Synergy Between Classes

Revlo

A Sentient Pyramid
Recently, I've been playing with and talking to other players quite a bit more than in the past. In doing this I've sort of re-discovered how quickly things can be learned when playing with and talking to other players. I would imagine a good number of players, like myself, don't have the opportunity for whatever reason to play with others. So, In the spirit learning and improving (yes, mainly for me to learn *cough*), I thought I'd start this little thread for some discussion, specifically on how classes can meld together, or even some strategies on playing alongside particular classes. Simple general tips are great too, but we have a great location for those already with Izac's thread here.

So, here are a couple things that I can contribute that have been more on my mind recently.

1. If you are running alongside a magic cleansing class/spec, either a holy pally, resto shammy, or MW monk when you get hit with a movement impairing effect that they can cleanse, let them cleanse you before trinketing. This will allow you to continue moving just a bit quicker over the next several seconds. Their cleanses are on an 8 second cooldown, so they can cleanse (8 sec cd), then you trinket (2 min cd), and then their cleanse will come back around very shortly. If you trinket, then they cleanse, you will for sure have that gap of 8 seconds before you can be freed up again, should something be put on you. There are of course other removal abilities to consider as well depending on your class, so cooldown planning could play out a little differently.

2. The other day I came upon this one by accident. If you are running with a warrior who is FC ing and you get a hunter pet on you, don't stun it or throw down a target dummy, try to keep it on you if you can, with a taunt if you have one. Try to stay ahead of the warrior so they can use the hunter pet to keep charging it, keep moving, and hopefully avoid some damage. If you are a goblin, jump up ahead and give the warrior some charging space.

Please feel free to discuss possible negatives to these as well.
 
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Recently, I've been playing with and talking to other players quite a bit more than in the past. In doing this I've sort of re-discovered how quickly things can be learned when playing with and talking to other players. I would imagine a good number of players, like myself, don't have the opportunity for whatever reason to play with others. So, In the spirit learning and improving (yes, mainly for me to learn *cough*), I thought I'd start this little thread for some discussion, specifically on how classes can meld together, or even some strategies on playing alongside particular classes. Simple general tips are great too, but we have a great location for those already with Izac's thread here.

So, here are a couple things that I can contribute that have been more on my mind recently.

1. If you are running alongside a magic cleansing class/spec, either a holy pally or a resto shammy, when you get hit with a movement impairing effect that they can cleanse, let them cleanse you before trinketing. This will allow you to continue moving just a bit quicker over the next several seconds. Their cleanses are on an 8 second cooldown, so they can cleanse (8 sec cd), then you trinket (2 min cd), and then their cleanse will come back around very shortly. If you trinket, then they cleanse, you will for sure have that gap of 8 seconds before you can be freed up again, should something be put on you.

2. The other day I came upon this one by accident. If you are running with a warrior who is FC ing and you get a hunter pet on you, don't stun it or throw down a target dummy, try to keep it on you if you can, with a taunt if you have one. Try to stay ahead of the warrior so they can use the hunter pet to keep charging it, keep moving, and hopefully avoid some damage. If you are a goblin, jump up ahead and give the warrior some charging space.

Please feel free to discuss possible negatives to these as well.

Old and I have been using the 2nd one for a while. It's a nice trick for moving a warrior across mid quickly.
 
What are some great comps for assaulting/flag capping in AB?
 
Recently, I've been playing with and talking to other players quite a bit more than in the past. In doing this I've sort of re-discovered how quickly things can be learned when playing with and talking to other players. I would imagine a good number of players, like myself, don't have the opportunity for whatever reason to play with others. So, In the spirit learning and improving (yes, mainly for me to learn *cough*), I thought I'd start this little thread for some discussion, specifically on how classes can meld together, or even some strategies on playing alongside particular classes. Simple general tips are great too, but we have a great location for those already with Izac's thread here.

So, here are a couple things that I can contribute that have been more on my mind recently.

1. If you are running alongside a magic cleansing class/spec, either a holy pally or a resto shammy, when you get hit with a movement impairing effect that they can cleanse, let them cleanse you before trinketing. This will allow you to continue moving just a bit quicker over the next several seconds. Their cleanses are on an 8 second cooldown, so they can cleanse (8 sec cd), then you trinket (2 min cd), and then their cleanse will come back around very shortly. If you trinket, then they cleanse, you will for sure have that gap of 8 seconds before you can be freed up again, should something be put on you.

2. The other day I came upon this one by accident. If you are running with a warrior who is FC ing and you get a hunter pet on you, don't stun it or throw down a target dummy, try to keep it on you if you can, with a taunt if you have one. Try to stay ahead of the warrior so they can use the hunter pet to keep charging it, keep moving, and hopefully avoid some damage. If you are a goblin, jump up ahead and give the warrior some charging space.

