Sending it off onto a healer asap is the way to go mine never gets killed really easily like that. If you notice sweeping strikes and try to send it off it's usually too late X_X. Just be quick about pulling it back and health funneling it does a lot more than you'd think!
I'll let you in on my eventual secret plan=make ur pet bindings numpad and have your little bro/cuz/slave controlling it from the side like some super smart felhunter!
Btw just for the people who are downrepping me with comment "trolling" - I don't particulary care about rep, but this topic is a format in which you present an argument without any emotions, and I understand it's plausible to consider it as trolling - however it's really not.
This is the way that arguments should be presented - w/o pointless insulting or trying to defend your class just because you're in fear of nerfs - or would you rather want topics like back in season5 when people screamed for DK nerfs and insulted each other, often resulting in couple of dozen of infractions per topic ?
"We have increased the damage done by Shockwave by approximately 30% in patch 3.2.2, despite the numerous complaints about protection-specced warriors' damage being out of control.
We tested this out ourselves, and our experiences are, that one cannot click all the different prot warrior abilities quickly enough in order for it to be sufficient, hence why we increased the shockwave damage.
On a side note, all warlock, mage, priest and rogue damage taken while stunned, slowed or silenced is increased by 75%.
Sincerely yours, Draek, the new moderator at Blizzard Entertainment."
Haste increases your primary source of damage(corruption) by a lot, the dps and utility far outweighs a little more crit and a free glyph slot. As Nadagast said ~500 is the amount you can get without losing spell power, but I think to softcap haste, you'd need ~800 haste.
At ~800haste, eradication brings the cast time of your 1.5sec spells to 1second. With our current gearsets, that number is hard to reach without sacrificing spell power or breaking the 4pc pvp set but it will be a good number to softcap haste with next season's gear.
1) In the time it takes to farm the honor for one piece of relentless you can be decked out in 3-4 pieces of 245 gear.
2) Most casual players enjoy 2v2. There is no reason to 2v2 anymore because you can't get achievements, titles, or decent weapons. 5s is also kind of popular with casual players, but in 5s you are going to get farmed by one 1800-2k team or stomp "lose games get points" trade abominations.
3) Arena gear does matter and it is not accessible. This is a huge issue. Blizzard has only made it harder and harder to obtain arena/pvp gear while pve gear has become standing in a tube while loot smacks you in the face. Outside of WG weeklies there is no viable way to get honor with the 15-40 minute queue times, and even if the queue times went back to being near instant the honor requirement for gear is obscene.
4) There is a brutal learning curve to arenas and wow pvp in general. Maybe I am biased because my first character was a mage and I started playing this summer.
5) PvE gear makes a huge difference as well. If you are casual McTocPug wearing some furious gear you got with badges and a few 245 pieces you are going to get absolutely destroyed by experienced players in any gear and bad players in better gear.
6) The rating system does not work well in any bracket at lower ratings, with a slight exception to 3s. There is no difference between a portion of the 1400-1600 rated teams and a portion of the 1900-2.1k rated teams. Climbing up is near impossible if you aren't geared, already skilled, or abusing queue times.
New players don't care about getting counter compd or half the stuff a lot of you are saying. They usually don't even know the difference between being counter compd and having no idea what to do against a team.
Most people will agree that a vast majority of people who play TSG are simply very bad at arena and nowhere near the rating they belong at. TSG is probably the simplest high-tier comp in the game; there is really nothing to it, very little room to excel or fail based on strategic decisions. Up to a certain point (when the quality of opposing teams gets to a certain level), your rating is pretty much going to be determined by how geared you are, providing all players have at least a basic understanding of what they're doing (paladin not overlapping cooldowns, DK knows how/who to strangulate, etc.)
Mostly the TSGs I've played against play notably worse than just about any other comp at any given rating; the paladin on sub-2400 ones still makes zero effort to LOS CCs, the warrior pops spell reflect at random times when I'm DPSing him and most frequently die without shield walling, DK death grips the target away from the warrior after being feared, everyone trinkets the first CC that touches them, regardless of circumstance, etc.