Well, season 4 has begun, and I, unlike most, am not running any conformist comps. As a paladin, the most popular comps in 2v2 are: Paladin/Lock, Paladin/Warrior. What am i running? Paladin/Rogue. Popular comps in 3v3 for paladins: paladin/war/sham and paladin/war/druid. I'm running: Paladin/Rogue/Rogue. 5v5: undecided, but it looks like something fun like druid/pally/war/rogue/lock or pally/druid/rogue/rogue/lock.
Paladin/Rogue: the most balanced composition in WoW
I've been running with my rogue teammate Kazel as paladin/rogue for about 2 seasons now and I've played with Hoodrych in paladin/warrior on and off for 2 seasons. After weighing both combos and measuring the viability of paladins in arena, there are a few key differences with these combos.
Paladin/Warr has a significantly better chance against druid/war and druid/rogue while being completely slaughtered by most double dps teams with exception to maybe rogue/rogue.
Paladin/rogue has a significantly better chance than paladin/warr against almost every comp because of the rogue's versatility with exception to druid/rogue and druid/war because druid/rogue and druid/war can outlast paladin/rogue indefinitely unless something goes critically wrong and because a warrior can apply more pressure on a druid than a rogue can because of Mortal Strike.
My paladin/rogue team hasn't played too many 2v2 matches so far in this S4 season, but we're now 1858 rating. We have a very good chance against every double dps team and we even have a decent shot against druid/war if we play nearly perfectly. Of course, like every combo, we have strong countercomps that can stomp us: shaman/war, druid/rogue and druid/lock
After playing so many games as pally/rogue, I have come to the realization that paladin'rogue
is the most balanced composition in WoW, with literally no games coming down to me or my rogue "cheesing" matchups with dirty tricks.
Some dirty tricks I'm obviously referring to are the incessent need of priest/rogue teams that play against us to hump the pillar
from start to finish. Fortunately for me, my team has learned to counter this strategy nearly perfectly: I sit in the middle of the map (if it's nagrand arena, for example) and I just wait for my rogue to come out from behind a pillar for heals. The rest of the match he just sits behind a pillar while I twiddle my thumbs, managing my mana and drinking.
It really is amazing how pillars can make so many games so lame. Playing against druid/rogue or druid/warr for example, leads to losses only because of the pillars and feral charge. If the druid is balance, we can stay on him fairly decently, but pillars can kill our shots at winning. If pillars didn't exist, we would win
every match against druid/rogue, druid/warr and priest/rogue.
UPDATE: because people don't understand the pertinence of the above comment, i will clarify: "We would win every match because we outplay a significant majority of the teams we play against that harness these pillar humping tactics." Sorry if I didn't make that more clear, hopefully this helps.Nonetheless, I feel very comfortable with this composition. While double dps teams like Spriest/rogue always trained my warrior in pally/war, it spells out tough news for those same teams if they train my rogue. (Yay broken cheat death and CloS)
Paladin/rogue is so pure. I can't really think of any cheap tactics we use to win games. (Unless you want to consider heal-exploiting a cheap tactic, which a lot of people still do, despite 4 seconds of waiting before the first mana tick goes through)
Although pally/rogue isn't the best comp in the game, I feel like when I play this combo and I beat another team, we're winning because we're actually outplaying another team, not because we're outcomping them.
Rogue/Rogue, Rogue/Lock, Shadowpriest/lock, Mage/rogue, priest/rogue and a few others are all combos we can beat cleanly if played correctly. Ok, so we do sorta countercomp some of those (lol rogue/rogue), but it is a feeling that makes me appreciate what I do in arena because unlike druid/war, we don't countercomp 85% of comps.
We don't exploit pillars nearly as much as druid teams or priest teams and we don't rely on a gimmicky combo like druid/warr that can literally countercomp everything with the exception of a few double dps teams.
Which brings me to my next point: who can run some of these gimmicky comps in good faith? For example, one of the combos my pally/rogue team can almost never beat is druid/lock. We will lose every match to mana, even if we kill the felhunter (which we always do, but they always fel dom a voidwalker).
