Rogues, steel trap, trap, hunter’s mark and flare.
First things first, rogues teleport behind you when in stealth. That means you need an ice trap behind you when you see a rogue go invisible. If they use cloak they’ll be immune but you can steel trap behind you then trinket the stun and disengage. If they have evasion up they can dodge steel trap but not tar trap. Overall rogues are pretty weak to roots outside of their sprint talent.
The big thing with fighting rogues is using hunters mark when possible. If they cloak it, you can flare on the spot and that will knock them out even with cloak up. This is when you try a root or slow and your goal is to wait out cloak to re mark them with hunters mark.
Once a rogue has your hunter’s mark you can make things very difficult for them using your ranged abilities and keep unstealthing them. You want to avoid using your trinket unless absolutely necessary, and if you do don’t let them restealth. Once you trinket they know it’s go time.
Warriors, steel trap, tar trap.
You called it and you need to to turtle kyrian bladestorm. Currently with tier sets and recent buffs this will straight kill you through survival of the fittest (I’ve tested it.) Warriors usually combo this out of storm bolt, if you’re squishy and near team mates and they storm bolt you, expect this. You can stop the warrior if someone can CC him during kyrian spear before bladestorm and their trinket is down.
Currently the way to beat warriors is efficient trading when you are in melee range. Double tap was effective for this but we’ve lost it. If you just try to widen the gap between you and the warrior without traps up, they have too many abilities to close it.
That’s why when possible you want to deal damage at 8-9 YDS. Scatter Shot into an Aimed shot into an explosive shot is a good burst counter and leaves you with Chakram into rapid fire as a follow up on your slow. If you’re marksman the 70% steady shot slow is the bane of a warrior and really effectively lets you kite them within the 6-9yd range where they cant hit you or charge you.
Try to use traps on the warrior to engage their team mates first when possible, but be careful about obvious freezing traps or a good warrior will reflect it. Tar trap and Steel trap do wonders for holding the warrior for periods of time and your slow and bursting shot can help outside of those windows. Don’t bursting shot into roots or it will eat it.
With both rogues and warriors save your Survival of the fittest for when you can’t get out of melee and just need to fight. Try to dps during this window using instant casts or aimed shot if you are confident. If their defensives are down you’ll straight up out DPS them for 6 seconds and can hurt them enough to pressure them off you.
As with any pvp pressure game is really important, running out of melee is important as a hunter but you want to get in as much damage as you can. Maximizing your damage during these small transitional periods can get you the damage you need to make your opponent forced into suboptimal plays.
If you can’t put pressure on your opponent, you’re going to have an uphill battle. So use arcane shot, explosive shot, chakrams, and instant cast skills and always be dealing damage. Try to always make sure you’re pressing a button to get in some damage or else you’ll start falling behind in pressure.
Just remember the goal of PvP isn’t always playing your best, it’s usually ensuring your opponent can’t.
Hope this helps.