Quote Originally Posted by Fuzzyboy View Post
That sounds fairly sensible. Although what works seems to be highly dependible on how arenas are laid out and that seems to change with a new expansion (most likely because an expansion means a skill/spell overhaul which is at first mostly balanced for PvE and how that affects Arenas aren't really taken into account until later).

The shaman team looks like they have survived the change to WOTLK though, but still, new mb-comps seems to be emerging. Paladins for instance. Personally, I'd like to see more compositions being viable though - variation is always good :-)
One team has proven to be very strong at high levels.
I think a lot of people pick shammies because others have had success with them, so they know it can be done.

But, the more options we have the better.
I'm going with Balance Druids (alliance side) and Affliction Warlocks (horde side) for battlegrounds.
Both will attempt arena at some point, likely as soon as they hit 80th, to get the points started.

The Druids will be fun.
Moonkin gives them decent armor.
Like a shammy team, they can support their healer with strong heals.
Hurricane against bunched opponents, Treants on the healer for interrupts.
Cyclone and Root on round-robin, or perhaps against a Focus target.
Starfall looks nice, especially x4 or x5, but Nature's Swiftness can be very strong too.
Typhoon will be similar to Thunderstorm.
They lack fear protection from Tremors, and their dots (land regardless of facing) is only part of their dps.

Warlocks are a change of pace.
The idea of landing 20 dots on someone in a BG is fun.
Probably go with 4x Felhounds and Soul Link, and then 1x Imp for the buff but no Soul Link here.
Not sure which to drop if I arena with them seriously, would want a dedicated healer if I try that route.
Instant Cast AoE fear on round-robin, plus Death Coil & single Fear.
Seed of Corruption against bunched enemies.
No fear protection again, but dots don't need facing and this will be most of their damage.
They will lack support heals, although each can Drain Life, with Siphon Life and Haunt as extra heals.

Paladins seem a strong option.
Plate armor, potentially a shield or the two-hander.
Each can heal, and each brings a different strong buff.
A lot of bubble options.
They have stuns, snares etc.