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  1. #1
    blubb12345's Avatar Contributor
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    [Arena How2-Guide] Warrior/Healdruid vs all other combos

    I am not the author of this guide but it is soo fantastic that i decided to post it here.

    Wonderful for everyone who plays war+hdru, it helped us alot (2048 rating right now and we started in the middle of s3)

    Link:
    WoW Forums -> 2v2 Druid/Warrior Arena Matchups Guide


    Here are two examples:
    Code:
    Mage/Rogue 
    This is a hard match because your warrior is going to be under control for the large majority of the match while they attempt to burn you down, so you have to very carefully time your trinket/disarm use. Your warrior will NOT kill the mage soon, and the rogue has so many escape options that your warrior won’t be able to kill him until he’s all out of cooldowns. A lot of warrior/druid teams like to go for a fast kill on the rogue, but this lets the mage and the rogue get away, cc your warrior, and then they get right on top of you, where you just get burned down. So, both of your jobs is play extremely defensive until the rogue is out of tricks, then your warrior goes on the warpath and basically 3 shots him. 
    
    Start of the fight: 
    The mage will open on the warrior while the rogue searches around for you. Stay stealthed as long as you can and stay as far away from the mage as you can get, but when your warrior gets to around 70%, make sure you're as far as you can be from the mage, then pop out and HOT+ABOLISH YOURSELF FIRST(this way if the rogue pops you soon you have the hots going already), then Hot up the warrior. Once you get a lifebloom/rejuv on the warrior, and if the rogue still hasn’t jumped you, proceed to re-abolish yourself and rehot yourself. By now the rogue should be on you, with the mage coming by to do his shatter combo. Pop barkskin when you get frozen by the pet(The mage is the one doing the damage, so don't waste seconds of barskin on meaningless rogue-stunlock damage), and when your warrior comes out of sheep, he can intercept then disarm the rogue(intervene if his cooldown is up to save his intercept cooldown). With the hots and abolish on you rolling on you when you get popped, you should be able to survive without using the trinket or NS, so you can save it for the 2nd wave of rushdown they can do via Prep/cold snap. 
    
    After you get away, you’re keeping yourself hotted/abolished as much as possible, and looking for a pillar to hump. Travel form moves almost as fast as a sprinted rogue, so you can buy precious seconds in which your warrior is closer to those Sheep immunities, and the hots are ticking and bringing you back to full by running the opposite way around the pillar from the rogue. Your warrior needs to be on that rogue the entire time, keeping hamstring up and making sure to give you as much breathing room as possible. (doing a drive-by hamstring on the mage while chasing the rogue if they cross paths) If Intervene and Intercept cooldown is up, he can intercept the mage to put hamstring on, then intervene back to you so he can stay on the rogue without losing a step. 
    The rogue will run out of cooldowns quickly because he’s trying to chase you down, and when he does, the warrior goes for the kill. 
    
    Notes: 
    Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This greatly helps your warrior maintain control over that rogue. 
    -Rogue’s cant Kidney shot when they’re disarmed, so if your warrior sees him about to pop it, he can disarm so you can get away. 
    -If he can, your warrior needs to kill the mage pet. This stops his ranged shatter combo and greatly reduces the burst from the mage. They have little health, so your warrior can kill intercept it, 3 shot it, then intervene back to you so he can help keep that rogue off you. 
    -Abolish poison is huge, keep it up. The wound poison really can destroy you, so do your best to keep it off. 
    -Save your trinket for when you really need it, you can usually survive the first stunlock if you have your hots ticking when he pops you, and if you burn trinket early it can make you very vulnerable to their second stunlock via coldsnap/Prep. 
    -If you wait long enough, your warrior can pick up the Second Sight buff that makes him take damage, which will stop blinds and sheeps on him. 
    -Intervene will absorb blind. It's usually very, very obvious when the rogue is going to blind you, so if your warrior can do a quick intervene on you, it'll stop you from getting blinded.

    Code:
    Druid/Warlock 
    This is a very long fight. Be prepared for a fight with a lot of drinking, several innervates, and a lot of “OMFG 1% AND HE GOT HEALED TO FULL %$!!%$!!$@!$@”, on both sides. The Warlock is just be dotting your warrior up and following you around while draining you whenever he gets a split second of LOS. The key here is to run the druid oom, or kill the pets. If you can finish off the warlocks pets, you can win because he now is taking a ton of damage keeping you in combat, so you can drink freely. As long as you kill both pets, you could be at like 10% mana with the other druid at 100%, and you will still win pretty easily. 
    
