Here's a thought: how much would it change the mana subgame if they made arenas combat pulse so you could never leave combat? Or, in order to not screw over warriors with charge, made you unable to leave combat once you entered it?
Here's a thought: how much would it change the mana subgame if they made arenas combat pulse so you could never leave combat? Or, in order to not screw over warriors with charge, made you unable to leave combat once you entered it?
I think they just need to add a vendor that has arena useable food and drink that everybody can use. The difference between endurance matches with and without a mage is just ridiculous.
The mana-burn strat is very viable, more reliable than Burst when played as a component of the out-last game.
Power Trip uses this, and it's proven very successful.
For now.
The EU/Oceanic arena teams seem to be more about offense and finesse, over brute force and defense. Outlasting opponents often wins games, but I don't see it as a foolproof plan of attack.
Here's a thought: how much would it change the mana subgame if they made arenas combat pulse so you could never leave combat? Or, in order to not screw over warriors with charge, made you unable to leave combat once you entered it?
I think that would unjustifiably remove some of the utility which a Mage brings to the Battleground (water).
The EU/Oceanic arena teams seem to be more about offense and finesse, over brute force and defense. Outlasting opponents often wins games, but I don't see it as a foolproof plan of attack.
That's one of the silliest generalizations I've seen made on these forums. Tons of US teams play offensively ("gib" teams) with 4 DPS classes.
We completely re-formed about two weeks ago and were as high as 1970 (from 1806) late last week. Had some rough games where assisting was poor. The gib strategy works, but with as much cloth as we run, somebody has to die in the first 10-15 seconds. Basically in the timeframe that our Paladin can heal from his bubble.
One team I played against a few times had a shadow priest (probably disc for imp mana burn), that had quite stacked levels of stam/resilence gear. His primary job was mana burn, and going for him first wasn't the strongest move either. Since mana burn doesn't scale with spell damage, he's left with a lot of room to get more stam
One of the most effective 'mana drains' on healers though is dpsing down an ms'd target. If you focused only on draining, healers could get away with not healing at all.
Mana drain is only effective if you can use it to stop healers from healing your damage, if you don't have damage to put pressure on the healers, healing becomes a lot less critical.
One of the most effective 'mana drains' on healers though is dpsing down an ms'd target. If you focused only on draining, healers could get away with not healing at all.
Mana drain is only effective if you can use it to stop healers from healing your damage, if you don't have damage to put pressure on the healers, healing becomes a lot less critical.
Mana-drain is as simple as applying Viper and dedicating one priest to Mana-burn. Damage is still being dealt by the Warrior/Hunter/(.5 or whole DPS), forcing heavy healing. Since many DPS teams play man-to-man defense, the damage they recieve in return is generally far less volumous, and the opposing team must heal multiple targets.
Burst teams are subject to luck moreso than other teams, and require far more coordination. A bit of lag, an unlucky resist, and you may just have lost your teams opportunity for the early first blood (which your team is predicated on).
Overall, mana-burn teams main strength lies in the consistancy of pulling off the strategy successfully due to it's simplicity (In execution, not overall) and fluidity.
Mana-drain is as simple as applying Viper and dedicating one priest to Mana-burn. Damage is still being dealt by the Warrior/Hunter/(.5 or whole DPS), forcing heavy healing. Since many DPS teams play man-to-man defense, the damage they recieve in return is generally far less volumous, and the opposing team must heal multiple targets.
Burst teams are subject to luck moreso than other teams, and require far more coordination. A bit of lag, an unlucky resist, and you may just have lost your teams opportunity for the early first blood (which your team is predicated on).
Overall, mana-burn teams main strength lies in the consistancy of pulling off the strategy successfully due to it's simplicity (In execution, not overall) and fluidity.
Sure, but the team he suggested lacks an MS warrior and instead has 2 priests + hunter. That team has no offense whatsoever except maybe a hunter.
Odd, you stated having a 2 pally 2 warrior team in the priest thread.
p.s. pom/pyro is a little outdated don't you think? Having 11k hp, spellwarding, desperate prayer, and health stones makes it difficult to instagib a priest with a pom/pyro mage. Or even 2 for that matter.