warriors can be goblinsDruids can't be Goblins, so that leaves me with only one choice...
j/k j/k... I'm squishy. But I have fun. Shamans for life >.>
they take more damage and thats pretty much the sole reason why warriors are better than protadins. and you know, the goblin part.Protadin by far, stun cleanse silence loh offheal. It has everything better that a war has, exepect maybe mobity
I do not get why you say Protection Warrior is really squishy.I do not get why Prot warr is top votted since they are really squishy, resto druid is the best i think because of travel form and powerful heals.
I do not get why you say Protection Warrior is really squishy.
he is silly.
Haha trust me I saw how fast prot went down againts 2 hunters, resto would just run away and heal.
, a prot warrior still has both it's charges while taking very little damage.goesid said:a mage vs a bunch of hunts
Haha trust me I saw how fast prot went down againts 2 hunters, resto would just run away and heal.
Protadin by far, stun cleanse silence loh offheal. It has everything better that a war has, exepect maybe mobity
Druids feel really tanky since bear was buffed. All specs, even. I couldn't say which is the "best" FC, but i would say that prot warriors are probably the weakest "FC" by far.
Guardian Druid is the best FC ever :
-- Best Armor compared to all classes when shapeshifted in Bear Form
--Reduces magical damage by 25% and physical damage by 12%. Also reduces meele crit chance by 6% when shapeshifted in Bear Form.
--Can move fast by using Travel Form.
--Can use rejuvenation to Heal.
--Stamina increased by 20% when going Bear Form.
-- Guardian druid needs at least a healer with him .
BEST FC EVER.
-Prot warrior isn't far behind in armor.
-Reduces all damage by 25% and 6% less chance to be struck by a critical hit.
-Has charge which works after stacks kick in at which point travel form is useless.
-This is for a premade so you will have healers so thats no problem. Not to mention Guardian becomes very squishy when using rejuv or travel form.
-Stamina increased by 15%
-Irrelevant.
Prot warrior > Guardian Druid.
Guardian Druid's have the same spell dmg mitigation and crit % deduction. It ends up being wars mitigate physical dmg reduction roughly 7-9% better than druids. If ur gonna say wars can use charge for mobility, its kinda laughable. Sure u can get away from perhaps a rogue opening on u, but ur running straight into the enemy line. The way premades are run these days it would likely just be better to not charge and have ur team cc the rogue. Guardian Druids can use Wild Charge, which allows them to get away from melee without running into the enemy team, actually u can go in the opposite direction. Wild Charge can also be used to go to different levels of the field. Ex: ur team is being pushed back to gy, and even is split res. Now a war fc is left to fend with 3-4 players. If the enemy team puts a flank u may or may not get off a charge so u can range the other dps surrounding ur gy. However as a Guardian Druid, u can have a teammate, like a mage, lock or hunter, move their pet up ontop of gy. Then u Wild Charge it, allowing u to escape. Now the enemy team must send ppl to flank u, which reduces their numbers in gy. Now ur team can full res and push them out, then prevent the flankers from backdooring u.-Prot warrior isn't far behind in armor.
-Reduces all damage by 25% and 6% less chance to be struck by a critical hit.
-Has charge which works after stacks kick in at which point travel form is useless.
-This is for a premade so you will have healers so thats no problem. Not to mention Guardian becomes very squishy when using rejuv or travel form.
-Stamina increased by 15%
-Irrelevant.
Prot warrior > Guardian Druid.
7-9% is alot. Throughout the game your healers will save alot of mana by having a warrior instead of a guardian. Charge won't provide alot of mobility often but sometimes it will and at those times it can be very crucial.Guardian Druid's have the same spell dmg mitigation and crit % deduction. It ends up being wars mitigate physical dmg reduction roughly 7-9% better than druids. If ur gonna say wars can use charge for mobility, its kinda laughable. Sure u can get away from perhaps a rogue opening on u, but ur running straight into the enemy line. The way premades are run these days it would likely just be better to not charge and have ur team cc the rogue.
If you go in to travel form ranged will eat you up before you do anything.Warrior has their defensive passive.Guardian Druids can use Wild Charge, which allows them to get away from melee without running into the enemy team, actually u can go in the opposite direction. Wild Charge can also be used to go to different levels of the field.
Ex: ur team is being pushed back to gy, and even is split res. Now a war fc is left to fend with 3-4 players. If the enemy team puts a flank u may or may not get off a charge so u can range the other dps surrounding ur gy. However as a Guardian Druid, u can have a teammate, like a mage, lock or hunter, move their pet up ontop of gy. Then u Wild Charge it, allowing u to escape. Now the enemy team must send ppl to flank u, which reduces their numbers in gy. Now ur team can full res and push them out, then prevent the flankers from backdooring u.