Warrior FC race.

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Nudgee

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Looking for pros and cons of each race for warrior FC, maybe seperate them for premade setting and pug setting. (if you have a 1 word reply, i dont want it. Id like to hear the reasons for each choice)





Thanks in Advance.
 
Tauren

- Nature resistance (rogue poison hits less and druid roots on you fail often) (19)

- war stomp, can interrupt spells, or get you a small gap when making a run for it

- 5% hp increase, always good.



Troll

- Da voodoo shuffle Decreases the duration of movement impairing effects by 15%. Not sure of how good this is, it's good but meh...

- berserking (attack speed +20%) helps you kill their offense a bit quicker

- 10% more health regen, also 10% regen during combat. Again good but nothing awesome imo

Wouldn't choose troll for a FC



Orc

- Blood fury (AP increase), helps dispatching their offense

- Hardiness reduces stun time by 15%. So HoJ now lasts for 4.25sec. Nothing gamebreaking.

- Expertise with axes increased by 5... yea



Undead

- Will of the Forsaken removes charms, fears, sleeps. So basically just removes a fear effect with a 2min cd. If you're fcing, the fear will break down soon anyways. Dunno, maybe it has its uses.

- Cannibalize When activated, regenerates 7% of total health and mana every 2 seconds for 10 seconds. Kinda quick heal compared to eating. You'll probably have healers to manage that though

- Shadow resistance. Resists fears and some wlock dots. (19)



Goblin

- Rocket Jump. Kinda like hunter disengage but makes you leap you forward
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Human

- Every man for himself. Works like a pvp trinket, and frees up another trinket slot for second agm. So basically reduced trinket cd and 120 more hp compare to other races.

- +5 expertise with swords and maces.



Dwarf

- Stoneform. Increases armor, removes all poison, bleed and disease effects and lasts for 8 seconds. 2min cd. Not sure of how useful this is, but doesn't sound too bad for tanking against melee!

- +5 mace expertise



Gnome

- Escape artist. Removes all movement impairing effects, but not stuns or fears etc. 1,5min cd. Very useful, with a short cooldown as well. Not as good as human racial though IMO.

- Improved arcane resistance. (19) Might resist arcane torrent (?) / polymorph

- dagger expertise +5



Night Elf

- Shadowmeld, stealth in which you cant move or it fades. Pretty much useless.

- Quickness. 2% improved chance for attackers to miss on you. Good if horde has only capped hit rating for 5%

- Improved nature resistance. (19) Roots will fail on you more often and poison makes less damage.



Draenei

- Gift of the Naaru, heals 20% of total health over 15seconds. Can be cast on anyone, 3min cd.

- +1% chance to hit.

- Improved shadow resistance. (19)



Worgen

- 40% movement speed buff, lasts 10 sec. 2min cd. Good for getting away from big groups of enemies. That is, unless you get slowed. Never run away from your healers though!

- crit chance increased by 1%

- shadow and nature resistances increased by 14. Fears, wlock dots, roots, poisons will have reduced effect against you.







Bear in mind some classes have different base attributes than others, and some classes can't do all wsg jumps. Pick the race that suits your playstyle the best!
 
Dazzlerazzle



Human unless ya don't use double agm then go worgen with boa insignia
 
Horde:



Goblin > Blood elf > Tauren > Undead > Troll > Orc



Goblin for rocket jump, no explanation needed. It's better than the resistance/extra base health taurens and belves have.



Belf for arcane resistance and an aoe silence.



Tauren for extra base health, nature resistance and an aoe stun.



Undead for shadow resist and wotf.



Troll for reduced duration on snares.



Orc for reduced duration on stuns.



Alliance:



Human > Worgen > Gnome > Dwarf > Night elf > Draenei



Human for 2 min trinket.



Worgen for nature and shadow resistance as well as a sprint.



Gnome for escape artist and arcane resistance.



Dwarf for stoneform and frost resistance.



Night elf for -2% chance to be hit.



Draenei for gift of the naaru.



My opinion.
 
Horde: goblin > belf = tauren > troll > undead > orc

goblin because the jump is - hands down - the best spell in the bracket, of all spells.

belf and taurens are abit more tricky, while the hp increase should not be factored in at any point, (since its base health not of max hp), what race is better really depends on your enemy team. if you find yourself to be vs. a team which is heavy on: rogues, bm hunters, warriors or retribution paladins, tauren is the way to go. if you find yourself vs. a team with exceptional healers, and offensive arcane mages, you're going to want belf. keep in mind, that this is in a premade setting, where i won't factor in polymorphs since they will most likely be broken anyways. (you're the bloody fc)

troll: i put this here, because haste affects your rage gain, and as a warrior, you like rage. fear effects are rare or broken early, so therefore i ranked it above undead. eating is nice but rather useless. orc is last because orcs.



