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Tier List for 2v2 Arena Teams in Burning Crusade Classic
TBC
Geposted
20.01.2022 um 13:43
von
Pinkrangerz
With the close of the Merciless Gladiator Arena Season in Burning Crusade Classic, we thought it was a perfect time to release a comprehensive and detailed composition tier list for Arena. We're going to be looking at all brackets, beginning with 2v2. Our angle is data oriented, meaning we're considering things from a numbers based philosophy. That means we'll be thinking about how many teams got Rank 1 with each composition and considering how that reflects on the power of each comp.
We'll be ranking teams from S, A, and B, with S being a comp that an experienced and dedicated player could reasonably achieve Rank 1 with, A being a comp that's good enough for Gladiator but just not quite reliable for Rank 1, and B being a comp that even skilled players would struggle to get Gladiator with, and is totally incapable of getting Rank 1. Essentially, S tier compositions are rated so because their class synergy makes them offensively and defensively powerful comps, whereas A tier compositions might only shine offensively and have defensive weaknesses, or the other way around.
The 2v2 bracket is one I'm particularly familiar with, as I played close to 3000 games since release as a variety of comps and achieved Rank 1 ratings as Warrior Druid, Rogue Druid, and Lock Druid during Seasons 1 and 2. Aside from my anecdotal experience, I'll be drawing from the final ladders of Season 1 and Season 2 to build this list. Since (at the time we're writing this guide) the season 2 ladder isn't finalized, we'll specifically be looking at Season 1 (and considering what we know, but can't completely confirm, about Season 2).
There's a surprisingly large amount of diversity when it comes to S tier compositions in the 2v2 bracket. Happily, there are 8 unique comps that could easily be considered S tier in TBC. We'll combine the 46 teams that got Rank 1 in Europe and the 33 teams that got Rank 1 in North America into a master list of 79 teams (In Season 1) to take a closer look at each comp and why it's included in its tier.
S Tier
Schurke
Priester
Rogue/Priest is the strongest comp according to the numbers, accounting for almost 25% of all the teams that got Rank 1. Commonly known as DPR, the overwhelming burst, offensive / defensive dispels, and arsenal of entirely instant cast CC at this comps disposal simply makes it a powerhouse. A single composition accounting for 25% of all teams in Rank 1 range is a plain illustration of just how dominate it really is. With no major counters, this comp can absolutely rip through the ladder with almost no obstacles in the hands of strong players.
Schurke
Magier
Rogue/Mage accounts for 16% of the teams that got Rank 1. This comp has more CC than Disc Priest/Rogue, and ultimately can end a game much quicker. However, without heals, defensive dispels, or the ability to easily reset the game if things don't go their way (debatable, perhaps), Rogue/Mage does take slightly more finesse than DPR. Still, it's undeniably an S tier comp. Blind and polymorph don't share DR, meaning this composition both boasts one of the highest CC outputs in the entire bracket, (frost nova into triple polymorph into blind can take a warrior out of the game for over 30 seconds straight, for example) as well as the highest damage output in the entire bracket, as the rogue's ability to cheap shot > gouge > kidney shot on cooldown gives the mage 10+ second windows to drop shatter combos onto the kill target.
Krieger
Druide
Warrior/Druid saw only 3 Rank 1 slots in NA and a whopping 8 in EU. Regardless of that, it accounted for 14% of the teams that got Rank 1. It's a known powerhouse, with immense defensive capability, incredible crowd control, and oppressive damage. Warrior's mortal strike and mace stun makes this a terrifying comp offensively, especially when paired with a druid's ability to spam entangle roots / cyclone to keep a target locked down for the warrior to hit. Warrior/Druid is also extremely difficult to kill due to the warriors ability to peel so well for the druid with intercept, fear, hamstring, and disarm and the druids ability to do the same for the warrior with entangle roots and cyclone. Its primary weakness lies in the fact that druids lack a defensive dispel and warriors are prone to sitting in long chains of CC. Despite that flaw, Warrior/Druid confidently takes the 3rd place slot and secures an S tier rating.
Schurke
Druide
Rogue/Druid is an easy choice for the 4th slot, and this is a composition that's known to get much stronger as the seasons progress, largely thanks to the legendary weapons known as "Warglaives" that come out in Season 3. Accounting for 9% of the teams that got Rank 1, this comp has even more CC than Disc Priest / Rogue, but lacks defensive and offensive dispels, which is its major weakness. Regardless, it can gain the upper hand extremely quickly and set teams behind with clever rotations of Cyclone from the Druid while the Rogue spends time locking down the other targets with cheap shot > gouge > kidney shot rotations.