    The warlock will usually start with a felhunter. They die pretty easily, and its critical that you kill it. Start on the felhunter, and fully sunder it up. The Druid will not be able to heal through the damage without costing him a ton of mana, so if he heals it, you have the advantage because he spends so much mana, and if he doesn’t, the felhunter dies and then you’re free to hot. If he pulls out another felhunter, go for it again and kill it. Most warlocks, however, will pull out the voidwalker when the first felhunter dies. Now, Voidwalkers are very hard to kill, so don’t bother going for it without softening it first via soul link damage. 
    Once the felhunter is dead and the VW is out, have your warrior sit on the warlock and fully sunder him up. He’s going to get rooted/cycloned nonstop, but casting cyclone is 200 mana each time, and with hamstring he can generally still attack the warlock while in roots, so its bearable. The warlock will be taking a considerable amount of damage, even with Soul Link, and with 5 sunders the warlock is going to be taking enough damage that their druid won’t have time to drink very often, and you can root the voidwalker and drink whenever you need to. Pillar hump the warlock to avoid getting drained, it should be easy enough with hamstring on him. 
    
    Keep pounding away at the warlock, the druid will drink every so often, this is ok. Keep at the warlock, and watch the pets health. As soon as the pet gets to around 65% health, have your warrior start building rage. When he reaches a lot of rage(70+), have him go to the druid, run towards the druid to fear him(or if the druid runs away, that’s fine. DON’T INTERCEPT HIM), then intercept the pet. Go around the pillar, Faeire fire the pet to reduce armor, and have your warrior unload his rage while he pops all his cooldowns. Cyclone the druid, keep him locked up, and pillar kite with the pet against the druid if you can’t get LOS on him to cyclone him. Eat mana drains if you have to, the goal here is to have the pet die. If you have the extra mana, you can throw in some wrath/MF spam to help your warrior. If the pet dies, it’s basically gg. If the pet gets healed, go back to the warlock, and try to get the pet’s health down low again for another try. 
    If you get oom’ed, you can pretty much survive for a very long time on just lifebloom’ed mana regen. If you’re really really oom and low on health, you both can pillar hump for a while until you regen enough to go back on the offensive. 
    Eventually one of the druids will go oom, or the pet will die, and you’ll win. 
    
    Notes: 
    -Taunt works on warlock pets. Your warrior can taunt the pet, and the pet will stay on the warrior until the warlock manually resends it back on you. This can buy you a lot of time that you can drink. (NE's can shadowmeld, in which case he wont be able to target you at all, and you can drink nearly to full.) 
    -Some good Warlocks will start with a voidwalker at the start. If he does, then like always you need to kill it twice. Sunder lock and pull pet out of Los like always, just this time you need to do it twice. 
    -Soul link is not active when the pet is banished or cyclone. When you see their druid start running off to drink, tell your warrior and cyclone the pet(if its a voidwalker). The warlock will take a ton of damage and force the druid to come back so he can’t drink for more than a tick. 
    -Fel domintion only lasts about 15 seconds. If you can delay him from casting it for 15 seconds, you can win because he won’t be able to get a 2nd pet out. If your warrior has good ping, he can watch for the warlock’s to pop Fed Dom, then he can fear the warlock. Watch for the trinket, if he does, your warrior can then pummel the cast if he gets lucky. A Cyclone/Cyclone/Cyclone/bash after the fear (or pummel) will then be long enough for the buff to fall off. It’s rare that you can stop the .5 second cast, but when it happens and you prevent the Summon…it’s amazing. 
    -Keep Faerie fire up on both the lock and the druid(if hes a NE). The –armor helps your warrior hit harder and prevents shadowmeld on the druid. 
    -If you see its lock/healer, they may try to do a hard summoned voidwalker right off the bat. So if you see this, have your warrior charge in quickly and stop it, as trying to kill two VWs in a game is much harder than just killing one. 
    -The Warlock may try to resummon their pet via 1/2 cast Focus proc for a 3 second summon. When he goes all sparkly, it means he got one. Keep him cycloned while he has the proc active. 
    -Bear form prevents mana drain. So, if you two are both at full health you can go bear and use feral charge to help your warrior stick on the lock/prevent casts, and this way you won’t be in danger of the lock getting LOS for a second to get a drain off. The danger is getting to low health and then they’re right on you, and when you shift out you get bashed/feared/drained, and since you have to heal, you lose a ton of mana because you have to eat the drains to heal yourself while you’re in caster form, in their LOS.