Alliance:

human = gnome > worgen > d0rf > draenei > nelf.

alliance are, by premade rules, allowed bombs

people will probably find this alliance setup slightly more.. controversial, and indeed im open to arguments. however, this setup is based around

this lone concept:

alliance are, by premade rules, allowed bombs.

now, lets take a look at things for a second. from the start, i valued human and gnomes equally, which is based on the fact that you get a 2-minute trinket. however, i see no foul play in having a 5-min cd on a trinket, and losing 120 stam in exchange for 6 resilience. really not a Major issue, when thinking about the amount of healers you should have. remember, you won't be escaping alot, as much as you will be "running in slowmotion while people healbot your behind".

gnomes, are in MY mind better than humans, simply because escape artist is extremely undervalued, and bombs. instant cast, stunning bombs is nomnom for peeling off of a healer (assuming you're prot so you dont have howl ofc.), and finally, you may very likely find an arcane mage in the offense, so arcane resist vs. AB. i valued darkflight lower, since i find this spell to be very overrated. its a lackluster gapcloser, since 40% speed doesn't do much if you're hit by a conc. shot, or a frostbolt, or a waylay, which as an fc, you will most likely be 24/7. lets face it, you're chosen as FC because you have better SURVIVABILITY than druids, not better MOBILITY. if you were looking for a kiting D, roll with a resto druid in stam gear and powarhshift that shi*.

dwarves because its great if you wanna anticipate a couple of ambushes, and finally draenei and nelf. i feel like the Hot is better than 2% dodge, (and smeld is irellevant since you'll be holding a flag.) ohh, and its unlikely you'll find any kind of druids, so natureresist does jack squat.



once again, this is based on PERSONAL oppinions, regarding a premade setup. in no way, shape or form have i theorycrafted any of this, tested it, or anything of the sort. indeed, i play a prot worgen, what the fuc* do i know :3.
 
I would say for Horde you want goblin in most cases just because the rocket jump is so good and can easily outmanuever your enemies. amazing racial. Tauren and Blood elf are next best and each race comes into play depending on what the opposing team has. Tauren can aoe stun melee usually since they are always in range of it. the hp helps but it isnt game breaking or anything. they have nature resis but there isnt that many nature spells that have to be accounted for in the bracket. With blood elf you have arcane resis which is good vs arcane shot and mages as well as the aoe silence which also gives 15 rage that can be of use to you for a lot of things but this is more useful offensively to begin with but it helps.



Now for Alliance i would go Human over all just because of the racial trinket which allows for 2 agms which is an extra 120 hp and the trinket CD is only 2 mins allowing it for constant use while FCing. A lot of people debate gnome and worgen an my look on it is that gnome would be better for the arcane resis just like the blood elves have as well as escape artist which removes movement impairing effects and having a trinket equipped means you can esccape artist a slow and trinket a stun or fear and the CD on escape artist is only 1.5 minutes. With worgen you get the shadow and nature resis which is helpful against a variety of classes and you get the the 40% 10 second sprint which has a 2 min CD. However after a 4 stack the sprint isnt helpful and so that leaves you with the hope of resisting spells that the opposing offense might not have.



This is my view on the best races for FC warr horde and ally. hope it helps
 
Flag Carrier uses for shadowmeld:

- Stealth in the opposite sides flagroom while waiting for their flag to return.

- ??
Sorry I'm a tard and posted that when I woke up. derp. Didn't realize this was for FCs. carry on.
 
(note this is for premades not for pugs)

horde

BE > goblin = tauren > undead = troll > orc

BE

Arcane resist- is probably one of the best things to have against a premade

AoE silence - again another gamebreaking ability

Goblin

rocket jump -a great ability for capping but thats it half the time if u use this ability you have a chance to LoS ur healer which is the worst thing u can do

Taruen

nature resist - hte 2nd best resist to have

5% base health increase (please remember its 5% BASE HEALTH) - this turns into 20 health or 2stam /clap you have so much health
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war stomp - imo one of the best defensive abiities in this bracket

undead

shadow resist - ya not to useful

wotf - worthless for a FC

Cannibalize - pretty good when ur healers are drinking

troll

DvS - nice for kiting if needed

berserking - FCs should be focusing on avoiding damage not doing it /end

10% health regen and 10% health regen in combat - its ok helps the healers a little

orc

blood fury - again FC does not want to do damage but avoid it!

hardiness - nice for kiting

ally

dwarf > gnome > human = worgen > draenei

dwarf

frost resist - pretty nice

stoneform - the best ability in this bracket for FCing

gnome

arcane resist - yup amazing

EA - very nice ability not as good as human racial tho

human

EMfH - /clap congratz you can now use 2 AGMS (which every FC uses anyway) i hope you feel special
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on a seious note its only good for when ur team returns flag and IF you get snared/ CC'd

worgen

nature and shadow resist - good but only 14 not 19
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sprint - sometimes good but most of the time (like goblin jump) you will probably LoS ur healer or get CC'd

Draenei

shadow resist - ok

heal - nice, but unless ur alone your healers should have u up all the time
 
nature res isn't the second best. shadow/frost is.

shadow? lol i think its the worst

let me know when a shadow priest or warlock are allowed in a premade and ill change my mind

frost is close but again arcane > frost in premades

but also nature is only going to be useful against huntards

so its kind of nature = frost neither are better than arcane
 
Psychic scream, shadow word pain, mind blast.



Hunter's do nature damage apart from serpent sting?
 
human for 2 agm get fire resistance and your good to go



edit: for pugs



dunno for premades as i never done one
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