Thread: Tsg

  1. #1

    Tsg

    Hello there! My TSG team is struggling at 1800 this season. Is this comp good/viable now at 5.2? Any tips regarding this setup this season?

    Most of times, we try to get the enemy´s healer down first. Do you think this is the right path to go?

    Any help is much appreciated

    Thank you

  2. #2
    Stood in the Fire Machomaije's Avatar
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    Looks like someone got carried by comp.

    Anyway, what are you running? Frost DK, Warrior, Healer? Switch to Unholy Dk, Warrior, Healer.


    And yes, going for healer is the right path unless the other team have a DK or rogue. Its a reason its called TenSecondGames ))

  3. #3
    Quote Originally Posted by Machomaije View Post
    Looks like someone got carried by comp.

    Anyway, what are you running? Frost DK, Warrior, Healer? Switch to Unholy Dk, Warrior, Healer.


    And yes, going for healer is the right path unless the other team have a DK or rogue. Its a reason its called TenSecondGames ))
    We´re running WAR, DK UNHOLY and PALLY

  4. #4
    It's still good in 5.2.

    Warriors got nerfed, but DKs got buffed. You have a lot of pressure and burst and the comp is amazing for tunneling healers. It's definitely 2.2k viable when played right. The reason it works is that your DK and Warrior have fear immunity, your DK has stun immunity and magic immunity, you have 3 (4 with pala) interrupts, 1 silence, a casting speed slow, two death grips for aura mastery and BoP for stuns/blind. You can effectively run into a game, pop every single one of your CDs and be happy in the knowledge that there is very little crowd control that can stop you.

    The healer will have to use every single CD they have to survive, and even then they still might fall over. To win nearly all of your games, you can run straight at the enemy team and fear all 3 of them at the gates. Both pop your 1shot macros with a Charge>Shockwave>Strangulate on the healer - save Death Grip for his aura mastery. Both the DPS will likely trinket or will the fear, your Paladin can HoJ whoever is most likely to cause the most disruption to your kill (Spriest is a good choice, Lifeswap / Lifegrip will ruin kill chances).
    Last edited by Snuggli; 2013-03-25 at 08:07 PM.

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