    [Arena How2-Guide] Warrior/Healdruid vs all other combos
  2. #2
    Stabster226's Avatar Contributor CoreCoins Purchaser
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    thanks for posting

  3. #3
    MetalFan666's Avatar Member
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    this will be usefull to alot of people so +rep

  4. #4
    ambush123's Avatar Member
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    thanks this will help me n my arena but alot

  5. #5
    SpadeHC's Avatar Member
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    arenajunkies.com ^^

  6. #6
    bobzzzz's Avatar Member
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    darkalpha post ? nice anyways always usefull to read up on it

  7. #7
    Strichnine's Avatar Knight-Champion
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    Kawl post, but it would be great if you/someone made a guide from the warrior POV. Someone might not know how to play them

  8. #8
    metalheadstorm's Avatar Member
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    just need a hunter druid one, wanna learn those extra tips i may of missed

    even though im @ like 2.1k

  9. #9
    Melle's Avatar Member
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    Its from arenajunkies.com lol

  10. #10
    Connactzor's Avatar Member
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    Me and my warrior have abselutely no problems with mage rogue, my warrior is very good though, when the mage attempted to solo the warrior he played as he duels them which made the rogue open on him cause the mage just failed. This was at 2.2k btw.

  11. #11
    Ironman91's Avatar Member
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    I'm just gonna copy and paste that below just because:
    1. Code doesn't keep people from seeing it in the guide section... Ideally they cant get in.

    2. Scrolling is a pain in the...

    3. Excellent guide and nobody should skip it.

    Mage/Rogue
    This is a hard match because your warrior is going to be under control for the large majority of the match while they attempt to burn you down, so you have to very carefully time your trinket/disarm use. Your warrior will NOT kill the mage soon, and the rogue has so many escape options that your warrior won’t be able to kill him until he’s all out of cool downs. A lot of warrior/druid teams like to go for a fast kill on the rogue, but this lets the mage and the rogue get away, cc your warrior, and then they get right on top of you, where you just get burned down. So, both of your jobs is play extremely defensive until the rogue is out of tricks, then your warrior goes on the warpath and basically 3 shots him.

    Start of the fight:
    The mage will open on the warrior while the rogue searches around for you. Stay stealthed as long as you can and stay as far away from the mage as you can get, but when your warrior gets to around 70%, make sure you're as far as you can be from the mage, then pop out and HOT+ABOLISH YOURSELF FIRST(this way if the rogue pops you soon you have the hots going already), then Hot up the warrior. Once you get a lifebloom/rejuv on the warrior, and if the rogue still hasn’t jumped you, proceed to re-abolish yourself and rehot yourself. By now the rogue should be on you, with the mage coming by to do his shatter combo. Pop barkskin when you get frozen by the pet(The mage is the one doing the damage, so don't waste seconds of barskin on meaningless rogue-stunlock damage), and when your warrior comes out of sheep, he can intercept then disarm the rogue(intervene if his cooldown is up to save his intercept cooldown). With the hots and abolish on you rolling on you when you get popped, you should be able to survive without using the trinket or NS, so you can save it for the 2nd wave of rushdown they can do via Prep/cold snap.

    After you get away, you’re keeping yourself hotted/abolished as much as possible, and looking for a pillar to hump. Travel form moves almost as fast as a sprinted rogue, so you can buy precious seconds in which your warrior is closer to those Sheep immunities, and the hots are ticking and bringing you back to full by running the opposite way around the pillar from the rogue. Your warrior needs to be on that rogue the entire time, keeping hamstring up and making sure to give you as much breathing room as possible. (doing a drive-by hamstring on the mage while chasing the rogue if they cross paths) If Intervene and Intercept cooldown is up, he can intercept the mage to put hamstring on, then intervene back to you so he can stay on the rogue without losing a step.
    The rogue will run out of cooldowns quickly because he’s trying to chase you down, and when he does, the warrior goes for the kill.

    Notes:
    Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This greatly helps your warrior maintain control over that rogue.
    -Rogue’s cant Kidney shot when they’re disarmed, so if your warrior sees him about to pop it, he can disarm so you can get away.
    -If he can, your warrior needs to kill the mage pet. This stops his ranged shatter combo and greatly reduces the burst from the mage. They have little health, so your warrior can kill intercept it, 3 shot it, then intervene back to you so he can help keep that rogue off you.
    -Abolish poison is huge, keep it up. The wound poison really can destroy you, so do your best to keep it off.
    -Save your trinket for when you really need it, you can usually survive the first stunlock if you have your hots ticking when he pops you, and if you burn trinket early it can make you very vulnerable to their second stunlock via coldsnap/Prep.
    -If you wait long enough, your warrior can pick up the Second Sight buff that makes him take damage, which will stop blinds and sheeps on him.
    -Intervene will absorb blind. It's usually very, very obvious when the rogue is going to blind you, so if your warrior can do a quick intervene on you, it'll stop you from getting blinded.

    Druid/Warlock
    This is a very long fight. Be prepared for a fight with a lot of drinking, several innervates, and a lot of “OMFG 1% AND HE GOT HEALED TO FULL %$!!%$!!$@!$@”, on both sides. The Warlock is just be dotting your warrior up and following you around while draining you whenever he gets a split second of LOS. The key here is to run the druid oom, or kill the pets. If you can finish off the warlocks pets, you can win because he now is taking a ton of damage keeping you in combat, so you can drink freely. As long as you kill both pets, you could be at like 10% mana with the other druid at 100%, and you will still win pretty easily.

