Rolling melee... advice, please!

Lebowski

Legend
  • I've been kicking the idea around for a bit now of rolling a melee character to mix it up with. I'd like to think I know most of what I would need to in order to make a decision, but I always like to hear constructive input from others. Perhaps this is a "DERP!" comment, but I'm looking for a mix of fun & utility. I'm also curious as to how they fair in 1vs1 duels for when I'm just beefing around town. I generally PUG, but would never be against Premades if I have time/energy.



    I can't seem to decide between Enh Shaman, Subt Rogue, Ret Pally, or 2H Fury Warrior.



    Open and thankful for any insight you can provide!
     
    Shammy and Pally are gonna give you more options due to healing and other spells and from what I have seen so far, they fair better overall compared to pure melee classes in overall survivability.



    Personally I have a Ret and a Rogue, I prefer the Rogue, more support options (chain sap, gouge, stealth in general). And that due to stealth, if in a bad PUG I can hide out and not get farmed.



    I tend to PUG a lot though, due to RL stuff. Wife / newborn / stepson need me to randomly jump up from the PC here and there and I don't wanna do that to a premade, just disrespectful.





    Bob
     
    [font=trajan, tahoma, arial, verdana, tahoma, sans-serif]Enh Shaman, Subt Rogue, Ret Pally, or 2H Fury Warrior.[/font]





    [font="trajan, tahoma, arial, verdana, tahoma, sans-serif"]forget all those...go Druid...
    <
    they're okay for most 1v1's except the obvious hunter when you just can't stay in melee range. you seriously have to manage your energy but 1v1's are possible if you can stay alive long enough to build your energy back up to 100% for the closing barrage.
    [/font]
     
    Roll all three, take the 2 hours and hit 20 and get some gear and see which you like best, after that do what danceparty said
     
    Rogue is a very good option. Very good burst damage and you can pick your fights as only 24's will be able to see you in stealth. Crippling poison is the most significant slow in the bracket at 70% movement speed decrease. With sap, you can 1v2 the EFC and healer to get some clutch flag returns in WSG. And with shadowstep and proper timing of gouge, hunters are not too difficult to take down 1v1.



    Ret paladin is my favorite ATM. Very good damage and can throw some clutch heals out. HoJ is very useful and as a 6-second stun that doesn't break unless trinketed, it's pretty OP IMO. Extending your judgement range to 30 yards allows you to still deal damage to anyone trying to kite you. And Pursuit of Justice can give you just enough speed to chase someone down. I've never been in a 1v1 situation against good hunters/mages, so I don't really know how a ret would fare against being kited seeing as how you don't get Hand of Freedom yet. I would imagine a good hunter could kite and blow you up fairly easily and a mage could probably do something similar.



    I'm just starting to get serious about playing my warrior. After 5+ years of playing one since release and just now coming back after 2-1/2 years of not playing, I'm a bit rusty. But as a 2h Fury warrior you deal damage, not much else. And you do deal very good damage. Bloodthirst actually hits harder than MS, even with the talent to increase MS damage by 15%; don't ask me why, it just does. Heroic Throw does some very decent ranged damage and can make for a nice finisher if your target gets away from you with very little health left. The hit % increase and using a 2-hander means that you can give up some +hit items for other stats. The only miniscule utility (if you could call it that) is a short AOE slow; not to say that it's not helpful, but that's all you've got. The heal from Victory Rush is very nice and can be clutch in many situations, but it's not on-demand and only heals yourself so I don't consider it utility. Warriors do have a lot of weaknesses, tho. Ranged classes can put you in combat before you get close enough to charge, which can leave you stranded since charge is the only gap closer. Since you have no real abilities to support yourself, you can get blown up pretty easily.



    Haven't played an Enh. shaman yet, but I do have a little motivation to do so. But it probably won't get started until I gear up my other characters.



    My only current PVP experience is from BGs. I never really liked arenas, always enjoyed BGs a lot more and that still holds true today.
     

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