iaccidentallytwink
Guild Master
This is going to be a short and sweet rundown of how the classes fare given the newest patch and set of skills.
General -
Welcome to balanced twink PvP with 40% less burst! Yeah baby, the time has come to NOT get one-shot by everything that moves.
- Everyone has 40% baseline resilience, so expect very long battles that can be tons of fun.
- In addition, health has been increased across the board.
- Healers do not run out of mana, ever. No one does, really. Spirit is currently useless. Continue stacking Int as previously done.
- Healers don't die. Hybrid classes are immensely powerful right now.
- The bracket's abilities have been dumbed down or reduced. Blizzard seems to want more progression as you level.
Class Balance and Abilities in PvP
Druid -
- Huge buffs to survivability. Very hard to kill solo.
- 1% faster than level 20 mounts with the Feline Swiftness talent. Flag carrying is even better now.
- Wild Charge is a unique ability with use in premades for charging forward or towards an ally. Works with ledges/hills.
Hunter -
- Damage nearly nonexistant. This is now considered a pure CC class.
- First tier talents Posthaste and Narrow Escape very useful potentially, in premade situations.
- NO LONGER A DPS CLASS! Make use of Scatter, Monkey Scatter, Concus, Web, and other abilities to help out your team!
Mage -
- Consistant damage, now much more mobile than before. Very viable first tier talents.
- Possibly the least affected class. No major nerfs, only buffs.
Paladin -
- Huge buffs to survivability. Very hard to kill solo.
- Holy Paladins are currently unkillable and do major damage. The new hunters, critting for upwards of your full health at 20.
- Finally have gap closers with any of the first tier talents. Kiting is very nice.
- Other specs decent but no contest to Holy's damage.
Priest -
- Huge buffs to survivability. Very hard to kill solo.
- Amazing first tier talent; Psyfiend
- 45 second cool down personal "fearbot" that will fear everything for 10 seconds.
- Disc gets a no CD PW:S.
- Renew gone.
Rogue -
- No longer a major utility class.
- Terrible mobility. Sprint and Shadowstep GONE.
- Taking Subterfuge allows for 2 ambushes before you're essentially an interrupter and slower.
- Kick the only real utility spell left.
Shaman -
- Huge buffs to survivability. Very hard to kill solo.
- Instant Ghost Wolf. Makes for a decent Flag Carrier with Nature's Garden or Astral Shift talent (maybe even Stone Bulwark in some situations).
- Very nice first tier talents for several different situations.
- Wind Shear CD now 12 seconds.
- No more Earth shield. Water Shield currently useless as mana classes do not OOM at the moment. Only use Lightning shield.
- Most totems removed. Fire is left.
Warlock -
- Better survivability with new talents.
- One DoT, two with Destro.
- Demonology very good for damage.
- Affliction seem very weak right now in comparison.
Warrior -
- Nice damage. Overall well rounded.
- Finally have the mobility boost they needed! In combat charge, with great first tier talents. Double Time seems to be the winner so far.
Final Thoughts:
F2P is about to get a whole lot better. Survivability is great across the board, requiring major skill and teamwork to get something done now. There are a few issues that still exist or were created that need to be addressed;
- Rogues are almost completely an "all in" class right now with one chance to open hard and kick heals/slow. They need more mobility and ability in general.
- Mana users, and Healers especially, simply cannot OOM. Increase mana costs or greatly reduce regeneration. Or both.
- Survivability for healers is too much. PvP Resilience started at 30% in the beta, and is 40% on Live. Nerf it to 30% like it should have been.
- Make heals weaker.
- Buff Warriors. Period.
Welcome to the new Free to Play bracket! From the looks of things, every class is viable!
General -
Welcome to balanced twink PvP with 40% less burst! Yeah baby, the time has come to NOT get one-shot by everything that moves.
- Everyone has 40% baseline resilience, so expect very long battles that can be tons of fun.
- In addition, health has been increased across the board.
- Healers do not run out of mana, ever. No one does, really. Spirit is currently useless. Continue stacking Int as previously done.
- Healers don't die. Hybrid classes are immensely powerful right now.
- The bracket's abilities have been dumbed down or reduced. Blizzard seems to want more progression as you level.
Class Balance and Abilities in PvP
Druid -
- Huge buffs to survivability. Very hard to kill solo.
- 1% faster than level 20 mounts with the Feline Swiftness talent. Flag carrying is even better now.
- Wild Charge is a unique ability with use in premades for charging forward or towards an ally. Works with ledges/hills.
Hunter -
- Damage nearly nonexistant. This is now considered a pure CC class.
- First tier talents Posthaste and Narrow Escape very useful potentially, in premade situations.
- NO LONGER A DPS CLASS! Make use of Scatter, Monkey Scatter, Concus, Web, and other abilities to help out your team!
Mage -
- Consistant damage, now much more mobile than before. Very viable first tier talents.
- Possibly the least affected class. No major nerfs, only buffs.
Paladin -
- Huge buffs to survivability. Very hard to kill solo.
- Holy Paladins are currently unkillable and do major damage. The new hunters, critting for upwards of your full health at 20.
- Finally have gap closers with any of the first tier talents. Kiting is very nice.
- Other specs decent but no contest to Holy's damage.
Priest -
- Huge buffs to survivability. Very hard to kill solo.
- Amazing first tier talent; Psyfiend
- 45 second cool down personal "fearbot" that will fear everything for 10 seconds.
- Disc gets a no CD PW:S.
- Renew gone.
Rogue -
- No longer a major utility class.
- Terrible mobility. Sprint and Shadowstep GONE.
- Taking Subterfuge allows for 2 ambushes before you're essentially an interrupter and slower.
- Kick the only real utility spell left.
Shaman -
- Huge buffs to survivability. Very hard to kill solo.
- Instant Ghost Wolf. Makes for a decent Flag Carrier with Nature's Garden or Astral Shift talent (maybe even Stone Bulwark in some situations).
- Very nice first tier talents for several different situations.
- Wind Shear CD now 12 seconds.
- No more Earth shield. Water Shield currently useless as mana classes do not OOM at the moment. Only use Lightning shield.
- Most totems removed. Fire is left.
Warlock -
- Better survivability with new talents.
- One DoT, two with Destro.
- Demonology very good for damage.
- Affliction seem very weak right now in comparison.
Warrior -
- Nice damage. Overall well rounded.
- Finally have the mobility boost they needed! In combat charge, with great first tier talents. Double Time seems to be the winner so far.
Final Thoughts:
F2P is about to get a whole lot better. Survivability is great across the board, requiring major skill and teamwork to get something done now. There are a few issues that still exist or were created that need to be addressed;
- Rogues are almost completely an "all in" class right now with one chance to open hard and kick heals/slow. They need more mobility and ability in general.
- Mana users, and Healers especially, simply cannot OOM. Increase mana costs or greatly reduce regeneration. Or both.
- Survivability for healers is too much. PvP Resilience started at 30% in the beta, and is 40% on Live. Nerf it to 30% like it should have been.
- Make heals weaker.
- Buff Warriors. Period.
Welcome to the new Free to Play bracket! From the looks of things, every class is viable!
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