Most people that like to casually PvP or just want to cap conquest points for the week often find themselves in 2v2 arenas fighting a constant stream of ret/DK and feral/priest teams. With no end in sight it normally takes approximately 4 hours just to cap conquest, however, there is an easier way.

2v2 arenas are a fickle beast and how you play them breaks into two forms. When you face against a double dps team, generally you want to stay very offensive, but never to the point of getting yourself killed. Against healer/dps teams you rely mostly on maintaining constant pressure, which you can create with cool downs, target switches or timely interrupts.

Double Dps
The hardest part about fighting double deeps is keeping yourself offensive without insta-gibbing yourself. By this I mean, putting out enough damage to panic the other team, but not LoSing your healer or trying to rambo your target. This is particularly important to remember when faced with classes like Ret paladins or Mages which have the ability to reset or heal effectively. The best tip that can be given when faced against double deeps is to separate the two enemies. If you see them trying to run at you from different directions, run out to one and get distance on his partner. All double deeps teams tend to rely on good openers to win and beating them normally is as simple as poking holes in it.

Healer/Dps
Everyone knows this matches, the ones that either end in a stalemate or in the first minute and there is one determinate that judges whether that happens. Who makes the first mistake and how you capitalize on it. Now, capitalizing on mistakes is a rather lengthy topic that spans the entire spectra of pvp and not specific to Healer/Dps it is just more prominent, but for the sake of being brief I'll summarize it for 2s only. What I mean by a mistake is broad, it could be where the opponent is standing, what abilities they use or don't use, but the most important part is your ability to identify when a mistake has been made and how to make it work in your favor. Simply doing arenas in the only way to learn this, so don't expect me to write a comprehensive list of every possible mistake and every possible way to work it.

The easiest mistake that can be taught though, is trinketing. What the opposing team trinkets is very important. If they trinket one CC, but you have another form of CC lined up, they're made a mistake, if you recognize this and act with damage dealing cool downs, you have a better chance of ending the match prematurely.

All information in here is curtsey of CCPvP, if you wish to learn more about this topic or others, /join CCPvP. Throw us a question regarding pvp and we can answer it.
Edited by Wubkin on 6/30/2012 4:30 PM PDT