by Drain » Sun Feb 15, 2015 6:40 am
1) Pets didn't have DR on retail. They're mobs. Every CC was 100%. Your pet could be sheeped/feared full duration, which is a problem, especially if they just cast it again. To solve this problem, Blizzard gave you the ability to train magic resists on your pets. All Hunter pets can train high in every resist, all at one time, for a rather low cost. +90 all is probably the most cost efficient choice, less doesn't offer enough protection, and more is too expensive. But not all are equally important. Fire doesn't have any CCs, so unless you take the pet to Molten Core, you can skip spending points in it. Nature is also largely unused, unless the pet gets hit with Wyvern Sting or Hibernate(very rare). So you could invest more in Arcane/Frost/Shadow, which are the most effective resists in PvP vs CCs. Shadow also has all the nasty dots that could otherwise kill your pet if it's not resisting damage ticks. If you don't take Improved Mend, you better take +shadow resist.
2) All the Hunter traps should last full durations on players except Freezing. The fire traps are not CCs, and neither is Frost. Freezing is a CC. CCs are capped at 12 seconds in PvP(From Player to Player, no mob), and not only that, they are reduced each time thanks to diminishing returns. This is 100, 50, 25, then 0. This means that if hit with the same kind of debuff again and again, you eventually become IMMUNE to it. If you go long enough without being hit by a debuff group again(1min?), you reset back to 100%. DR is not displayed to players by default, you would need a mod to track it for your targets or yourself. If your CC exceeds 12s, it'll be reduced to 12, then 12 will be the 100% number for you.
DR is confusing however because some things are not shared when you would expect them to be, such as Cheap Shot+Kidney Shot. Rogue can double stun with both of these for 100% each. They are not shared groups. They are separate, meaning the same one has to be used twice to incur a reduction, and they each have their own reduction. So it's 100+100, 50+50, if they are both used twice. This is why people hated Rogues. Some other things are also not in DR groups, such as your Imp Concession Shot talent, Entrapment. These are not reduced by nor incur DR. Entrapment was later put in DR(2.1), but in Classic, perma rooting on Frost Trap is A o K. If the root keeps proccing, the player will just be stuck there until the trap expires. People really hated that, especially stacked with Clever Trap+Trap Mastery.