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Dealing with RMP
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Post by
Badent
So after getting my 2v2 rating at 1850, my mate and I decided to give 3v3 a shot. We're running with a setup of Warrior / Enhancement Shaman / Holy Paladin and we've kinda hit a brick wall at 1750 rating.
Our losses are always coming from RMP teams as we can't seem to be able to deal with the CC chains on our Paladin and the huge burst in a smoke bomb. Their kill target seems to vary between each team, but even if we survive the initial storm, it doesn't take long for them to rinse and repeat.
So I'm asking for advice on how to counter RMP teams. We've tried focus targeting and spreading our damage. At the moment we've been trying to make the Warrior (me) sit on the rogue to negate damage using Throwdown / Disarm, while the Enhance Shaman trains the Mage trying to stop as much CC as he can. This worked once for us, but that team was obviously not as good as the ones we're facing now.
Should we have different kill targets? Is it better to focus Hex the Mage or the Priest? Is it possible to just zerg the Priest (after Pain Suppression)?
Just for reference here are armory links:
Warrior
Shaman
Paladin
Thanks for any help
Post by
svl007
while i'm not familiar with the setup, i'd imagine it would work best when played like a tsg.
which means you should just zerg priest from start till finish. they'll go in the defensive and try prevent you from connecting on their priest if they do just get in some dmg on rogue/mage and switch back to priest on the first opportunity you get. (ofc don't get tunnel sight, if your paladin needs peels you should do so)
ofc you still have to survive their initial burst (their 2 smoke bombs) basicly the best thing you can do is sit together with the 3 of you trow all your defensive cd on the table and decide what you will use smokebomb 1 and what you will use smakebomb 2. keep in mind you have to build in redundancy if things don't go as planned and if you had to use a cd that was planned for smokebomb let your team know in advance so they can adapt.
probably best to keep the shamans shocks on mage to prevent cc/dmg (only use this if their is little treat of healer getting cc'ed or you got grounding ready) and keep your pummel on priest to create pressure. Let your paladin yell out when he's being deeped bc that's the most likely time he'll get sheeped.
all in all you win by grabbing an rmp by the troat from the get go, if you let them play their game it will be real hard to recover, especially when you have very little cc in your team.
ps. If your paladin is feared a good idea might be to disarm/stun the rogue 2 sec before fear ends so he can't vanish>sap your priest for another 8sec of cc
Post by
Demonima
Rush down the mage hard. Charge him while your shammy bro purges his shields, if he blinks, jump after him and throwdown and you pressure the priest a whole lot, maybe even force ice block or pain suppression.
Hint: if the priest uses pain suppression on the mage or rogue, feel free to do a hard switch in a HoJ or Throwdown. Always try to keep your kill-target purged clean.
Post by
341987
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