What are the hard counters to every class?

Re: What are the hard counters to every class?

by Xaeminos » Tue Sep 01, 2015 2:24 pm

if you're a mage and see a hunter, priest, druid, or a lock - run. That's assuming they're any good.
Xaeminos
Sergeant
Sergeant
 

Re: What are the hard counters to every class?

by Jurary » Tue Sep 01, 2015 2:35 pm

arOo wrote:First off don't play enhancer, it's handdowns retarded to rely on RNG Melee Hits on a class that completly delights in kiting you.

Then Purge(no cd), Eartshock (6sec CD), Grounding (8sec CD) puts you into a position where you can easily put so much damage on a mage that he can not cope with it.
#pro tip1: Wait for fireblast then pop a grounding totem and go with Chain Lightning on a fully purged mage.
He can only Block it if he does start lesser healing wave if groundings still up. If it isn't you just wait to do it again.
#pro tip2: Elemental mages, try to overwhelm you with instants so just try to survive those and then go ham.
#pro tip3: Do fake casts on heals only >75%, rahter go hard on disrupting the mage when you underneath and rely on NS heal.
#pro tip4: your insignia should be able to break stuns - only nades can give mages an edge so just pop dat insignia.
#pro tip5: Reflectors in Nova --> no shatters no dmg.


Earth shock - 20 yards range, non retarded mage will never be in range for this.
Purge - 30 yards range, still less than mage's range and wouldn't really do anything other than remove ice barrier and a ward from the mage who will be untouched by the shaman anway.
Grounding totem has a 15sec cd, 13sec with 2 talentpoints in enhance.

I'm curious to know where you see an opportunity for the ele who only equals your range with a deep elemental +6 yards to LB/CL talent to put so much damage into you between 13 sec grounding and never to be used earthshock on decent mage. At any point in time can the mage use his first and if needed (lol) second iceblock when hypothermia wears off.

#amateurtip1 - wand totem down (30y range as opposed to 20y shock so still safe) or better yet, just save FB entirely for grounding

#amateurtip2 - that's not a tip. you just die or try to heal and die during cs silence if you manage to fake cast the spell lock

#amateurtip3 - if you fail to fakecast at any point during the duel and get cs'ed, you only have nature spells that are meaningful apart from 20y frostshock, so you are dead.

#amateurtip4 - don't really see how this helps. you can break a frostnova which isn't even something the mage ever needs to use on you.

#amateurtip5 - so you need a frostreflector in your slot first, which can only be used once per duel. any mage could check for this trinket by faking first frostbolt or simply sheeping the shaman during it's effect. dont say frostreflectorS in shatterS as if you can attempt it more than once.

to me it just sounds like you overestimate a shaman's lockdown capabilities and don't know how easy it is to burst one down during their cooldowns. earth shock shouldn't even be an issue at all.
Image
^Credits to Sheep @ ED
User avatar
Jurary
Sergeant Major
Sergeant Major
 

Re: What are the hard counters to every class?

by Paultrouble » Tue Sep 01, 2015 2:46 pm

ele shaman will kill mages in global when AQ40 hits
Paultrouble
Sergeant
Sergeant
 

Re: What are the hard counters to every class?

by arOo » Tue Sep 01, 2015 2:52 pm

So in that scenario a mage is casting on a shaman from max range wit spells >20y.
Just a quick overview of how unrealistic something like this is:
108% Runspeed = 7.56y/s = Would need to start to cast Frostbolts on 38y(36y is 2/2 Arctic Reach), so this can only work out if you are on complete max range with a bit of delay->ergo not possible.

Besides i would just put down a grounding, go wolf and run the other way if a mage does something like that.
There is no way a mage can keep up such kiting when you are not already slowed with a 3/3 Chill Frobo and even then to reposition on range just takes to much time + you can take even more time off with the grounding, the slow will just run out.

Therefore i disagree with you a decent mage, will have to beat you in close combat(after the initial poly opener maybe <- which is the way to engage a good shaman)
the whole skillset of a mage resolves to beat you with shatters, locking you out and putting as much nuke on you in a short amount of time. Otherwise the shaman will heal up and you will lose the endurance battle.

Found a nice clip from Kow in AS vid, to show you what Shams are supposed to be doing vs mages.
https://www.youtube.com/watch?v=IyeoT1owdFo
He lost this because he obviously got locked out and AS got lucky on 2 Fireblast Crits (well one was luck, one was shatter).
+He should have get on range (just enough so he can't be immediately novad) to AS while he was destroying totems and keep on casting shocks/purge.
+Lol @wasted NS Heal because he was expecting a POM cast (MQG same animation as AP)
Also keep in mind this spec is basicly the Shaman killer, you have it was easier against a 17/0/34 &variations- Mage who relies on casting to even get a Damage spike.
Last edited by arOo on Tue Sep 01, 2015 3:11 pm, edited 1 time in total.
/allyourbasearebelongtous
Nuar - Nostalrius Begins PvP
User avatar
arOo
Senior Sergeant
Senior Sergeant
 

Re: What are the hard counters to every class?

by Jurary » Tue Sep 01, 2015 3:05 pm

arOo wrote:So in that scenario a mage is casting on a shaman from max range wit spells >20y.
Just a quick overview of how unrealistic something like this is:
108% Runspeed = 7.56y/s = Would need to start to cast Frostbolts on 38y(36y is 2/2 Arctic Reach), so this can only work out if you are on complete max range with a bit of delay->ergo not possible.

