Ran into this setup on 3 different teams in the past few days with varied results.
MM Hunter, Frost Mage, MS Warrior, Holy Priest, Disc Priest
In Lord, they would just hide behind that stupid ruin and the hunter (with extended range in survival should shoot to his heart's content) and every time I moved up he'd pop behind the ruin. Mage on one side doing the same with icelances taking out totems. I run 4 shammys + a holy priest friend, and we could generally survive the shots just by using lollightwell. Hunter/mage are by far my worst threat considering he will completely negate my healer with a combination of silence/scatter, disc priest will mana burn to hearts content, and groundings don't survive long against a frost mage and water elemental. Charging them on the ruin worked a few times, but a bad tick of tremor and I'm screwed - considering they have 3 aoe fears (oh and did I forget to mention that their racials are even more enjoyable? 2 war stomps, 3 arcane torrents).
To top it off, the warrior would switch between shield/2 hander to spell reflect and then intervene one of the healers standing far enough back to get out of my range before I could down him. Add in a combination of mortal strike/aimed shot, and it's just a mess all around. I'm just having the hardest time getting my head around this team in that particular arena. Even in Nagrand with pole humping, it was a completely different matter.
This also leads to the inevitable, with that much ranged dps in that arena, how do you stop rezzes with them being able to hump around the ruins?
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