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12: 1v1
It's time to 1v1. Some people play their class very differently then the majority of this bracket and the fights may go differently then normal causing you to think on the fly or think of a new plan.
Rogue: When a rogue opens on you, immediately disengage, preferably with a concussive shot disengage macro. (If they catch you while your disengage is on CD scatter as soon as they open then trinket their crip poison and start to kite trying to get out of melee range asap) Apply serpent sting then kite to death. If the rogue attempts to LoS you use cower/mend pet on your pet and send your pet after them attempting to slowly get yourself in sight of them to finish the kill.
Warrior: If you spot the warrior first try to get a serpent sting on them before their first charge to get a small head start. Immediately disengage after their charge and start to kite. If they charge again during your posthaste assuming you have a bat or a spider try to stop them before they get within melee range with a stun or snare. After this second charge you should be able to safely kite them without any problems.
Hunter: The hunter mirror match is short and brutal, and is usually decided by who gets off the opening shots. It takes about 1000 hp to reliably live through a hunter initially emptying his focus bar on you. Send your pet in as soon as possible, and disarm if available. Open with an arcane or explosive shot to get your focus recharging and empty all your focus into them as quickly as possible. Scatter shot is to be used only to interrupt steady/aimed shot; using it randomly turns off your damage and pet while leaving his pet on you. Remember that scatter also does damage, and can be used to finish him off. If the enemy hunter is using a bird/scorpid scatter the pet and try disengaging away from the incoming disarm Disengaging forward through a hunter is unexpected and will sometimes make him fall behind on damage. Disengaging backwards from extreme range or out of LoS can occasionally get you to safety long enough to mount or get to a healer, particularly if you’re the one being jumped.
Prot Pally: Paladin fights are a bit of a damage race where you both blow cooldowns to minimize damage input and maximize damage output. You’re usually better situated to win than they are but you can easily lose if you screw up your kiting or fail to interrupt a critical heal. If the pally doesn't immediately HoJ (almost all will) kite to avoid HoJ, but save disengage. Remember HoJ has a 10 yard range, so scatter if you think you will die within a HoJ. When you get stunned, use Snatch or trinket and disengage as soon as possible and use the opportunity to free cast steady. Always sit on ~50 focus against a paladin, since you will have to burst him down through heals.The wildcard prots have against you is divine shield and flash of light but they will only hit for 50% when bubbled and will normally heal themself to basically restart the fight. Use this opportunity to strafe back to range. Also, once every ten minutes paladins can use an instant ~1k heal just because they can so consider this while fighting a prot pally.
Ferals: Many pug ferals do not know about powershifting, and are thus trivial to kill. Good ferals will shift to remove concussive shot, and are therefore very difficult to kite. As with rogues, try and mark them from range whenever possible. When a feral opens on you from stealth disengage and serpent sting them. Use concussive on cooldown, and kite as best as possible with scatter. Having a spider out for Web makes this matchup much easier to win. It isn’t necessary to interrupt self-heals, as these are generally weaker than your damage. Just take the opportunity to gain range or steady for focus, and kill when he shifts back into cat.
Dpriest/Hpriest: Avoid psychic scream by maintaining range, and apply steady pressure to keep him self-healing rather than dpsing or healing others. Pool focus as much as possible given the above, and interrupt/stun and burst whenever he has some damage and weakened soul without pw: shield.
Bdruids/Ele shamans: Both have some burst that can come close to matching your own burst as well as decent off healing. Should pop RoS on yourself right before that lightning bolt or that starsurge hits you to try and live longer or avoid crits and try to burst down as quickly as possible. Don't let ele shammies get one heal off or else the tide of the fight may change and while the Bdruid is rejuv spamming try to get steady shots in there so next time they go offensive thinking they are safe on hp you will be ready for another burst with them only at around 75% hp this time
Hpal, Rsham and Rdruids: When well geared and skilled, these are not generally killable 1v1 in a reasonable time frame. Otherwise you’ll probably just die to denounce or lightning bolt. If they go on the offensive and try to attack you try to get them to around 50% hp while you are being attacked if you can while maintaining full focus then time a stun and try to burst down as quick as possible.
Mages, Locks, Enh shammies, Ret pallies, Spriests: None of these should be able to out dps or out heal your dmg so all out damage should be enough to land a kill. Scatter a fear or poly or heal when needed and just continue to burst them down.