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Old 06/07/07, 2:40 AM   #134
Tiffane
Glass Joe
 
Human Warrior
 
Bleeding Hollow
I have mixed feelings about several posts in this thread, and several topics mentioned pages back.. i'll address them in order.

First off, a paladin in PvP is really different than a paladin in Arenas. It's literally not the same game at that point, since your role is so much different. In battlegrounds, there's very little LoSing, very little cleansing, very little offensive stunning...etc. Whereas in Arenas, the damage is being contained by everyone on your team.... and it leads to less burst damage. With less burst flying around, that gives a paladin a LOT of extra time to do the smaller tasks of cleansing, LoSing the mana burning priest, hitting totems, tossing extra magic debuffs on sheeped warriors, and countless other small tasks.

If your arena team requires that you stand still for more than 6 seconds spamhealing, then your team is doing something extremely wrong. A paladin's role in a 5v5 is a primary healer, but healing isn't the job that burns most of your time.

Next, the shaman issue. I've played with two shaman in my entire WoW career. Both were elemental, and both were very well geared. One was, like said in previous pages, nothing but Bloodlust. The other things he provided were rather useless in comparison to another class. However, the other shaman I played with for a long time was excellent. Earthshock is quite possibly the best ability shamans have. Elemental shamans get a shortened cooldown on it, that can proc a clearcasting type effect and they nuke with that, which is really impressive burst damage.

If the elemental shaman is focused first in a 5v5 arena match, it's not always completely locking them down. From my experience, I always play my hunter with my shaman, so if they are focusing one, the other is left to completely devastate the other team with outstanding burst and interrupts... along with other small annoyances, or possible game winning abilities... depending on the group's coordination.

A small example:

Pally/Hunter/Shaman/Priest/Warrior combo.

Frost trap with double dispell on the other team's warrior takes him out of the fight, just like a mage would with sheep. The other team has to decide who to target... The hunter? The shaman? Let's say they pick the hunter.

Mail armor, high dodge, parry, and amazingly high health. With traps and freedom, a few LoS's and he is NOT dying for a long time... while still doing small amounts of burst(multi, arcane shot) and instant cast annoyances (Viper sting, etc). Meanwhile, the shaman is chain casting lightning bolt at 2,000 per hit and trinket/ns/chain lightning a target at <50% for an early victory. Heroism + Chaincasting = Bad for other team.

So, assuming most teams think this way... they attack the shaman instead! Lovely, then.

Now the hunter is left all on his lonesome. Left to dps his heart out on anybody with MS (I've been playing my warrior and I have been trying a new strategy lately of swapping from clothie to clothie bursting them and forcing them to heal big with MS on the target... while they get mana burned). Viper sting + Mana burn + forced to chain cast on the clothies = 2 minute victory. With the warrior/hunter on a cloth dps class, the enemy team's DPS is literally shot to pieces because of traps and immediate dispelling.

I can't really say that any class is a "monkey"... it's really completely reliant on the player's skilllevel. The shaman class, if used right, can be an extremely potent annoyance, a great damage mitigator team wide (grounding totem, earthshock), a backup lifesaver, and a huge bonus to DPS. Windfury totem being down for one tick gives the warrior a near 20% damage increase for 10 seconds.... and that all goes strait to burst.
 
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