    The warlock will usually start with a felhunter. They die pretty easily, and its critical that you kill it. Start on the felhunter, and fully sunder it up. The Druid will not be able to heal through the damage without costing him a ton of mana, so if he heals it, you have the advantage because he spends so much mana, and if he doesn’t, the felhunter dies and then you’re free to hot. If he pulls out another felhunter, go for it again and kill it. Most warlocks, however, will pull out the voidwalker when the first felhunter dies. Now, Voidwalkers are very hard to kill, so don’t bother going for it without softening it first via soul link damage.
    Once the felhunter is dead and the VW is out, have your warrior sit on the warlock and fully sunder him up. He’s going to get rooted/cycloned nonstop, but casting cyclone is 200 mana each time, and with hamstring he can generally still attack the warlock while in roots, so its bearable. The warlock will be taking a considerable amount of damage, even with Soul Link, and with 5 sunders the warlock is going to be taking enough damage that their druid won’t have time to drink very often, and you can root the voidwalker and drink whenever you need to. Pillar hump the warlock to avoid getting drained, it should be easy enough with hamstring on him.

    Keep pounding away at the warlock, the druid will drink every so often, this is ok. Keep at the warlock, and watch the pets health. As soon as the pet gets to around 65% health, have your warrior start building rage. When he reaches a lot of rage(70+), have him go to the druid, run towards the druid to fear him(or if the druid runs away, that’s fine. DON’T INTERCEPT HIM), then intercept the pet. Go around the pillar, Faeire fire the pet to reduce armor, and have your warrior unload his rage while he pops all his cooldowns. Cyclone the druid, keep him locked up, and pillar kite with the pet against the druid if you can’t get LOS on him to cyclone him. Eat mana drains if you have to, the goal here is to have the pet die. If you have the extra mana, you can throw in some wrath/MF spam to help your warrior. If the pet dies, it’s basically gg. If the pet gets healed, go back to the warlock, and try to get the pet’s health down low again for another try.
    If you get oom’ed, you can pretty much survive for a very long time on just lifebloom’ed mana regen. If you’re really really oom and low on health, you both can pillar hump for a while until you regen enough to go back on the offensive.
    Eventually one of the druids will go oom, or the pet will die, and you’ll win.

    Notes:
    -Taunt works on warlock pets. Your warrior can taunt the pet, and the pet will stay on the warrior until the warlock manually resends it back on you. This can buy you a lot of time that you can drink. (NE's can shadowmeld, in which case he wont be able to target you at all, and you can drink nearly to full.)
    -Some good Warlocks will start with a voidwalker at the start. If he does, then like always you need to kill it twice. Sunder lock and pull pet out of Los like always, just this time you need to do it twice.
    -Soul link is not active when the pet is banished or cyclone. When you see their druid start running off to drink, tell your warrior and cyclone the pet(if its a voidwalker). The warlock will take a ton of damage and force the druid to come back so he can’t drink for more than a tick.
    -Fel domintion only lasts about 15 seconds. If you can delay him from casting it for 15 seconds, you can win because he won’t be able to get a 2nd pet out. If your warrior has good ping, he can watch for the warlock’s to pop Fed Dom, then he can fear the warlock. Watch for the trinket, if he does, your warrior can then pummel the cast if he gets lucky. A Cyclone/Cyclone/Cyclone/bash after the fear (or pummel) will then be long enough for the buff to fall off. It’s rare that you can stop the .5 second cast, but when it happens and you prevent the Summon…it’s amazing.
    -Keep Faerie fire up on both the lock and the druid(if hes a NE). The –armor helps your warrior hit harder and prevents shadowmeld on the druid.
    -If you see its lock/healer, they may try to do a hard summoned voidwalker right off the bat. So if you see this, have your warrior charge in quickly and stop it, as trying to kill two VWs in a game is much harder than just killing one.
    -The Warlock may try to resummon their pet via 1/2 cast Focus proc for a 3 second summon. When he goes all sparkly, it means he got one. Keep him cycloned while he has the proc active.
    -Bear form prevents mana drain. So, if you two are both at full health you can go bear and use feral charge to help your warrior stick on the lock/prevent casts, and this way you won’t be in danger of the lock getting LOS for a second to get a drain off. The danger is getting to low health and then they’re right on you, and when you shift out you get bashed/feared/drained, and since you have to heal, you lose a ton of mana because you have to eat the drains to heal yourself while you’re in caster form, in their LOS.

    PM me if you want me to take it down. I just could not stand reading it in that format.
    Last edited by Ironman91; 05-15-2008 at 05:26 PM.
    +Rep Only if you impress me
    Blood + Iron

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