BM Hunter and Holy Paladin
Every cooldown that matters to the hunter in this pairing, including the eleven the paladin brings and the six that land directly on you. Sorted so you can see which buttons come back together: four separate 30 second cooldowns line up, and the two five minute blessings are the ones you plan a whole game around.
What comes back together
Buttons that share a recharge are available in the same windows for the whole game. Plan around the groups, not the individual cooldowns.
Hammer of Justice(Holy Paladin)
Freezing Trap
Bestial Wrath
Feign Death
Binding Shot
Intimidation
Blinding Light(Holy Paladin)
Survival of the Fittest
Blessing of Sacrifice(Holy Paladin)
PvP trinket
Aura Mastery(Holy Paladin)
Primal Rage
Aspect of the Turtle
Lay on Hands(Holy Paladin)
Divine Shield(Holy Paladin)
Blessing of Protection(Holy Paladin)
Blessing of Spellwarding(Holy Paladin)
Defensive
What keeps you alive, yours and the paladin's, in the order the notes press them.
First defensive in the notes: it drops threat and casts before it costs you anything.
Marked x2 in the notes, which most likely means one charge for each of you.
Second stun break alongside the racial.
Magic immunity on you. Talent choice against Blessing of Protection.
Protects the paladin, not you. It is on this sheet because a paladin who lives is a paladin who keeps healing you.
Crowd control
Everything the two of you can land on a target, with how long it holds.
Silence. PvP talent.
Offensive
Damage and haste windows worth lining up together.
The notes record 60 without saying whether that is the recharge or the window.
Barbed Shot shortens this, so 30 is the pace it actually comes back at, not the tooltip.
Mobility
Getting away, and getting the snare off you.
Notes record 40 yards of distance and a melee gap of about 15 seconds, not a recharge.
No number recorded in the notes.
Human racial. Breaks the stun so the rest of the chain can start.
Notes record 20 without saying whether that is the recharge or how long the freedom lasts.
Notes place it under mobility with the number 6 and do not say why.
Interrupts and dispels
The short cooldowns you hold rather than spend.
Dispel rather than a true interrupt, but it is the button that answers an enrage or a magic buff.
Panic buttons, in order
Buttons on the same line are pressed together before moving to the next step.
- 1Will to Survive + Binding Shot
- 2Feign Death + Survival of the Fittest + Exhilaration
- 3Disengage + Aspect of the Cheetah
- 4Chimaeral Sting
- 1Aspect of the Turtle
Cooldown reduction: Barbed Shot shortens Bestial Wrath, Cobra Shot shortens Kill Command.
How far you get while running
At 111 percent of the 7 yard base you cover 7.77 yards a second. Useful for judging whether a gap survives the next global, and whether a melee closing on you can actually reach.
| Seconds | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Yards | 23.31 | 46.62 | 69.93 | 93.24 | 116.55 | 139.86 | 163.17 | 186.48 | 209.79 | 233.1 | 256.41 | 279.72 | 303.03 | 326.34 |
Provenance
Transcribed from the operator's own 2v2 notes rather than from a published guide. Rows marked unconfirmed are ones where the notes give a number without saying what it measures.
9 rows are unconfirmed
These carry a number the notes did not label, so treat the figure as a reminder rather than a tooltip value: Avenging Wrath, Exhilaration, Roar of Sacrifice, Disengage, Aspect of the Cheetah, Concussive Shot, Will to Survive, Blessing of Freedom, Consecration.
Deliberately left out: Tar Trap (struck off the notes), Master's Call (struck off the notes)