's a tough matchup for our setup, but it's not one of our most difficult. Sometimes controlling the burst can be an issue, but it just comes down to an intense first 15 or 20 seconds usually. Rogue/Druid typically has the advantage against 2x DPS setups though, and this one is no different. The trick is getting the jump on them before they find you (can give them a huge early game advantage).
Execration
09-24-2007, 01:36 PM
I was interested in what you guys do against Rogue / Warlock teams, but was disappointed that it was the only team you seem to have left out. ^_^
Added.
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