PvP classes in 3.3.5: who to take to the arena

Patch 3.3.5a is the era of balanced PvP, where almost any class has a working link. That's what plays consistently.
2v2
- Horns + Priest (Discipline) — standard of control: stun-lock + shields.
- Druid (Bear) + Priest - a tenacious bunch, plays to wear down.
- Paladin (Retribution) + Death Knight— Burst and anti-control.
- Mage + Rogue - master control, but requires teamwork.
3v3
Classics of the genre -Wizard Cleave (mage/lock/shaman), TSG (Warrior/DK/Paladin), RMP (horns/mage/priest). TSG forgives mistakes and quickly “turns off” the target due to the burst; RMP lives on control.
What really decides
- Removing control: Will of the Forsaken, Every man for himself, “Ice wall” and trinket are more important than damage.
- Dispel: shaman and priest cleanse magic control, druid - poisons and curses.
- Positioning: more often than not they lose not because of rotation, but because they “went to Los.”
How to quickly get involved
Start with 2v2: it's easier to understand your cooldowns and control your opponent. Record battles and find out where you leaked the GKD. And install OmniBar - seeing other people's cooldowns is more useful than looking at your damage.