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Melee Arena Questions
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Post by
140579
This post was from a user who has deleted their account.
Post by
143082
This post was from a user who has deleted their account.
Post by
Booterang
Frankly if your paladin specs right you should just have him eat the burns. The priest will go out of mana faster then he will and then its just elementary to kill his rogue.
I don't understand why you would have problems with this setup, frankly your a counter to them if anything. Your paladin should be pillar humping as well to avoid the mana burns, and your an unholy deathknight.... so chains of ice and that movespeed loss effect you get from using plague strike should effectively stop the pillar humping.
As for the long drawn out fight: Get used to it, I play a restoshaman and my partner is a warlock and we face paladin/DK more then disc/rogue. In all cases that we have faced your team setup, the fights have been at least 10 minutes usually involving many frustrating situations (such as divine shield on a paladin at 5%). We usually win (80%) against this setup because we are used to taking a very long time to slay our opponents and they are not.
Learn patience, since you happen to have a holy paladin and are wearing plate, time is on your side, not theirs (IE that disc priest is gonna go OOM faster healing a guy in leather then a holy paladin is healing a deathknight >.<).
As for you comment on what you should do:
Disc priests are squishy, they of all the healers are used to being targeted specifically. They either end up dying alot in arena, or learn to juke their opponents.
A better tactic is to hit the rogue, who is probably in less resilence gear, and is just as squishy. Your in plate, it shouldn't be doing a heck of alot of damage to you in comparison. Restrict the rogue's movement with spells such as chains of ice, then laugh as the priest has to come out of hiding to heal it.
At that point you should be spell interrupting the priest when he uses penance (his most efficent spell by far), or even switching targets. Concentrate on doing the maximum amount of dps possible, not nessarily picking a specific target. Eventually your healer's superior mana regen will prevail or they will make a stupid mistake. At that point one of them will die and you will have the match.
I apologise for the long post, though I do hope it improves your arena performance. (unless your in battlegroup vindication, then I hope it doesn't :P)
Post by
258554
This post was from a user who has deleted their account.
Post by
ShadowSerpent
The "6s stun" is nerfed. All rogue stuns now have diminishing returns and CS has a diminishing return on
all
of them. The only viable option in the long run is blind (not a stun) but this is purely cc, and won't work if you have dots* up - which you will have against a plate wearer, since they aren't reduced by armor so suddenly they become your only way of doing something worthwhile against a warrior/dk/pally
*Yes, rogues have dots. Try
Garrote
,
Rupture
, and maybe
Deadly poison
(although that one is kinda stupid to use in arena because it can actually proc with sap, kick and gouge and you don't want DP on someone you're trying to cc) It gives Damage over Time, and that's exactly what DoT means (sorry, pre-emptive reaction to stop noobs from saying "lock is the only class with dots")
Post by
328954
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Post by
140579
This post was from a user who has deleted their account.
Post by
cloudp
I have my hit cap maxxed out for pvp (5%) and still I have had two CoI resisted/misssed in a row.
I thought the pvp hit cap was 6%?
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