Hexenmeister
Priester
Warlock/Priest is one of the more surprising comps to see on the list, but numbers don't lie. Accounting for 6% of the teams that got Rank 1, this extremely powerful duo shines in situations where the priest is free to spam offensive dispels on the kill target while running at the enemy healer to land a psychic scream. Disc priests deal more damage than any other healer, and warlocks are highly defensive damage dealers, meaning the disc priest has a lot of offensive globals to spend before having to worry about healing. When the two of these classes are able to deal damage together, anything can die with a well timed fear or psychic scream.
Hexenmeister
Druide
Warlock/Druid is another comp that undoubtedly belongs in the S tier, taking up an identical 6% of the Rank 1 slots. Similar to the Disc Priest / Rogue versus Resto Druid / Rogue situation, the major difference between Priest/Lock and Druid/Lock lies in the Druid variants lack of dispels (primarily offensive). Their advantage comes in their ability to overwhelm the enemy with CC using Entangling Roots, Cyclone, Feral Charge, and Bash, where the priest merely has psychic scream, which shares a DR with the warlock's fear. Warlock/Druid is a much more defensive comp. Because it is so much more difficult to kill, they're able to stretch games out long enough to run their opponents out of mana / work through all their defensive cooldowns.
Jäger
Druide
Hunter/Druid is the undisputed king of CC, landing it safely in the S tier. It accounted for 6% of the Rank 1 slots, and no surprise. With viper sting being undispellable for priests, scatter/trap/entangling roots/cyclone rotations being nearly unstoppable for warrior/druids, rogue/druids, and priest/rogues (when targeted on the priest), this comp has obvious win conditions despite the fact that hunter's are difficult to play at high levels and have glaring weaknesses (such as their dead zone and reputation for being easy targets to kill). It feels like more teams would have achieved Rank 1 with this comp, if only there were more dedicated hunters playing the game.
Magier
Priester
Mage/Priest is an extremely powerful comp, which would be much higher on the list if it weren't for warlocks and hunters knocking them down. Accounting for 6% of the Rank 1 slots, this combo shares something in common with many of the S tier comps in that it has immense amounts of CC at its disposal and, like many of the Rogue compositions, is capable of tremendous burst damage. Polymorph / fear not being on the same DR and disc priests being able to deal so much damage to help the mage secure kills means when this team lands CC on the enemy healer, they can kill the other target in just a handful of seconds.
A Tier
For the
A tier
, we're looking at compositions that regularly got Gladiator but just couldn't quite reliably get Rank 1.
Schurke
Schurke
At the top of the list is Rogue/Rogue, merely because aside from taking many Gladiator slots, it
did
steal two Rank 1 positions. This comp can kill anything it faces with relative ease simply by rushing a target down with 3 separate openers all smashed on top of each other. It might be the fastest paced comp on the list. It also has a lot of CC with two blinds, two vanishes to sap the blinds, and two sets of cheap > gouge > kidney shots.
Schurke
Hexenmeister
Rogue/Warlock deserves a spot (at least for seasons 1 and 2) due to the fact that numerous teams achieved Rank 1 with it this expansion. Like Mage Rogue, this comp overwhelms teams with outrageous damage. It simply lacks the second element of oppressive CC that mage/rogue has on hand, and so it's forced into the bottom of the list. Still, when put in the hands of the right players, this duo can beat every comp on this list on a regular basis. Rogues being able to lock down two targets simultaneously by kidney shotting one and vanishing to cheap shot the other gives the warlock the ability to land a fear reliably almost every game--and in the 2v2 bracket, a 10 second fear might as well last an hour.
Schurke
Jäger
Rogue/Hunter is similar to Rogue/Rogue, with absurd amounts of damage just waiting to be dropped on the first unlucky target to fall into the hunter's line of sight while in a cheap shot or kidney shot. Like Rogue/Rogue, this composition managed to sneak a Rank 1 title as well as many Gladiator slots. Scatter trap / blind / sap also gives it a good amount of CC.
Krieger
Priester
Warrior/Priest is a surprisingly capable comp due to the fact that priests can address warrior's greatest weakness: sitting in CC. Again, sneaking in a Rank 1 slot, this comp is clearly dangerous. By keeping the warrior mobile, the priest can make this an extremely difficult situation for anyone on the other side of the gates. The obvious weakness is that they have no ranged CC of any kind and the priest can be vulnerable if the warrior is put in CC while the priest is under pressure.
