Best FC class?

TwinkO

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[font=arial,helvetica,sans-serif]Well I want to know your opinion on this question. What the pros/cons of these classes.

For me on 19 lvl druids were just super cool, but now with mounts on 20 lvl they just not so flexible as they were.[/font]
 
Skilled druids capable of multiple form shifts can break hunter CC and are still pretty tough to beat when it comes to being half way down the field before anyone sees them on the map. That said, geting so far away from a healer in a bracket with so little HP and so much burst means ninjaing the flag is fine but holding it the entire time isn't as attractive as a druid. Even still, stealth, the ability to get out of hunter CC, increased indoor speed, druids are still strong FCs if played well. Bears even got a slight armor buff, but again, druids are better at running than tanking. There are better classes for holding than druids.
 
There are better classes for holding than druids.

totally agree with this. if my shot at Ironman has already been blown, i just pass it off to someone else and head back over to either help the rogues retrieve our flag or get ready to snag another one.



between travel form and a speed pot you really have to plow into a group to not make it to the other side.
 
rogues for extraction, pallies for carrying.
 
id say Prot Warrior if they have a healer they have Victory rush and the only TRUE AoE in the bracket with blood and thunder (spreads rend) and once vengeance is full shield slam hits like a truck



EDIT: and they only will get better when charge is usable in combat
 
druids at 20 lack the ability to get enough health to avoid being blown up by hunters since the enchants are limited
 
im pretty sure thats what intercept is, or thats what it used to be

No. It was similar, but not the same. Charge generates rage, intercept requires rage. Charge is only usable OOC (unless talented), intercept is usable whenever you have rage and it's not on cooldown. Charge generates a short stun, the purpose of which is to allow charge to close the gap and get you on the target before he can run away; intercept causes a medium stun (was 3 seconds, dunno about now).



Intercept used to be the gap closer / interrupt / stun for when warriors were already in combat. And being put in combat by looking at a warrior wrong, used to have to resort to bloodrage -> intercept just to get close at the beginning of combat. Now that charge can be used in combat via talents, intercept has pretty much gone the way of the dinosaur. Especially with Juggernaut putting charge & intercept on the same cooldown.



What Kahr means is that come MoP (if I read the talents right) warriors will get to use charge in combat.
 
druids at 20 lack the ability to get enough health to avoid being blown up by hunters since the enchants are limited



My resto druid (1.5k 2.2 buffed in bear) begs to differ.





For me nothing beats the carrying speed potential of a resto druid, but you do have to have a fairly robust team capable of killing the efc to avoid a lond hold which will inevitably end up in the druid getting cornered and killed. I just ended a stint of trying to play feral and I gotta say it didn't work for me at all, no heals on the go made it a lot harder to do and hunters were pretty much a death sentence.



After that um... pallies. Armor and such and bloody LoH, the stun,... great for holding.
 
druids at 20 lack the ability to get enough health to avoid being blown up by hunters since the enchants are limited

i agree with kearbear. i get across midfield just fine.....running from a hunter is cake...even stunned against a group of 2 i can usually still get away from. its the 3+ groups where I get stunned that are the problem.
 
No. It was similar, but not the same. Charge generates rage, intercept requires rage. Charge is only usable OOC (unless talented), intercept is usable whenever you have rage and it's not on cooldown. Charge generates a short stun, the purpose of which is to allow charge to close the gap and get you on the target before he can run away; intercept causes a medium stun (was 3 seconds, dunno about now).



Intercept used to be the gap closer / interrupt / stun for when warriors were already in combat. And being put in combat by looking at a warrior wrong, used to have to resort to bloodrage -> intercept just to get close at the beginning of combat. Now that charge can be used in combat via talents, intercept has pretty much gone the way of the dinosaur. Especially with Juggernaut putting charge & intercept on the same cooldown.



What Kahr means is that come MoP (if I read the talents right) warriors will get to use charge in combat.



thanks for clarrifying it, never played an end game warrior much.
 
My resto druid (1.5k 2.2 buffed in bear) begs to differ.





For me nothing beats the carrying speed potential of a resto druid, but you do have to have a fairly robust team capable of killing the efc to avoid a lond hold which will inevitably end up in the druid getting cornered and killed. I just ended a stint of trying to play feral and I gotta say it didn't work for me at all, no heals on the go made it a lot harder to do and hunters were pretty much a death sentence.



After that um... pallies. Armor and such and bloody LoH, the stun,... great for holding.



I cringe every time I see you in a game, because I just know that my team is going to have a hell of a time returning the flag. Seeing you play your rdruid in pugs has really changed my opinion of them. /respect
 
Kearbear is right, My druids currently only 1.4k unbuffed till I get AGM.



But a good resto druid with hots and proper powershifting/map knowledge is about the best FC there is.



however when it comes to sitting in on the flag in base im gonna say a pally because once a druid shifts out of bear form to heal hes lost a ton of defenses, pallys dont have to unequip sheilds
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