Druid/Warrior Guide Mage/Rogue Guide Warlock/Rogue Guide Shadow Priest/Rogue Guide Shadow Priest/Warlock Guide Mage/Warlock Guide Paladin/Warrior Guide Druid/Warlock Guide Paladin/Warlock Guide Holy Priest/Warrior Guide Holy Priest/Rogue Guide Druid/Rogue Guide Priest/Hunter Guide Priest/Warlock Guide Druid/Hunter GuideThis team is the reason why Druids freak out whenever they see a paladin light up green. (Flash of Green=Seal of Justice). The warrior will have freedom, you will have justice, and you will get barreled into. The key here is that Paladins can¡¯t cast on the move, and they are oh-so-easy to lockdown.
Stick your warrior on their warrior, and hamstring both targets as much as possible. Try to get some Cyclones in, but you most likely won¡¯t, between pummel/mace stun/JoJ stun/hammer stun.
At the start of the fight, stay stealthed and get to max range on the warrior/pld. Pop out, hot up warrior, and start running. As soon as either of them see you, they¡¯ll come sprinting towards you. The warrior will eventually intercept you, and when he does, have your warrior intercept his warrior. Stay as far away from the paladin as long as you can, but eventually he¡¯ll catch you when you¡¯re intercepted and get the Justice on you. When he does, he¡¯s going to stay on you meleeing you to reapply it and making sure you don¡¯t get away, with the warrior having freedom. Get to a pillar, and do your best to pillar kite the warrior. With 3x Lifebloom+Rejuv+swiftmend, you can usually outheal the warriors damage, so don¡¯t worry to much about it. Hamstring liberally, and root the warrior with NG when freedom ends, if you can.
The paladin chasing you is both good and bad, because while it makes it a lot harder to get away, it also means that their warrior won¡¯t be getting healed. Eventually their warrior will get low(40-50%), and when he does, have your warrior fear while you cyclone the paladin. (reason to fear is to get the warrior off you for a second so your cyclone isn¡¯t pummeled. The Paladin will usually trinket the fear, but the incoming cyclone will make him cry. (If he bubbles the fear, Cyclone the warrior so he can¡¯t get healed. When the paladin is out of bubble, cyclone him). Keep the paladin locked out, because now is the time to go for a kill. Pop Deathwish/Trinkets/cooldowns, and finish off that warrior. If he lives and gets healed, go back to kiting and try again when the warrior gets low again, this time, the paladin won¡¯t have bubble or trinket, and it should be easy enough to lock him out and kill the warrior again.
We find what happens is that we either kill the warrior in a couple times of getting him low +finishing off via lockouts, or I run out of mana from keeping the full hots on me.
-Save disarm for when you¡¯re getting low on health (if you can, do it when theres 2-3 seconds left on the MS debuff), it can buy you 5-10 seconds in which u can rehot up.
-If you can manage to get away from the paladin and warrior, consider going cat form to stealth away and get to a safe spot to drink.
-Bear form is a doubled edge blade. You¡¯ll take a lot less damage, but odds are the warrior will be right on top of you the entire time, and shifting takes a lot of mana. Most warriors will just build rage when you¡¯re in bear and wait for you to pop out, so when you do he unloads a heroic stike/MS/WW and basically instagibs you. Since you're moving hamstrung, the paladin can run ahead of the war and heal him, since you're moving so slowly. Also, If you drop to bear, make sure to have your warrior intercept his when you pop out so it gives you a window to get away.