Besides i would just put down a grounding, go wolf and run the other way if a mage does something like that.
There is no way a mage can keep up such kiting when you are not already slowed with a 3/3 Chill Frobo and even then to reposition on range just takes to much time + you can take even more time off with the grounding, the slow will just run out.

Therefore i disagree with you a decent mage, will have to beat you in close combat(after the initial poly opener maybe <- which is the way to engage a good shaman)
the whole skillset of a mage resolves to beat you with shatters, locking you out and putting as much nuke on you in a short amount of time. Otherwise the shaman will heal up and you will lose the endurance battle.


r1 fb or imp blizz r1 slow is enough to stay at a 21+ yards range. i'd like to see a mage lose to an ele shaman when both are hardcasting at max range. mage can have the shaman slowed at all times whilst the mage can walk in and out of the shaman's casting range to avoid damage, while the shaman cannot do this due to being slowed.

besides that, grounding totem does not work on this server and you can completely ignore it because if the person casting at the shaman is out of the totem's reach (20-30y not sure) then it will not absorb any spells even if the shaman is right on top of his grounding.
Image
^Credits to Sheep @ ED
User avatar
Jurary
Sergeant Major
Sergeant Major
 

Re: What are the hard counters to every class?

by arOo » Tue Sep 01, 2015 3:14 pm

Grounding totem works with 0.5sec delay.

check my edit above obviously you aren't hardcasting against a mage, you play a disruption game and cast when the opportunities open (NO cs/Grounding totem up)
/allyourbasearebelongtous
Nuar - Nostalrius Begins PvP
User avatar
arOo
Senior Sergeant
Senior Sergeant
 

Re: What are the hard counters to every class?

by Sham » Tue Sep 01, 2015 4:10 pm

For few tips about dueling as shaman you can watch my old movie. Duelings start at 11:40. I played with 350 ping if you wonder about delays.

http://www.youtube.com/watch?v=lYzf06nDZyc
Hunter Insanitty (29 twink)
Warrior Insannity (29 twink)
Warlock Inssanity (29 twink)
Priest Darksanity (29 twink)
<Amost Thirty> guild
Sham
Sergeant Major
Sergeant Major
 

Re: What are the hard counters to every class?

by DrearyYew » Tue Sep 01, 2015 5:09 pm

Ret Pala counters:

Any Shaman
Any Priest
Any Warlock

These aren't just hard counters, these are "lmao literally cant do a single god damn thing" counters. Priests and Shaman take away all of our damage with purge/dispel, and I shouldn't have to explain Warlocks

Holy Pala counters:

maybe Warlock

Holy Pala OP
Dreary - Human "Needs No Mana" Holy Paladin
User avatar
DrearyYew
Sergeant Major
Sergeant Major
 

Re: What are the hard counters to every class?

by Ohhgee » Tue Sep 01, 2015 6:24 pm

interesting thread

my opinion based on the classes i've played would look something like this

hard counters with almost guaranteed outcome
Rogue > Lock
Mage > Warrior
Spriest > Rogue
Spriest > Mage
Warlock > Hunter
Paladin > Rogue

soft counters, very difficult fight for 1 class but possible
Hunter > Rogue
Hunter > Warrior
Shaman > Mage
Warlock > Mage
Warlock > Paladin
Rogue > Shaman

a side note would be, i think some of the most close/interesting duels are War v Rogue and Mage v Rogue

that's all that comes to mind immediately. of course the game isnt balanced around 1v1 matchups, and any 1v1 can be won with a combo of luck skill and tryhard. Hunters have almost every possible counter to Rogues, but a well timed Skull of Impending Doom by the Rogue can quickly flip the duel into an *almost* guaranteed loss for the Hunter :P
Image
Ohhgee
Level 60 Human Mage
<NOPE>
User avatar
Ohhgee
Stone Guard
Stone Guard
 

Re: What are the hard counters to every class?

by tunguska » Tue Sep 01, 2015 7:05 pm

As a feral druid, here's how i see 1v1.

Warrior/rogue = easy win unless caught out of bear form
mage/lock/hunter = pretty much best player wins, though once you get chain feared it's gg. Also frost mages will OOM me if they know how to kite very well.
shaman = has slight advantage, depending on spec. Elemental probably the hardest, the resto, then enh (easy win).
pally = long boring fight. whoever gets bored first. Unless it's a ret pally, in which case the best player will win (or get one shot by the reck if not careful)
tunguska
Senior Sergeant
Senior Sergeant
 

PreviousNext

Return to Player Vs Player