So I arena with a Rogue. Our 2v2 team has hit a brick wall at the 1800-1900 level, thanks to one thing: the Warrior.
As a "Holy" Priest + Mutilate Rogue combo, our win ratio against teams without a Warrior is literally 85% to 90%. Our Arena rating is wholly dependent on whether or not we face teams with or without Warriors. Last night, over the course of 34 games, our ranking fluctuated between 1886 and 1787, and it was simply based on our luck at finding teams without Warriors.
Once we hit 1886, after getting lucky enough to face 3 or 4 teams without Warriors in a row, we faced seven teams in a row of Warrior/Paladin, Warrior/Druid, and Warrior/Shaman, losing all seven and dropping below 1800. This wouldn't be so annoying if it weren't for the fact that in about 5 of those 7 games, we outplayed our opponents and still lost, simply because Warriors are so overpowered.
Yes, our team is weak against Warriors by nature. Both Priests and Rogues consider Warriors one of their worst nightmares; however, the conclusion that "Warriors are overpowered" is based on the fact that Warriors are the dominant Arena class. There's more of them out there than anyone else, and it's because of the obvious reasons.
1) Hamstring
2) Intercept
3) Mortal Strike
4) Plate
5) High Hit Points
6) Attacking them Makes them Stronger
7) Mace stun effects (Deep Thunder too)
It wouldn't be so bad if maybe 50% of our games would have Warriors in them. Unfortunately, we face Warriors over 75% of the time. Because of this, we simply can't advance in 2v2 Arena. If PvP were "balanced," we wouldn't face Warriors 3 out of 4 matches and our rating would be significantly higher.
Let's look at the matchups.
A) Priest/Rogue vs Warrior/Paladin:
The most common "automatic loss" combo we face, Warrior/Paladin is the nemesis of the Rogue/Priest. Generally, 50% of our Arena matches are against this uber Arena prototype. We win about 15-20% of the time against this combo, and it's usually only because they're completely awful players. On a win, there's no "OMG SO lucky" thing that tips the scales in our favor, it's only because one of the two players plays poorly.
The problem is thus: the Warrior Hamstrings both of us and commences pwnage on me. This takes me out of the fight and forces me to simply heal myself until I run out of mana (sometimes I don't even get that far, especially if the Warrior is Mace stun-speced or has Deep Thunder). I can try to get some Mana Burns off on the Paladin, but it's dangerous - the damage output of a Warrior on me with over 10,000 hit points, 338 resilience, and 3800 armor can still overwhelm me if I try to take 2 seconds to get off a Mana Burn. I pretty much have to try, though, since a Warrior pummeling my Mana Burn frees me up to heal myself without interrupts. Intelligent Paladins will just laugh and hide out of LOS of the Burns anyway, if possible.
The Paladin stands ~30 yards away. My Rogue partner cannot get to the Paladin because he is Hamstrung. I can't go for the Paladin either because I am Hamstrung. The completely mobile Paladin can easily run from me so I can't get off a fear. I also can't get off a fear on the Warrior since Warriors are almost completely fear-immune to begin with - plus he can trinket, plus the Paladin can cleanse off the Fear.
If Hamstring actually drops on one of us and we go for the Paladin, the Warrior just intercepts them for the auto-stun and applies Hamstring. This is especially dangerous if it's on me, since now my Rogue partner, who is Hamstrung, is some distance away and cannot protect me in any way from the Warrior's poundings. Thus, I'm forced to stay near my Rogue, who is engaging the Warrior uselessly while the Paladin chills out from afar and heals away with a seemingly infinite mana pool. My Rogue feeds the Warrior rage, but there's really nothing else we can do.
Mind Control? Okay. Say I actually get one off - which is difficult, but I've done it, thanks to the three-second cast. If I'm in the Nagrand arena, I can throw the Warrior off the bridge, provided the Paladin doesn't cleanse the Mind Control off in time. Any intelligent Paladin will then jump off as well. Since we're both Hamstrung, we can't get to the Paladin to prevent him from jumping off to join his Warrior below, and going down there with them is suicide. I could then drink, but we're back to square one, since the Paladin can drink too. If we're not in Nagrand arena, Mind Control doesn't buy us too much. It doesn't last long, and my Rogue partner can go for the Paladin only to be intercepted the moment Mind Control breaks, get stunned, and get Hamstrung again.