How can these players play these combos? They're despicable, boring, outlasting comps that infuriate everyone. The matches aren't fun, they're incredibly lame.
I ran paladin/lock a while back. I know how boring and irritating it is for not just the other team, but your own team. 25 minute matches to outlast a team isn't my idea of a fun arena match, and I wish they'd just dump 2v2 so that I wouldn't have the bracket to play in when I had nothing else to do.
Do some of these gimmicky, cheesy comps really need to use additional garbage like rocket boots?
I can't count how many druids wear rocket boots in arena or even shadow priests who use it to get away or to catch their target. Do these players feel like they've accomplished something when they evade death at 3% hp because of an item that shouldn't be useable in arena? (And won't be in the next xpac, you watch and see)
For example, I played a shadowpriest/rogue team the other day. After almost completely butchering the game right out of the gate (I ran over to their side with perception, thinking it was a druid/rogue team we had just played minutes earlier and ended up getting cheap shotted and dropping to 2K health instantly)
I managed to get away with the shadowpriest
rocket-booting to catch up to me as I ran all the way to the other side of the map. Fortunately, we actually managed to win the match even after having to divine shield 5 seconds in because of a massive error on my part. However, what would have happened if we lost? Would the team have been smiling, saying "wow, we're pretty good! Even though I had to use a cheap item which shouldn't exist in arena, we ended up killing him when he should have gotten away if it wasn't for said item!"
Really, I can't believe how some of these teams, primarily druid/warr, can even use items like this despite their already
massive comp advantages.
Experiencing the cheese for myself: paladin/rogue/rogue
I ran paladin/war/rogue all of season 3, and it was a very potent comp because of its burst capability on teams. But, unlike druid teams, we didn't have the juice to play outlasting games like a druid/rogue/war team can do.
So, I tried out the ultimate cheese: paladin/rogue/rogue. We've only played like 13 matches so far but we've already hit 1700 rating and I've already learned why this comp is so stupidly overpowered.
We played a number of PMR teams that my pally/war/rogue team played against, and it was probably 250% easier as pally/rogue/rogue than it was as pally/war/rogue.
Against all of these PMR teams, the game progressed as detailed:
Rogue A saps their mage -> Rogue B cheapshots priest, Rogue A Garrotes priest -> Mage begins casting frostbolt on Rogue A -> Rogue A vanishes -> Mage begins casting another frostbolt on Rogue A -> Rogue A Cloaks -> Mage begins casting another frostbolt on Rogue A -> Zilea HoJs the mage -> Priest dies with both rogues at 85% HP.
If the mage decided to attempt to polymorph, the game ended with the same results because I'm not stupid enough to forget to sacrifice a rogue and I'm not stupid enough to let polymorph last more than 1 second. (Yay focus frames).
I'm going to keep trying pally/rogue/rogue until it gets to the point where my class becomes such a liability that we throw our arms in the air and give up. But, with all of the lock teams still roaming around, that may not happen. Training locks is just too fun and easy with pally/rogue/rogue.
What's going to happen to my team when cheatdeath is nerfed in 2.4.3?
Fortunately for me, because of the nature of my class, I usually have my rogue wear 350 resilience (or maybe more) unless we know it is a drain comp.
But some comps like druid/rogue/rogue, which are complete fluke comps given their
heavy use of PvE gear, are going to have to have a significant DPS drop in their combo, lest they want to have ~50-55% damage mitigation through cheat death, which will mean almost certain death to any comp that has a warrior.
Even my 3v3 team, which I'm just experimenting with right now (pally/rogue/rogue), probably won't be affected too much, because when I play with people in arena, I want them to wear as much resilience as possible because I'm too easily interruptable as a paladin.
Thank god
some relief is coming to all of the warlock compositions that were getting derailed by heavy PvE, melee-oreinted cleave teams. (We can also thank the 2.4.3 patch changes for locks)