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Old 02/21/07, 1:24 PM   #31
Pwny
Von Kaiser
 
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Draenei Shaman
 
Outland (EU)
The 5v5 team I am currently in also run a shaman(elemental)/paladin/priest/2xwarrior setup, and have found it to be very successful in the first week, getting 2k rating pretty easily, with us easing up for the last few days since the risk vs reward of going any higher with the disconnect bug was not considered worth it. We lost 4 games out of 60, 2 being to disconnects, 2 due to bad play by us to a similar setup but with a druid instead of a priest.

The windfury/heroism warrior train of death (espically with 2 gnomes who dont have to worry about the first frost nova or whatever they encounter) seems unstoppable in my eyes on any cloth/rogue/mail user, with tier 2 blacksmith hammers, mortal strikes and sunder armours being applied quickly even plate goes down extremely fast. The weak spot in the team is definately me (priest) and the shaman, and we do get focused on nearly every game but with decent cross heals/bops/bofs and stamina/resilience you can survive it while the warriors smash up the other sides healers.

Imo elemental shamans are amazing, and they certainy bring some really nice dps to the team, as well as the option of healing and offensive dispelling. The only really big decision is 2 paladins, or a priest/paladin and again imo the paladin/priest works better. I may be slightly biased since I am the priest :p but I totally agree with you need 2 offensive dispellers, since people have so many damn buffs! 1 person dispelling will likely not get that bop removed intime with the other 8-9 buffs hogging up the dispels. Purge and dispel though totally cripples priests and paladin buffs. Same if the shaman is being focused on, there is still a class who can offensive dispel and heal. I feel the priest is more of a hybrid than ever now, with dispel/heal(poms mostly to not get counterspelled)/shield and mana burn all being the bread and butter spells , while leaving the heavy duty healing to the paladin with his bubble + on demand crit heals. Fear ward is nice too

We also have a rogue in the roster, who will play some games this week-but decided against a warlock or mage due to their squishy nature, and getting little benefit from totems. An ice mage is certainly deadly, and can keep himself alive well however, so we might get 1 of those in at 1 time.

I think the biggest counter to this team is the druid cyclone, its really powerful. Chain sheeping the priest, while cycloning the paladin + focusing the assist train on the shaman is very hard to stop, and what we are currently working to figure out how to beat.

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Old 02/21/07, 1:25 PM   #32
Swiftkill
Glass Joe
 
Gnome Warrior
 
<TDC>
Mal'Ganis
However, not much has been said about warlocks, apart from Elendril's post. I would be curious what roles people have found them to be strong in, and what roles to be weak in. I only have a week's experience in 5v5 so far, and improved Howl of Terror has been amazing. Beyond that, I'm still struggling to find what is best the class can bring to the table.
Based on what I have seen in my previous experiences, Warlocks tend to shine in those groups that are heavily ranged/caster oriented (obviously), not only due to the synergy of spells/curses, but because of their reliance on other casters' CC as a means of escape (Frost Nova, traps, etc.).

Structuring a pure caster group, almost always necessary. A hybrid group? Not so much, since the support to escape trains is not there. Facing any sort of hybrid group, I'd always say dump your fears in the opening volley - most teams, as Elendril has already stated, will place the class at such a high priority that you may not have a second chance. It is way too powerful and way too vulnerable to not stay at the top of the list.

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Old 02/21/07, 1:25 PM   #33
XI-
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Tauren Warrior
 
Mal'Ganis
Originally Posted by Avair View Post
This whole discussion should be focused on Arena, and particularly 5v5, since that is the bracket that matters. It is worth challenging assumptions learned in BG, world PvP and dueling. This isn't AV.