Go for the Paladin from the start? Blessing of Freedom and bubbles make that impossible. The Warrior is on us quickly with the Hamstrings, which can't be removed; meanwhile, any movement impairing effects on the Warrior are cleared with Blessings of Freedom every 20 seconds. The Paladin quickly breaks away and the owning commences.
In short, one Warrior locks both of us down, letting the Paladin do what he likes in total freedom. I burn so much mana keeping myself alive that they easily win the mana war and we lose.
B) Priest/Rogue vs Warrior/Shaman:
We face these second most often compared to Warrior/Paladin. I'm not sure what's worse. The Warrior loses the infinite mana pool of the Paladin and his Blessings, but gains more DPS with Windfury totems and cleansings via Poison clearing totems. The Shaman can now offensively purge everything I throw up to defend myself so I crumple a lot faster. Remember, everything that a Priest has to defend themselves when attacked:
Renew
Power Word: Shield
Prayer of Mending
Blessed Recovery
Blessed Resilience
Focused Casting
...can all be purged off by a Shaman. If I then go to Flash Heal myself, I get shocked, interrupting the cast. These matches are, as you can imagine, pretty short. The Warrior pounds me flat and then it's a 2 on 1. The Shaman runs out of mana fairly quickly by spamming totems (which we kill, since we have to) and purging me a ton, but it's almost always over before the Shaman is OOM. The only chance we have is to keep killing totems and keep the Warrior stunned as much as possible so that the Shaman runs out of mana. However, in that case, the Shaman can run off and drink - we're both Hamstrung so we can't stop him!
The same other problems also apply. Both myself and my Rogue are consistently Hamstrung, so we can't get to the Shaman. One good fear could tip the balance, but I can never get close enough to the Shaman to put it to good use. They'd just trinket out of it anyway.
Mind Control is out, since the Shaman can just shock it off quickly.
Mana Burns are impossible - with the purging going on, I die so fast that I can't get one off, and even if I got close it would get shocked, although most Shamans are smart enough to let the Mana Burn go and then shock my heal, knowing that death will come swiftly for me.
"Why not have your Rogue stealth and open on the Shaman?" Well sure, but then the Warrior intercepts my Rogue, Hamstrings him, and the Shaman walks off, laughing. Shamans have high armor and do NOT die quickly. A Poison clearing totem will take care of Crippling Poison on him, giving him freedom of movement while we're both stuck with Hamstring.
The worst is when the Shaman purges off our Fear Wards and the Warrior Intimidating Shouts us to separate us, then Intercepts me. Now I've got the Warrior pounding me, the Shaman purging off all defense, and my Rogue partner too far away to stun the Warrior and buy me time. Splat.
C) Priest/Rogue vs Warrior/Druid:
Finally, this interesting combo has the usual issues cited above, combined with the Druid starting out stealthed and coming out only to heal the Warrior from a safe 35 yards away. Cycloning the Rogue allows them to blast me quickly and we can't get to the Druid to do anything to him. Thanks to Hamstring. I can't even Mana Burn, since a good Druid will see that coming and shapeshift. Since the damage we're doing to the Warrior is fairly minimal and controlled (Rogue vs plate), the Druid can afford to do this, popping out to heal only when necessary and just generally staying 35 yards away.
Mind Control? Nope, just Cyclone me to break it, and the usual Warrior-intercept-plus-Hamstring on the Rogue settles that problem even if I don't get Cycloned.
D) Priest/Rogue vs Warrior/Priest:
We have the most success with this combo, although it's *always* a challenge. Same rules apply as stated above. If the enemy Priest is smart enough to just stand there and Mana Burn me, though, it's a quick game over. My Rogue has to open up on the Priest and maintain Crippling Poison on them at all times so that the Warrior's inevitable Intercept + Hamstring move doesn't allow the Priest to get away. We will win this match if my Rogue can stay on their Priest and I outgear their Priest with survivability. In short, the match turns into two 1v1 survivability duels, and the first Priest that dies loses. Mind Control is very very useful here - it keeps the Warrior from pounding me for hopefully up to 10 seconds, and forces their Priest to either spend a global cooldown to remove it or else keep healing themselves.
Summary
Before we got up to our current rating level, we'd win some matches like these when the Warrior was dumb enough to attack the Rogue, leaving me free to heal/disrupt/Mana Burn all I like. That never happens anymore, since we're playing smarter opponents. I'm always the tank, and since I'm getting beat up it severely limits what I can do.