Please feel free to discuss possible negatives to these as well.

as far as I know if you cast cleanse on someone with no dispellable effect then the CD is reset, but still cleansing > popping a trinket
 
Old and I have been using the 2nd one for a while. It's a nice trick for moving a warrior across mid quickly.
Great! Now if I can just trick you into submitting more of the Bop/Old playbook. :) I was gonna ask in general, "what do druids want" since I'm sure there are fantastic ways to take advantage of Wild Charge with different classes. I generally just ask while we're playing, "Where do you want me?"
 
What are some great comps for assaulting/flag capping in AB?

Restoration Druid + Rogue (Probably Assassination) is the strongest and most efficient comp for ninjas. You have sap control, healing for longevity, and the damage necessary to take down multiple targets.

And, of course, double stealth is extremely nice to have. A good Rdruid and Rogue could potentially carry ABs with just Ninjas.
 
as far as I know if you cast cleanse on someone with no dispellable effect then the CD is reset, but still cleansing > popping a trinket
Yeah, that doesn't waste a CD, but moreover I'm thinking if a Pally HoJ's a player, that player could just wait for the cleanse. Then, if they get rooted or something, they could trinket.
 
Yea and I agree with you :) shame that small percent of players actually uses their dispells

Not only that but they tend to not heal anything besides them. Countless times dying in a situation of flag return with healer next to me watching the stars or too busy dps-ing.

But still, from time to time i'm amazed that hybrid classes try to help and really support with offheals, dispells.. etc.
 
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Yea and I agree with you :) shame that small percent of players actually uses their dispells
Hehe, yeah it's a bit of a gamble not to trinket if you don't know the player you are with. Also, in a large fight, sometimes they'll cleanse something and right away you might need a cleanse. Prioritizing cleanses can get a little hectic. :/
 
Fear and Sheep fall off in time for players to get out of combat; ie: get sapped right out of either.
Crocodile is worth using if you are q'ing with a warrior. The hamstring effect is more effective than disarm, kick or stun are (yay, raw damage).
Always dispel other healers first. Dispel Hunter's Mark off rogues!
Try to force Displacer Beast, Blink etc. before your rogue/warrior teammate open on someone. This allows them to not get kited/waste charge. Most players do not use these cooldowns well so even a nova, priest root or conc shot will usually get a cooldown.
Taunt hunter pets to keep yourself in combat or to get yourself out of sheep/sap etc. since a taunted pet will hit you and thus break the CC.
You can taunt hunter pet abilities (including Intimidation) on to you/your pet instead of your teammate. All hunter pet's can Growl other hunter's pets on to themselves.
You can sap in between the interim at which the opposing player takes damage and gets into combat as there is a slight delay. That means you can hit someone 3 times without them getting to do anything about it (spam Sap after getting the first one correct and you can sap in between Explosive Shot ticks).
Bear Hug + Aimed Shot kills pretty much anyone in the bracket.
Mages can share each other's nova's to shatter. Double/Triple shatters are very possible and sometimes it is better for a frost mage to use both of his/her shatter's for another mage (for example, a triple or quadruple pyro from a fire mage is one of the biggest burst events in the bracket where as two frostbolts are ... well ... not).
Disarm players right before they are about to burst or CC to help your team. IE: Disarm warriors when they get enough rage to Shield Block, disarm hunters when scatter is back up or disarm rogues when the evasion so they don't get free damage.
Sheep and Fear do not DR. That means alternating them on each other's targets guarantees two players out of the game for the full 15 seconds of CC. That's insane, use it.

AB Tips: Always try to cap or defend the flag from max distance and face AWAY from the flag. People notice people RIGHT on the flag pointing at it. If you're pointing away, subconsciously, it's harder to notice.
Sap and cap is a thing. You want to sap and IMMEDIATELY start capping. Once you get the flag, you don't want to sap the person again until they are almost done recapping. This stalls out the longest. Only sap them once. After that you need to open on them and run to the LoS point that every base has (the houses, inside the mines, behind the pillars). You can throw once if they keep trying to cap but if they try to follow you, crippling + you running away should give you enough time to get stealth again. The next time they try to cap the flag, sap at max timer again and it should be back at 8 seconds.
When trying to defend/attack a flag, come at it from a weird angle. What that means is, if you have two people trying to get LM, have one go AROUND the giant building and come at the flag from inside the house while the other person goes up the ramp. People won't expect non-linear routes and peripherally will not check for them. Often you can cap the flag before they even notice there is/was a second person.
If you are defending a flag, stand as far from the flag as you can. This is so you don't get sap and capped and/or if you die the other person has to run the furthest distance to the flag allowing you to defend.
For God's sake, if you die, res at your body at least a few times (it's instant for the first time). You can get a lot of flag cap stops by doing just that.
 