Don't attack the warrior has long been a 'fact' of PvP. But why is that? Here are some theories to why.
1. Attacking them gives them rage which allows them to make full use of their attacks. If you leave them alone they are less dangerous.
2. Attacking them gives them enrage, again, more dangerous.
3. Backed up by heals, they are hard to kill. (This is the assumption I'm challenging here)
4. They can be 'safely' ignored, since they just aren't that dangerous. (If this were true it would be a reason not to bring them at all)



Again, in practice, how many more hitpoints do warriors have then similarly geared shaman? Compare the Gladiator itemization for:

* Warriors - http://www.wowhead.com/?itemset=567
* Enhancement Shaman - http://www.wowhead.com/?itemset=578

Total difference
* Warriors: +2511 armor, +9 stamina, -1 resilience, +2 Str, -1 crit

Armor is only relevant if the damage is physical. So other than more armor and intimidating shout, how are enh shaman any harder to kill than a 2H warrior?

Balance Question/Speculation
As a side note, assuming Enh shaman are too weak in PvP to be viable, what would getting a version of rogues 'Quick Recovery' do for balance? Basically, increase the effect of all heals (only on themselves) by 20% or so? This would certainly make them much more survivable, but is it too much/not enough?
Warrior have more base hp than shaman, to start. Then realize when you train on a warrior not only is he going to toss a shield on, he's also going to go into def stance to further reduce damage and can then pop spell reflect. Combine this with spamming an AoE slow, and the ability to intervene to a far away target to remove himself from harm, and it's much more difficult to train down a warrior.

Enhancement shaman do not need a buff in pvp any more than fury or prot warriors need a pvp buff.

edit: On the topic of X vs priest. The biggest bonus of priest dispelling is it hits 2 debuffs. Which deals with the sheep + detect magic etc. Burning less globals becomes highly important and it's quite a pain to have to watch that paladin spam dispel 5 times just to remove the sheep.

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Old 02/21/07, 1:32 PM   #34
Elendril
KINDOFABIGDEAL
 
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Night Elf Hunter
 
Ner'zhul
Not to mention hitting a warrior gives him rage, which fuels all of his abilities. It's almost universally correct to NEVER hit a warrior with anything but snare/stun/CC effects simply because you don't want to boost his damage output - if I could toggle my multishots to miss warriors, I would do it. If you take too long to kill him, you just powered MS/WW/HS and then some on whoever he's attacking.

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Old 02/21/07, 1:35 PM   #35
Swiftkill
Glass Joe
 
Gnome Warrior
 
<TDC>
Mal'Ganis
So other than more armor and intimidating shout, how are enh shaman any harder to kill than a 2H warrior?
I'm not going to say this will make or break it between the two, but he has DEF stance/shield swap (shared)/intervene. Not to change the subject away from the comparison to the Shaman, but it is certainly a calculated risk that may be worth taking to take down the Warrior first.

A lot of teams will run the warrior as MA, simply due to their lack of CC (anything to do) and the nature of charge. Knocking out an MA can be huge in the middle of a fight, especially against a team that is not ready to lose the person calling targets (and has no backup).

It's really a testament to their healers and the warrior in question. Dump on him, and if his healers are fast enough, and he is quick enough, he may live and you will have wasted a lot of time. Personally, I would never risk it in a Hybrid (melee/caster) team. In a full caster team, I'd probaby be more confident to do it as a sort of trick play against a team I've been facing again and again.

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Old 02/21/07, 1:40 PM   #36
Avair
The Howard Roark of Shipwrights
 
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Avair
Human Rogue
 
No WoW Account
XI's response was pretty much what I was looking for, solid specifics about why warriors are hard to kill.

Enhancement shaman do not need a buff in pvp any more than fury or prot warriors need a pvp buff.
This I'm not sure I agree 100% with, with respect to warriors or shamans. Obviously there needs to be some balance between PvE and PvP capablity to avoid creating a single 'correct' spec. But why does one or two trees need to be completely gimp for PvP?

I keep coming back to rogues on this as an example. All three of their trees are good for PvP, with some mix of PvP/PvE balance in each of them. Right now, it seems like the only spec that Shaman have that is both PvE and PvP viable is Resto. And that means you are healing in both environments.