Really though, it all boils down to Hamstring and Mortal Strike. The reason why Warriors are *everywhere* in Arenas is because of these abilities. There's a huge overrepresentation of this class in Arena teams, and I can't blame the players for that. They're going to play the best classes, and the best classes in Arenas are Warriors, Paladins, Shamans, Priests, and Warlocks. But everything revolves around Warriors. The fact that there are wildly successful (2000+ ranking) 5v5 teams out there made up entirely of Warriors and Paladins says something. It says that something's broken.
The Mace stuns and Deep Thunder really make things even worse. Warriors with these wind up stunning even more than Rogues sometimes - when you try to cast a Mass Dispel with a 0.5 second cast time and you can't get it off because you're mace-stunned by a Warrior, something's broken.
I'm not claiming we should win all of our matches against Warrior + X. In some of these matches, they were the better team. In many other matches though, they weren't. Those of you who have played Arena know what I mean. We'd outplay the snot out of them, having better reaction times, better strategy, better tactics, and still lose. Okay, Rock-Paper-Scissors, fine. But Rock-Paper-Scissors doesn't apply when you're the Scissors and you're facing Rock 75% of the time and Paper only 25%. We play games against non-Warrior teams and beat the snot out of them, because we SHOULD be rated much higher than we are. But we can't get past the wall of these Warrior teams that can't be beat. We've beaten the Warrior teams ranked below us easily enough because we'd just massively outskill/outgear them, but it's not working anymore.
Maybe it's just our battlegroup. I don't know. I can't remember the last time I saw a Hunter in 2v2, and other Rogues are *extremely* rare. Meanwhile it's Warrior, Warrior, Warrior, game after game after game. Supposedly Shadow Priest + Warlock teams are common because they're the counter to the extremely common Warrior + Paladin combo, but we faced only ONE of those last night out of 34 games (and wafflestomped them, of course).
I just fear we've hit a brick wall of facing off against Warrior/X teams that aren't as good as we are and win anyway. The best part is when such teams start taunting you as they're winning, because they know you can't touch them. We had one Warrior do a /sleep emote a number of times at us last night after they killed me and it was 2 on 1. Boy, that's classy. That would be like Mike Tyson taunting Woody Allen in a boxing match.
Maybe we should play at 5:00 AM or something. Do the Warrior players sleep?
-Bolty
As a "Holy" Priest + Mutilate Rogue combo, our win ratio against teams without a Warrior is literally 85% to 90%. Our Arena rating is wholly dependent on whether or not we face teams with or without Warriors. Last night, over the course of 34 games, our ranking fluctuated between 1886 and 1787, and it was simply based on our luck at finding teams without Warriors.
Once we hit 1886, after getting lucky enough to face 3 or 4 teams without Warriors in a row, we faced seven teams in a row of Warrior/Paladin, Warrior/Druid, and Warrior/Shaman, losing all seven and dropping below 1800. This wouldn't be so annoying if it weren't for the fact that in about 5 of those 7 games, we outplayed our opponents and still lost, simply because Warriors are so overpowered.
Yes, our team is weak against Warriors by nature. Both Priests and Rogues consider Warriors one of their worst nightmares; however, the conclusion that "Warriors are overpowered" is based on the fact that Warriors are the dominant Arena class. There's more of them out there than anyone else, and it's because of the obvious reasons.
1) Hamstring
2) Intercept
3) Mortal Strike
4) Plate
5) High Hit Points
6) Attacking them Makes them Stronger
7) Mace stun effects (Deep Thunder too)
It wouldn't be so bad if maybe 50% of our games would have Warriors in them. Unfortunately, we face Warriors over 75% of the time. Because of this, we simply can't advance in 2v2 Arena. If PvP were "balanced," we wouldn't face Warriors 3 out of 4 matches and our rating would be significantly higher.
Let's look at the matchups.
A) Priest/Rogue vs Warrior/Paladin:
The most common "automatic loss" combo we face, Warrior/Paladin is the nemesis of the Rogue/Priest. Generally, 50% of our Arena matches are against this uber Arena prototype. We win about 15-20% of the time against this combo, and it's usually only because they're completely awful players. On a win, there's no "OMG SO lucky" thing that tips the scales in our favor, it's only because one of the two players plays poorly.