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Fear and Sheep come off CD in time for combat to drop to get sapped. You can Sap people in combat by hitting them in the exact interim/global at which they take damage and subsequently get in combat. In other words, you can sap someone right after a lightning bolt hits them and thus get 3 free lightning bolts on say.. a healer... before they can even cast a thing. When stopping a warrior Charge always wait for the animation itself to start as this will freeze the warrior right where he is AND use the charge cooldown instead of only the former. You can taunt pets w/ hpal/druid to keep yourself in combat and/or get damage on you to break sheeps. Frost mages can lay down novas for other mages to shatter. Frequently it's better to lay down double nova's for a fire or arcane mage since their burst is that much higher than yours. You can also use your pet as a sponge for focus bars by casting frostbolts to it and moving it forward into the hunter. The goal is heal the pet through the burst and then hit the hunter until he gets his focus back. Crocodile is actually a really good pet - if you're with a warrior in arena. The uptime from the warrior is better than any other benefit you can get including kicks (why skill when raw damage). If you get hunter's marked as a rogue and LoS but get a pet sent at you, you can sap it a few times and gain more distance. The goal here is to pray that the hunter gets distracted in the interim 15 secondish sap period (which does happen a lot).
Very cool stuff!
 
Fear and Sheep come off CD in time for combat to drop to get sapped. You can Sap people in combat by hitting them in the exact interim/global at which they take damage and subsequently get in combat. In other words, you can sap someone right after a lightning bolt hits them and thus get 3 free lightning bolts on say.. a healer... before they can even cast a thing. When stopping a warrior Charge always wait for the animation itself to start as this will freeze the warrior right where he is AND use the charge cooldown instead of only the former. You can taunt pets w/ hpal/druid to keep yourself in combat and/or get damage on you to break sheeps. Frost mages can lay down novas for other mages to shatter. Frequently it's better to lay down double nova's for a fire or arcane mage since their burst is that much higher than yours. You can also use your pet as a sponge for focus bars by casting frostbolts to it and moving it forward into the hunter. The goal is heal the pet through the burst and then hit the hunter until he gets his focus back. Crocodile is actually a really good pet - if you're with a warrior in arena. The uptime from the warrior is better than any other benefit you can get including kicks (why skill when raw damage). If you get hunter's marked as a rogue and LoS but get a pet sent at you, you can sap it a few times and gain more distance. The goal here is to pray that the hunter gets distracted in the interim 15 secondish sap period (which does happen a lot).
Great post.
 
Good post indeed, i didnt try to sap the hunters pet cuz usually when i manage to restealth, they go away.

Until now, if the pet was sent back to me i just killed him in LoS. I'll try the sap thingy next time ;)


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Good post indeed, i didnt try to sap the hunters pet cuz usually when i manage to restealth, they go away.

Until now, if the pet was sent back to me i just killed him in LoS. I'll try the sap thingy next time ;)


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This is more for the situations where you're mounted trying to get to Alliance base to kill EFC and a hunter lights you up from far mid. I usually end up going in the house and sapping the pet out until the hunter gets attacked/finds something else to attack. If the hunter is in combat this won't work since you can't sap the pet (in which case I also try to kill the pet out of LoS). Re-stealth does put the pet off you, but if he replaces Hunter's Mark again it will come back. One benefit of the sap thing as well is that you can get an Ambush off since otherwise the pet AI puts it in your face :/
 
Stack spirit !
 
I know there aren't many of them, but you could add monks to the healers in group 1. Any spec of monk can use Detox to cleanse diseases & poisons (I'm thinking of crippling poison here), while for MW monks it gains the ability to also remove magic effects at 20.

Also, the level 15 talent Tiger's Lust is a handy root/snare breaker with a 6 second sprint baked in, that can be cast on any friendly target within range. It's a fantastic ability, and the fact that you can "gift" it makes for some great coordinated movement possibilities.
 
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I know there aren't many of them, but you could add monks to the healers in group 1. Any spec of monk can use Detox to cleanse diseases & poisons (I'm thinking of crippling poison here), while for MW monks it also gains the ability to also remove magic effects at 20.

Also, the level 15 talent Tiger's Lust is a handy root/snare breaker with a 6 second sprint baked in, that can be cast on any party friendly target within range. It's a fantastic ability, and the fact that you can "gift" it makes for some great coordinated movement possibilities.

Sweet! I totally forgot about monks.


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In keeping this going, can any druids comment on things they like to see out of other classes that melds well with them? Other classes welcome also!
 

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