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Old 02/21/07, 1:52 PM   #37
Elerion
Great Tiger
 
Worgen Priest
 
Ravencrest (EU)
Actually, bursting warriors is sometimes effective exactly because it's generally considered a bad idea. We've had a few losses to our warrior getting a massive burst early on, which was really hard to defend against due to neither him or us healers expecting it, and him being in the middle of the opposing team. It's generally more of a problem in Blade's Edge than in Nagrand, due to players spending more time and effort on positioning.

I'm also curious if people without two offensive dispellers are actually able to do significant offensive dispels, or if you're just theorycrafting. In 150 games, I've yet to find a challenging matchup where I could afford to spend global cooldowns on offensive dispels past the first few seconds.

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Old 02/21/07, 1:58 PM   #38
Ghostz
Don Flamenco
 
Dwarf Priest
 
Mal'Ganis
Originally Posted by Elerion View Post
I'm also curious if people without two offensive dispellers are actually able to do significant offensive dispels, or if you're just theorycrafting. In 150 games, I've yet to find a challenging matchup where I could afford to spend global cooldowns on offensive dispels past the first few seconds.
We usually have our warrior pick the target as we run in and I do my best to get at least a few dispels on the target before damage starts flying around. From then the only dispelling I've done has been when they yell BoP or Freedom on vent and I take my chances at taking it off. There just isnt enough time to spend global cooldowns dispelling offensively without letting someone on your team die.

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Old 02/21/07, 2:09 PM   #39
• Wodin
Thoroughly Inebriated
 
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Troll Rogue
 
Mal'Ganis
Originally Posted by Avair View Post
I keep coming back to rogues on this as an example. All three of their trees are good for PvP, with some mix of PvP/PvE balance in each of them. Right now, it seems like the only spec that Shaman have that is both PvE and PvP viable is Resto. And that means you are healing in both environments.
Of the three rogue trees, 2 are viable in PvE right now(Assassination and Combat), with an annoying requirement for heroics in the third. If all you do is raid and arenas, you can probably get away with Combat Fist/Sword or 41/20 Mutilate, but you're still going to be making several tough choices. A spec that's based around PvE vs. a spec based around PvP are going to choose radically different talents within those trees(and rogues have the most possible options within the trees), so whichever arena you pick you'll function at about 80% in the other one, and the difference between a PvE and PvP spec will be starkly evident on the DMs or when you kick a shaman and they nuke you for 2k with the frost shock because you didn't have improved kick.

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Old 02/21/07, 2:10 PM   #40
Keline
King Hippo
 
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Blood Elf Death Knight
 
Mazrigos (EU)
Originally Posted by Ignayshus View Post
Not to mention the fact that "topping off" with UA is pointless, because the dispel order is random.

In the testing I've done, the first and last buffs are the most sticky, but the order of removal is random.
So you'll take your chances when dispelling someone who has UA?

Originally Posted by Ghostz View Post
I think he meant it doesn't matter when they cast UA, but yeah, any way you put it if the target has UA on it... don't dispell.
Well, if the WL casts UA last, you don't see it ;P
so you might try to dispell corruption the moment UA hits - bam you're silenced. Happened to me once.

Last edited by Keline : 02/21/07 at 2:35 PM.

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Old 02/21/07, 2:16 PM   #41
Ghostz
Don Flamenco
 
Dwarf Priest
 
Mal'Ganis
Originally Posted by Keline View Post
So you'll take your chances when dispelling someone who has UA?
I think he meant it doesn't matter when they cast UA, but yeah, any way you put it if the target has UA on it... don't dispell.

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Old 02/21/07, 2:18 PM   #42
• malthrin
stalemate associate
 
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Blood Elf Paladin
 
Mal'Ganis
In 5v5s, there's not a lot of free time to go cleansing a billion DOTs anyway. If someone is completely disabled (Fear, Sheep, Seduce, Root on melee) and can't trinket or otherwise escape, I'll Cleanse, but otherwise it's more time efficient just to heal the damage.

