shanker
OG
after no more 70 action, getting borded....i finally came back to 19 bracket (other than a 1 game last week) on this CoA WSG weekend. so i dusted off my bank alt rogues, hunters, and tried my new enhance shaman and feral druid. to really check out patch 4.01
- really noticed that 19's on RUIN have dwindled down quite abit. que times are really long, alot of the same names from a smaller pool, day to day...less variety than before. really odd on a WSG weekend. i play both alliance and horde. i do not roll factions based on who is winning more. for this weekend i have rolled what seems to be the shorter faction to get some games rolling. that worked, i got to play more, even though it was alot of loses. i never AFK out, i stay till the end.
- holy paladins, IMO are the most OP class in the 10-19 bracket. the instant heal outs and heal backs are insane. bottomless mana-pool. can take 3-4 players to kill one. every game since friday has been based on which team had the most and best. they can attrite near any class down 1 vs 1. was truly amazed to see players with 2h BoA weapons w/crusader are rolling holy. one paladin in a seal, HOJ, CS, and following attacks pretty well wiped my 1400hp rogue.
- rogues are not as OP as everyone QQ's about. yeah they have a chance to wipe you, survive the burst, you can kill them. most the time they so called one shot you, it's because you were in another fight and your HP was down. rogues have faster stealth speed, and SS so it makes AMB/BS viable and more often. before the changes, stealthing around (slower) setting up for AMB/BS wasn't really viable. but when they landed those attacks they would wipe alot of health. problem is now players are experiencing AMB/BS's that they were not seeing before i did though enjoy playing rogues again. recuperate, IMO...not impressed. my hunter with 125ish HP turned on a rogue, scatter shot, marked, concussive, etc, was ready for his SS CD upcoming (since i play rogues) turned, wingclip (corrected), ran concussive, etc...dead rogue. healer classes survive the burst, they just flatten rogues. feral druids are destroying compared to rogues, generally outdoing them all the way around.
- feral druids are basicly the 10-19 rogue that everyone QQ'd if rogues got crippling poison. yet no QQ? yeah they don't have sprint but they move at 30%/40% speed. mangle is near almost as impacting as a rogues BS, once infected (crippling poison) they pretty well can easy maintain ToT, kiting, and wiping easy. with 2-3 hits your are dead. btw...worgens if racials go thru as previous mentioned will have a sprint. since friday thru monday have seen alot of druids topping DPS charts. this i actually enjoy playing most. endless escapes, actual heals when you need them. i have yet to beat a feral druid with my hunter that gets opener/infection on me, hamstring doesn't help much, because druid is not slowed enough, and you are slowed to help them maintain ToT
- res-druids must be on vacation or rerolled as feral, or playing at other times. not seeing as many as i used too.
- warriors, most i saw were fury spec, even the ones sword and boarding. they get heal backs from bloodthirst and bloodcraze. they also get piercing howl, which IMO is better at times than hamstring which they lost. PH can be used many times in a fight helping maintain ToT. also when PH is used it pops/exposes players out of stealth.
- mages, arcane maces were able to blast my hunter down like candy. the blink with the follow up sprint really covers alot of distance. if worgens or goblins get mages which will add a sprint/jump....look out
- priests, they are near h-pal status, about everytime you think they are about to die, between penace and flash heal they are are full health again.
- warlocks, glad they lost the sacrifice bubble. maybe the specs they are rolling for 19, but i haven't seen them topping both DPS/healing on the charts like before, they still do killer DPS, guess the insane health returns are somewhat gone, so they are no longer in the top three healer stats at the end of a BG
- shaman, i rolled mine as enhance, does some killer damage, like a holy paladin never runs out of mana, but seems most are rolling ele-spec. i went enhance-sham and feral druid because everything is pretty well much what i have farmed for rogues/hunters, i will have to farm out a res-ele gear set. mana cost of spells in low, mana regen extremely high. some of the ele-shammies are just flat out destroyers
- hunter, i did not enjoy playing. constantly losing pet, res'ing pet, feeding pet, and healing pet. near every class seems to be able to blah blah your pet....dead. 1 vs 1 couldn't kill any healer class, and near all caster classes. hunter only shined when rolling a better healing team than the other faction. rogues were a minor issue imo, yeah they would SS/AMB when i was low on HP at times. but when they were in the open, marked, etc. still easy to kite/kill. healer classes can blah blah pet, and flatten hunter thru attrition over time like candy. i only roll my hunter till i get a win for the 30 honor points and then switch to another class. also on my hunter i no longer send my pet to certain classes because they heal back thru the actions of killing my pet. hunters can still be top DPS depending on heals, but generally top the deaths stats too. hunters focus and cost of shots needs works. others are QQing on wow forums....so i won't bother. hunter pet spell bar is also bugged, pet dies and spells remove, especially the one i want to control
- level-10's, res/dodge FC 10 warriors backed by 10 H-paladin are generally a unkillable combo. that combo was rolling friday, was carrying team to win after win. druids and priests are also beastly as 10's. as for fixing res-10's, they didn't exactly fix the van-wow lvl-10 dodge twinks fast and dodge was slowly nerfed over a 3+ year period. infact dodge has gotten boosted again. on resilience...less than a year ago before the resilience boost hotfix there was talk of doing away with resilience on gear, gems, enchants, etc. and implementing a flat 1000 res buff all players at 80 would get in BGs. because at 80 you had classes unkillable with 1300-1400 res, and other classes couldn't go over 800-1000 because damage output would suffer. of course they never went thru with the idea and so far have went with 2 boosts.
