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Member Since 30 Jul 2010
Offline Last Active Mar 11 2014 02:14 AM

#3925519 Disc/Arms 2v2 mop?

Posted Influence123 on 12 August 2013 - 09:19 PM

View PostPeacesells, on 12 August 2013 - 07:34 PM, said:

Most of the hunter+disc teams we've faced played with void tendrils and controlled me instead of the priest and nuked him. I didn't say that it's a counter or anything, just painful to play against it.

The problem with ferals is obviously that they have infinity control to stop warrior's damage/burst.

Mage/priest wasn't a big problem, rdruid/mage however was and I forgot to mention that.

You have safeguard out of void tendrils, Psychic scream you can enrage out of, and trap can be dispelled. Besides DR'ed hunter root you should be controlled all that much.

#3925457 Disc/Arms 2v2 mop?

Posted Influence123 on 12 August 2013 - 06:50 PM

View PostPeacesells, on 12 August 2013 - 03:51 PM, said:

I played it to 2200ish this season without skype. It's pretty good if you time your shit will, but be prepared to lose vs every feral+healer team. Hunter + disc is also a pain in the arse but other comps/teams are fine. Just play uber offensive

I actually disagree with this. Warrior should completely counter any hunter team. You should easily be able to eat every single trap that the hunter throws out.

Even feral healer teams I haven't had too much of an issue with. Ferals take a good bit of damage and you have the mobility to keep up with them.

If anything you should be spam losing to mage priest. Not the other two.

#3917906 Unholy DK

Posted Influence123 on 24 July 2013 - 09:40 PM

Honestly this all has to do with what comp you are going up against. Healer/DPS, Double DPS....and specifically what classes in each comp. All those factors play into how you react. Even how they play works into how they play. Since you have been really general with your question I will try to be general with my answers.

Survivability is about predicting incoming damage. You do not want to use your cooldowns when you are at 20% and they have full burst coming into you. You want to use your cooldowns in a predictive sense. You should know every classes main cooldowns.

So if a good example of this is a enh/ele shaman pops ascendence. At this point you know they can potentially 100-0 you in 2-3 globals by themselves...nevermind any other DPS they are with. To counter this I always run with AMZ against a DPS shaman. I will AMS...try to get a interrupt as AMS is wearing off - strangulate/apyxiate try to get another interrupt - AMZ as a last resort if needed. You can icebound fortitude out of this if your healer is still eating CC.

This brings me to my next point. You need to do everything you can to stop your healer from getting CC'ed. You can use your death grip to interrupt someone's cast, you can also use it to stop someone from getting in range of your healer for a CC (like a hunter going for trap, feral going for clone, ret going for hoj). Against hunter teams you can hang around your healer to each his traps. More importantly you need to be able to steal their CC.

So say you're going against feral hunter double dps....you want to start the game literally sitting on top of your healer to stop the trap, and as soon as possible try to get a dark sim on the feral to steal clone. At the higher mmr levels you are going to have to wait for predatory swiftness so that he does not juke your dark sim.

Your last two options to help you survive is kiting and Line of Sight. Kiting is very important against melee teams.

Your choices for kiting are either chains of ice kiting with death's advance. You activate death's advance right after you chains of ice both dps. This will mean they will be moving 50% slower than you which will let you kite away. Your other option is chilblains kiting in which you will be using the root from chilblains to kite them. Test both and use whichever you feel more comfortable with.

Line of sight seems obvious but again is very important. This is mainly used against ranged and casters, but can be used against melee as well. If a warlock runs in and pops dark soul right off the bat....just line of sight him until it wears off. It is very important that you work with your healer in this regard. You do not want to be line of sighting across the map from your healer and force them to chase you.

So we have gone over ways to survive
1) Predict incoming damage
2) Prevent CC on your healer
3) Steal CC
4) Kiting
5) Line of Sight

Lets now go over your various survival cooldowns.
1) AMS - This is your best way to stop incoming spell damage. Unless you are very comfortable with it make sure you keep this defensively. You do not want to be caught with no AMS when the opposing team is bursting on you. In reality I only use this offensively if I know that the opposing teams major cooldowns will not be off cooldown for the next 45 seconds.

2) Icebound Fortitude - Never underestimate the 20% damage reduction. Yes it is less than shield wall, but it absolutely helps. Keep in mind however that this is a very good way to get out of tricky situations as well. Against a mage you should ALWAYS save this for when your healer is CC'ed and you get deep froze. Immediately getting out of a deep freeze can save you from an additional 200k potential damage. It is great to use to get out of normal stuns as well if the opposing team is bursting you.

3) Blood Presence - Against any double dps team you should mainly be in blood presence. It is a great way to constantly prevent damage and help your healer.

4) AMZ/Lichborne - AMZ is the talent I would absolutely use against anything with spell damage. This can even be useful against hunters arcane shot. The reason I like it takes 1 global to drop and you continue to pressure. Lichborne takes 3-4 globals and generally has to be done in conjunction with AMS to get the most use out of it. I would however use use lichborne against most things with a fear. It is at the end of the day a great heal. It is particularly useful against warriors since the fear is not dispellable.

5) Conversion/Death Pact - If you are going against a burst team that you find bursts you down in a couple seconds and have a hard time preventing their damage...like against feral hunter...death pact is your best bet. If it is more of a case of them wearing you down and less bursty like warlock boomkin I would go conversion. Most healer/dps teams I would hands down go conversion. With the conversion macro you can push out 30k hps anytime you want. The fact it doesn't have a cooldown is the most important part.

6) Death Strike - This is probably the most under rated ability death knights have. Ever since it got nerfed most DKs threw this to the side. You very mistaken if you do not have this on your bars. I even go the extent of saving Empower Rune Weapon against bursty double dps teams to help me stay alive. 5 death strikes in a row will absolutely help keep you alive.

I think I covered the basics of what you need to know. Hopefully I did not miss anything.

#3425151 DK/ROGUE/X

Posted Influence123 on 09 August 2011 - 05:06 PM

View Postgunsnmoses124, on 09 August 2011 - 04:18 PM, said:

still not a good comp

Clearly...I mean it is not like there is anyone playing that comp that is rank 1 right now.