The problem is thus: the Warrior Hamstrings both of us and commences pwnage on me. This takes me out of the fight and forces me to simply heal myself until I run out of mana (sometimes I don't even get that far, especially if the Warrior is Mace stun-speced or has Deep Thunder). I can try to get some Mana Burns off on the Paladin, but it's dangerous - the damage output of a Warrior on me with over 10,000 hit points, 338 resilience, and 3800 armor can still overwhelm me if I try to take 2 seconds to get off a Mana Burn. I pretty much have to try, though, since a Warrior pummeling my Mana Burn frees me up to heal myself without interrupts. Intelligent Paladins will just laugh and hide out of LOS of the Burns anyway, if possible.
The Paladin stands ~30 yards away. My Rogue partner cannot get to the Paladin because he is Hamstrung. I can't go for the Paladin either because I am Hamstrung. The completely mobile Paladin can easily run from me so I can't get off a fear. I also can't get off a fear on the Warrior since Warriors are almost completely fear-immune to begin with - plus he can trinket, plus the Paladin can cleanse off the Fear.
If Hamstring actually drops on one of us and we go for the Paladin, the Warrior just intercepts them for the auto-stun and applies Hamstring. This is especially dangerous if it's on me, since now my Rogue partner, who is Hamstrung, is some distance away and cannot protect me in any way from the Warrior's poundings. Thus, I'm forced to stay near my Rogue, who is engaging the Warrior uselessly while the Paladin chills out from afar and heals away with a seemingly infinite mana pool. My Rogue feeds the Warrior rage, but there's really nothing else we can do.
Mind Control? Okay. Say I actually get one off - which is difficult, but I've done it, thanks to the three-second cast. If I'm in the Nagrand arena, I can throw the Warrior off the bridge, provided the Paladin doesn't cleanse the Mind Control off in time. Any intelligent Paladin will then jump off as well. Since we're both Hamstrung, we can't get to the Paladin to prevent him from jumping off to join his Warrior below, and going down there with them is suicide. I could then drink, but we're back to square one, since the Paladin can drink too. If we're not in Nagrand arena, Mind Control doesn't buy us too much. It doesn't last long, and my Rogue partner can go for the Paladin only to be intercepted the moment Mind Control breaks, get stunned, and get Hamstrung again.
Go for the Paladin from the start? Blessing of Freedom and bubbles make that impossible. The Warrior is on us quickly with the Hamstrings, which can't be removed; meanwhile, any movement impairing effects on the Warrior are cleared with Blessings of Freedom every 20 seconds. The Paladin quickly breaks away and the owning commences.
In short, one Warrior locks both of us down, letting the Paladin do what he likes in total freedom. I burn so much mana keeping myself alive that they easily win the mana war and we lose.
B) Priest/Rogue vs Warrior/Shaman:
We face these second most often compared to Warrior/Paladin. I'm not sure what's worse. The Warrior loses the infinite mana pool of the Paladin and his Blessings, but gains more DPS with Windfury totems and cleansings via Poison clearing totems. The Shaman can now offensively purge everything I throw up to defend myself so I crumple a lot faster. Remember, everything that a Priest has to defend themselves when attacked:
Renew
Power Word: Shield
Prayer of Mending
Blessed Recovery
Blessed Resilience
Focused Casting
...can all be purged off by a Shaman. If I then go to Flash Heal myself, I get shocked, interrupting the cast. These matches are, as you can imagine, pretty short. The Warrior pounds me flat and then it's a 2 on 1. The Shaman runs out of mana fairly quickly by spamming totems (which we kill, since we have to) and purging me a ton, but it's almost always over before the Shaman is OOM. The only chance we have is to keep killing totems and keep the Warrior stunned as much as possible so that the Shaman runs out of mana. However, in that case, the Shaman can run off and drink - we're both Hamstrung so we can't stop him!
The same other problems also apply. Both myself and my Rogue are consistently Hamstrung, so we can't get to the Shaman. One good fear could tip the balance, but I can never get close enough to the Shaman to put it to good use. They'd just trinket out of it anyway.
Mind Control is out, since the Shaman can just shock it off quickly.
Mana Burns are impossible - with the purging going on, I die so fast that I can't get one off, and even if I got close it would get shocked, although most Shamans are smart enough to let the Mana Burn go and then shock my heal, knowing that death will come swiftly for me.
"Why not have your Rogue stealth and open on the Shaman?" Well sure, but then the Warrior intercepts my Rogue, Hamstrings him, and the Shaman walks off, laughing. Shamans have high armor and do NOT die quickly. A Poison clearing totem will take care of Crippling Poison on him, giving him freedom of movement while we're both stuck with Hamstring.
