Schurken in 2vs2 Arena Kämpfen

Dank ihrer gerissenen Tricks, ihrer körperlichen Fitness, und ihrem meisterhaften Umgang mit Deckung und Verwirrung finden Schurken mit Leichtigkeit Anstellungen als Diebe, Beutelschneider, Spione, oder auch als eiskalte Auftragsmörder.
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Telias
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Beiträge: 490
Registriert: 30.05.2007, 16:41

Schurken in 2vs2 Arena Kämpfen

Beitrag von Telias »

Der Blizzard Poster Slorkuz hat im offiziellen Forum über 2vs2 Arena Schurken sein Wissen geteilt.

Well, allow me to give you my personal take on this :)

I believe that rogues in 2v2 have a variety of viable combinations. Before entering into a debate on what partner you should chose though, I want to note that in my opinion, coordination and synergy between yourself and your partner is more, if not the most, important to gaining a winning result.

When you start playing with a new partner, I firmly believe that there is an "adaptation" process where you must first learn to combine your different play styles into one cohesive strategy. Allow me to use an example with Rogues; One Rogue might be a very "aggressive" player and charge out in hopes to get the jump on a target before they get "set up" or perhaps catch an enemy stealther off guard and get the opener. Another Rogue might have a more defensive play style and prefer to wait it out a little bit and perhaps capitalize on your opposing team getting impatient by catching an enemy player in the wrong location at the wrong time.

While both of these forms of "rogue play styles" can and does work very effectively if executed correctly, they carry a requirement of significantly different expectations to their team mates' approach and play style.

This kind of adaptation and team synergy carries over to every team composition, albeit arguably some more than others. Coordinating crowd controls, offensive bursts and positioning in the arena are the keys to functioning successfully as a team.

Personally, when doing arenas, I prefer to discuss with my partner possible matchups and what kind of "game plan" we should execute prior to entering. Then, later, if we encounter a setup or set of plays that left us with a loss, we often sit back and think/talk about what went wrong and what we can do to counter what just happened to us.

That being said;

For 2v2s as a Rogue I believe some of the most common setups are as follows:

Rogue/Restoration Druid
Combining the mobility and control of a Rogue with the survivability and utility of of a restoration Druid, this composition can be very effective while executed correctly. Between Cyclone, Sap, Blind, Roots and feral abilities on the druid's account such as feral charge and bash, a well coordinated set of plays can present your opponents with a tough choice; trinket a Blind in order to heal while risking getting charged/bashed, or eat the blind and hope their partner can stay alive by own merits for the duration of the CC.

Rogue/Discipline Priest
What discipline priests lack in terms of mobility, they make up for in terms of utility and synergy with a Rogue partner. Fears, mana burns, instant heals/shields and both offensive and defensive dispels couple very well with a Rogue's control abilities. A well executed priest fear on an opposing healer while their partner is low health (fear gets trinketed) followed by a Blind by the rogue and subsequently an optional Vanish->Sap can leave the lowhealth target without heals for a healthy duration allowing an opportunity to finish him off.

Rogue/Warlock
This team relies on the tactic "kill before being killed". Between the utilities and CC's of both classes and improved stealth detection from the warlocks felhunter, this combination allows the rogue to very often get the opener on a stealthed target. Add a warlock's survivability to the mix while executing some well timed CC combinations (fear->blind->vanish/sap), this formation is considered one of the most potent "double dps" 2v2 teams.

Rogue/Mage
Similiar to a Rogue/Warlock setup in the sense that this is a 2dps team requiring a quick kill, both classes have an arsenal of CC and survival abilities if they get jumped. The spike damage of a Mage "Shatter Combo" and a Rogue stunlock with damage, this composition can be particularly lethal if the crit numbers are high.

Rogue/Rogue
Also a popular 2dps formation currently, this team composition relies mostly on one thing; Getting the opener on your opponents and controling the fight. If either of the two rogues gets jumped/cc'ed off the bat, it can be hard to recover and pull of a win. Coordinating stuns and CC's is also an important part of this team's strengths. An example is having one Rogue unload a 5pt Kidney in anticipation that the target will trinket while the second rogue holds back ready to re-apply (albeit diminished duration) second stun. Coordinating interupts is also key to this combination.

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I am sure that there are other setups that can be effective, but I will leave the elaboration on those up to other players. Again, I would like to reiterate my opinion that the most important points to being successful in the arenas is communication, team synergy and executing a plan together.

I hope my opinions and suggestions have been helpful, and I welcome further discussion as always :)

Best of luck to you!
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