- really noticed that 19's on RUIN have dwindled down quite abit. que times are really long, alot of the same names from a smaller pool, day to day...less variety than before. really odd on a WSG weekend. i play both alliance and horde. i do not roll factions based on who is winning more. for this weekend i have rolled what seems to be the shorter faction to get some games rolling. that worked, i got to play more, even though it was alot of loses. i never AFK out, i stay till the end.
- holy paladins, IMO are the most OP class in the 10-19 bracket. the instant heal outs and heal backs are insane. bottomless mana-pool. can take 3-4 players to kill one. every game since friday has been based on which team had the most and best. they can attrite near any class down 1 vs 1. was truly amazed to see players with 2h BoA weapons w/crusader are rolling holy. one paladin in a seal, HOJ, CS, and following attacks pretty well wiped my 1400hp rogue.
- rogues are not as OP as everyone QQ's about. yeah they have a chance to wipe you, survive the burst, you can kill them. most the time they so called one shot you, it's because you were in another fight and your HP was down. rogues have faster stealth speed, and SS so it makes AMB/BS viable and more often. before the changes, stealthing around (slower) setting up for AMB/BS wasn't really viable. but when they landed those attacks they would wipe alot of health. problem is now players are experiencing AMB/BS's that they were not seeing before i did though enjoy playing rogues again. recuperate, IMO...not impressed. my hunter with 125ish HP turned on a rogue, scatter shot, marked, concussive, etc, was ready for his SS CD upcoming (since i play rogues) turned, wingclip (corrected), ran concussive, etc...dead rogue. healer classes survive the burst, they just flatten rogues. feral druids are destroying compared to rogues, generally outdoing them all the way around.
- feral druids are basicly the 10-19 rogue that everyone QQ'd if rogues got crippling poison. yet no QQ? yeah they don't have sprint but they move at 30%/40% speed. mangle is near almost as impacting as a rogues BS, once infected (crippling poison) they pretty well can easy maintain ToT, kiting, and wiping easy. with 2-3 hits your are dead. btw...worgens if racials go thru as previous mentioned will have a sprint. since friday thru monday have seen alot of druids topping DPS charts. this i actually enjoy playing most. endless escapes, actual heals when you need them. i have yet to beat a feral druid with my hunter that gets opener/infection on me, hamstring doesn't help much, because druid is not slowed enough, and you are slowed to help them maintain ToT
- res-druids must be on vacation or rerolled as feral, or playing at other times. not seeing as many as i used too.
- warriors, most i saw were fury spec, even the ones sword and boarding. they get heal backs from bloodthirst and bloodcraze. they also get piercing howl, which IMO is better at times than hamstring which they lost. PH can be used many times in a fight helping maintain ToT. also when PH is used it pops/exposes players out of stealth.
- mages, arcane maces were able to blast my hunter down like candy. the blink with the follow up sprint really covers alot of distance. if worgens or goblins get mages which will add a sprint/jump....look out
- priests, they are near h-pal status, about everytime you think they are about to die, between penace and flash heal they are are full health again.
- warlocks, glad they lost the sacrifice bubble. maybe the specs they are rolling for 19, but i haven't seen them topping both DPS/healing on the charts like before, they still do killer DPS, guess the insane health returns are somewhat gone, so they are no longer in the top three healer stats at the end of a BG
- shaman, i rolled mine as enhance, does some killer damage, like a holy paladin never runs out of mana, but seems most are rolling ele-spec. i went enhance-sham and feral druid because everything is pretty well much what i have farmed for rogues/hunters, i will have to farm out a res-ele gear set. mana cost of spells in low, mana regen extremely high. some of the ele-shammies are just flat out destroyers
- hunter, i did not enjoy playing. constantly losing pet, res'ing pet, feeding pet, and healing pet. near every class seems to be able to blah blah your pet....dead. 1 vs 1 couldn't kill any healer class, and near all caster classes. hunter only shined when rolling a better healing team than the other faction. rogues were a minor issue imo, yeah they would SS/AMB when i was low on HP at times. but when they were in the open, marked, etc. still easy to kite/kill. healer classes can blah blah pet, and flatten hunter thru attrition over time like candy. i only roll my hunter till i get a win for the 30 honor points and then switch to another class. also on my hunter i no longer send my pet to certain classes because they heal back thru the actions of killing my pet. hunters can still be top DPS depending on heals, but generally top the deaths stats too. hunters focus and cost of shots needs works. others are QQing on wow forums....so i won't bother. hunter pet spell bar is also bugged, pet dies and spells remove, especially the one i want to control
- level-10's, res/dodge FC 10 warriors backed by 10 H-paladin are generally a unkillable combo. that combo was rolling friday, was carrying team to win after win. druids and priests are also beastly as 10's. as for fixing res-10's, they didn't exactly fix the van-wow lvl-10 dodge twinks fast and dodge was slowly nerfed over a 3+ year period. infact dodge has gotten boosted again. on resilience...less than a year ago before the resilience boost hotfix there was talk of doing away with resilience on gear, gems, enchants, etc. and implementing a flat 1000 res buff all players at 80 would get in BGs. because at 80 you had classes unkillable with 1300-1400 res, and other classes couldn't go over 800-1000 because damage output would suffer. of course they never went thru with the idea and so far have went with 2 boosts.