The worst is when the Shaman purges off our Fear Wards and the Warrior Intimidating Shouts us to separate us, then Intercepts me. Now I've got the Warrior pounding me, the Shaman purging off all defense, and my Rogue partner too far away to stun the Warrior and buy me time. Splat.
C) Priest/Rogue vs Warrior/Druid:
Finally, this interesting combo has the usual issues cited above, combined with the Druid starting out stealthed and coming out only to heal the Warrior from a safe 35 yards away. Cycloning the Rogue allows them to blast me quickly and we can't get to the Druid to do anything to him. Thanks to Hamstring. I can't even Mana Burn, since a good Druid will see that coming and shapeshift. Since the damage we're doing to the Warrior is fairly minimal and controlled (Rogue vs plate), the Druid can afford to do this, popping out to heal only when necessary and just generally staying 35 yards away.
Mind Control? Nope, just Cyclone me to break it, and the usual Warrior-intercept-plus-Hamstring on the Rogue settles that problem even if I don't get Cycloned.
D) Priest/Rogue vs Warrior/Priest:
We have the most success with this combo, although it's *always* a challenge. Same rules apply as stated above. If the enemy Priest is smart enough to just stand there and Mana Burn me, though, it's a quick game over. My Rogue has to open up on the Priest and maintain Crippling Poison on them at all times so that the Warrior's inevitable Intercept + Hamstring move doesn't allow the Priest to get away. We will win this match if my Rogue can stay on their Priest and I outgear their Priest with survivability. In short, the match turns into two 1v1 survivability duels, and the first Priest that dies loses. Mind Control is very very useful here - it keeps the Warrior from pounding me for hopefully up to 10 seconds, and forces their Priest to either spend a global cooldown to remove it or else keep healing themselves.
Summary
Before we got up to our current rating level, we'd win some matches like these when the Warrior was dumb enough to attack the Rogue, leaving me free to heal/disrupt/Mana Burn all I like. That never happens anymore, since we're playing smarter opponents. I'm always the tank, and since I'm getting beat up it severely limits what I can do.
Really though, it all boils down to Hamstring and Mortal Strike. The reason why Warriors are *everywhere* in Arenas is because of these abilities. There's a huge overrepresentation of this class in Arena teams, and I can't blame the players for that. They're going to play the best classes, and the best classes in Arenas are Warriors, Paladins, Shamans, Priests, and Warlocks. But everything revolves around Warriors. The fact that there are wildly successful (2000+ ranking) 5v5 teams out there made up entirely of Warriors and Paladins says something. It says that something's broken.
The Mace stuns and Deep Thunder really make things even worse. Warriors with these wind up stunning even more than Rogues sometimes - when you try to cast a Mass Dispel with a 0.5 second cast time and you can't get it off because you're mace-stunned by a Warrior, something's broken.
I'm not claiming we should win all of our matches against Warrior + X. In some of these matches, they were the better team. In many other matches though, they weren't. Those of you who have played Arena know what I mean. We'd outplay the snot out of them, having better reaction times, better strategy, better tactics, and still lose. Okay, Rock-Paper-Scissors, fine. But Rock-Paper-Scissors doesn't apply when you're the Scissors and you're facing Rock 75% of the time and Paper only 25%. We play games against non-Warrior teams and beat the snot out of them, because we SHOULD be rated much higher than we are. But we can't get past the wall of these Warrior teams that can't be beat. We've beaten the Warrior teams ranked below us easily enough because we'd just massively outskill/outgear them, but it's not working anymore.
Maybe it's just our battlegroup. I don't know. I can't remember the last time I saw a Hunter in 2v2, and other Rogues are *extremely* rare. Meanwhile it's Warrior, Warrior, Warrior, game after game after game. Supposedly Shadow Priest + Warlock teams are common because they're the counter to the extremely common Warrior + Paladin combo, but we faced only ONE of those last night out of 34 games (and wafflestomped them, of course).
I just fear we've hit a brick wall of facing off against Warrior/X teams that aren't as good as we are and win anyway. The best part is when such teams start taunting you as they're winning, because they know you can't touch them. We had one Warrior do a /sleep emote a number of times at us last night after they killed me and it was 2 on 1. Boy, that's classy. That would be like Mike Tyson taunting Woody Allen in a boxing match.
Maybe we should play at 5:00 AM or something. Do the Warrior players sleep?
-Bolty
Quote:Considering the mods here are generally liberals who seem to have a soft spot for fascism and white supremacy (despite them saying otherwise), me being perma-banned at some point is probably not out of the question.