I wonder when Warlocks will start hitting targets with Fear + UA and nothing else? That would be irritating. Guaranteed silence on Priests who dispel it and 50% on a Paladin.


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Old 02/21/07, 2:20 PM   #43
Avair
The Howard Roark of Shipwrights
 
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Avair
Human Rogue
 
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Of the three rogue trees, 2 are viable in PvE right now(Assassination and Combat), with an annoying requirement for heroics in the third.
So 2/3 are PvE viable. 3/3 are PvP viable. And an 80/20 balance for effectiveness for PvE and PvP seems like Rogue's could be considered as a ideal example of well designed trees. Obviously, you should have the ability to focus your tree on PvP/PvE to some extent.

In regards to the combat tree though, there seems to be enough filler in there to get to 41 that picking up the 'PvP' talents never seemed particularly determental to damage meters. I.e. Improved Kick and Improved Sprint. Something like http://www.wowhead.com/?talent=wZGcqbrVzx0hot

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Old 02/21/07, 2:26 PM   #44
• Wodin
Thoroughly Inebriated
 
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Troll Rogue
 
Mal'Ganis
Originally Posted by Avair View Post
In regards to the combat tree though, there seems to be enough filler in there to get to 41 that picking up the 'PvP' talents never seemed particularly determental to damage meters. I.e. Improved Kick and Improved Sprint. Something like http://www.wowhead.com/?talent=wZGcqbrVzx0hot
PvE focused builds tend to take more of the dodge/parry talents for a slightly better shot at surviving all the fuck-you cleaves, but yeah, I can see that being reasonably successful in both.

I think the real lesson to learn out of all this is that not every talent tree can be Feral.

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Old 02/21/07, 2:29 PM   #45
Roses
Banned
 
Blood Elf Priest
 
Darrowmere
Originally Posted by Avair View Post
So 2/3 are PvE viable. 3/3 are PvP viable. And an 80/20 balance for effectiveness for PvE and PvP seems like Rogue's could be considered as a ideal example of well designed trees. Obviously, you should have the ability to focus your tree on PvP/PvE to some extent.

In regards to the combat tree though, there seems to be enough filler in there to get to 41 that picking up the 'PvP' talents never seemed particularly determental to damage meters. I.e. Improved Kick and Improved Sprint. Something like http://www.wowhead.com/?talent=wZGcqbrVzx0hot
The shaman, as a hybrid, has a lot of problems. I was disappointed in the enhancement shaman as a whole when I played it. Part of this is by design, because DPS + ability to heal (means getting a quick assist train) + relative lack of defense (AKA escape options; mages are less squishy than shamans in this regard) makes for a very gimp character in PvP but relatively nice in PvE (see the current shadowpriest; who's playing one and NOT getting creamed in 5v5?).

There are a lot of very craptastic talent trees out there. I can look at my own class and find two 41 point talents that are absolute jokes (circle of healing and pain suppression), and the one 41 point talent that priests would use often (vampiric touch) is worthless in PvP as well. The 41 point talent in the shaman enhancement tree is awful, but at least you can skip it and pick up nature's swiftness for a tiny bit more survivability.

Having played a paladin as my first character, I can definitely see a ton of problems for hybrid "offensive" healers in PvP. We have some small bits of utility, but druids/paladins can already cover this area well. Among the only reasons to bring priests and shamans is offensive dispel, and even that is difficult to pull off. The problem here is the baseline class, which has virtually no survivability. For the priest, fear is it, and fear has been nerfed to hell and back due to warlocks. On top of not having snare protection/removal like druids and paladins, priests cannot even get out of slowing poisons, being the only healing class that cannot dispel poison. For the shaman, which has no true CC, it's even worse.

P.S. This is Blizzard telling you that unless you are a pure melee class (i.e. have a rage bar / energy bar), don't melee (note that druids got all three bars).

Last edited by Roses : 02/21/07 at 2:35 PM.

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