Krieger
Schamane
Resto Shaman/Warrior has devastating offensive pressure and can very easily kill anyone in the game in a mace stun due to shaman's Windfury totem, ability to assist with burst that can't be stopped (frost shock, Nature's swiftness chain lightning), heroism, and purge. Shamans can also earth shock to interrupt CC on the warrior, and drop grounding totems to do the same. The obvious weakness lies in the fact that shaman's must cast to heal, and cannot dispel curse of tongues, meaning sometimes their kill window is extremely short.
Schurke
Priester
Similar to the other double DPS comps that have a rogue in them, Rogue/Shadow Priest has a ton of damage. It can play a little more defensive than some of the other double DPS comps, though, and so that makes it more versatile. Again, fear/blind not sharing a DR and the added threat of shadow priest's 5 second silence which cannot be trinketed means this comp can kill pretty much anything in the opener. Still, Shadow Priest's have to cast to get their damage off (unlike hunters, mages, and warlocks, who can all do massive damage without being interrupted), and they're also very squishy, so the weakness is clear.
Krieger
Paladin
Because of Freedom, defensive dispels, Hammer of Justice, and the ability to unload surprising amounts of damage, Paladin / Warrior is more than capable of achieving Gladiator. And thanks to Divine Shield / Blessing of Protection, Paladins have enough immunities to survive some of the double DPS comps that can crush most other healers in the opener. Still, once they're out of their short list of cooldowns, paladins are extremely unreliable due to the same problem that shaman's have: they must cast to get off any meaningful amount of healing and cannot remove Curse of Tongues.
B Tier
For the
B tier
we're looking at comps that are just not quite as good as A, but could still possibly get Gladiator if the players are dedicated. You'll notice that an overwhelming majority of the compositions people actually play have already been listed. That's because TBC is a surprisingly well balanced game in the sense that good players can get high rated with a very large number of compositions if they practice and stick with it. Still, there are a few comps that just don't quite have what it takes.
Hexenmeister
Schamane
Warlock/Resto Shaman. The sheer amount of damage that can come out of a warlock with bloodlust makes this a dangerous comp. Resto shamans can run people down with Purge, Frost Shocks, and Earth Shocks to make this a surprisingly bursty and challenging comp, especially for unsuspecting players. But they lack a second set of CC, defensive utility, and longevity, and so it's difficult to play this comp at high ratings.
Hexenmeister
Paladin
Hammer of Justice / Coil / Counter Spell combos give this composition a window to reliably land kills, but it lacks the burst that the Resto Shaman / Warlock have and is no better defensively, either. It's not the best, but it can get the job done if the players are devoted.
Magier
Magier
Whether it's Frost or PoM Pyro, double mage can actually be a scary composition to see. They have the unparalleled ability to unload 15,000+ damage all with instant spells in a single blanket silence. Translation: they can kill your healer without opening up their spell school to be kicked, and that gives them the ability to win quite often. Still, they have very little defensive utility other than the ability to CC / run, and if they face a warlock, they're very likely to lose no matter what they do.
Jäger
Schamane
Elemental Shaman / BM Hunter. This composition normally relies on an engineering trinket known as "Net," which roots a player for 10 seconds, to land kills. When you aren't suspecting it, the combination of Bloodlust, Net, BM / Aimed shot and an NS chain lighting from the shaman will normally be enough to delete an enemy in the first 2 seconds of the game. They die quickly, though, and the elemental shaman will run oom far too quick for them to reset the game.
Magier
Schamane
Elemental Shaman / Mage. The same thing that Mage/Mage and Ele / Hunter can do is possible from this composition--with the added terror of a Bloodlusted Mage in the mix. Like a lot of compositions in this tier, though, they lack a second set of CC and die relatively quickly.
Schamane
Paladin
Healer / Enhance Shaman. Because they lack a Mortal Strike effect, enhancement shaman's just aren't reliable to land kills on their own. They also don't have any CC, and so they can't help their healers survive against classes that
do
have Mortal Strike. Still, you can do decent if you pair with a good healer that understands your weaknesses.
Obviously, there are many more compositions out there, but this takes up a majority of the team comps I've personally seen in the Arena / have made an appearance on a Swift Netherdrake.
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