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Alex C:
It's the damned gear dependence, really. James probably has had a much better experience with warriors than I simply because I never geared one up all that terribly high and they don't really have much else to fall back on. That's not to say that warriors are a shitty class, mind you, it's just that so much about them is based on the idea that they can leverage a great piece of gear better just about any other class. I mean, really, a Mortal Strike crit followed up by some sword spec procs is either pretty okay compared to what other classes do or fuckin' amazing depending on your gear level.

PizzaSHARK:
Well, all the classes are pretty heavily gear-dependant - getting shiny new purples is the whole reason for the endgame, after all, much like it was in D2X.

Physical DPS classes are a little more reliant than casters because their weapons are where a lot of the damage comes from, but a caster with 0 spellpower more than likely won't have it any easier than a fighter with a white weapon.

As far as solo warriors go, they're fine.  I've leveled two to 70, both as Protection, and this was pre-3.0, mind you.  The first one was pre-Shield Slam :)

It's about balancing how much damage you're taking versus how much you're putting out (heh.)  Generally speaking, Arms is the least gear dependent, while Fury is the most.  Protection is the most efficient, and I'll bet it's just downright superior to the other two, with all the crazy buffs it's gotten.  If you're focusing on leveling, I'd strongly recommend Prot.  It was already very efficient before 3.0, and I doubt the changes made it worse.  You also get the side benefit of finding instance groups pretty easily - everyone loves Prot warriors :)

How useful macros are depends on your class.  Shammies and Pallies benefit hugely from modifier-key macros, since it allows you to place more abilities within easy reach (ex, you could use 1-5, Q, E, R, F, G, C, and V for common abilities; if you make each key a modifier-key macro, you just went from having 12 abilities in easy reach to 24 or even 36, without even using an actionbar mod.)  A simple weaponswap macro is critical for any shield class if the shield isn't part of your normal loadout.  You cannot compete as an Enhancement Shammy in PvP without one - you MUST be able to quickly switch between DPS (dual wielding) and survival modes (heater and beater) on the fly, since Enh Shammies have all the durability of soggy Kleenex without the Armor that comes from a shield.  Your choice not to use em, but you'll be hugely more efficient with a few simple macros without really automating any part of the game; unless you LIKE digging through your packs to dig up your shield while butchering Alliance scum, of course ;)

Alex C:
It's true that all classes are gear dependent, but really, my point is that warriors have traditionally come closer to being an outlier than any other class, since their "Oh shit!" abilities are tanking oriented and tend to work best when you've got a healer backing you up. For solo survivability they don't quite have anything that really compares with kiting, bubble or even a simple Evasion+AR beatdown, since if nothing else the poisons and fast combo point generation will kill things even if your swords suck. Although, I must admit, Retaliation is admittedly pretty sweet... if you have a great big two hander. Further, if nothing else, warriors have always been kind of fiddly stat wise. It was even worse before the attack power normalization many moons ago.

0bsessions:

--- Quote from: Alex C on 26 Nov 2008, 04:30 ---Anyway, if you think DKs have high survivability james, you should try out a feral druid. The crap you can get get away with as a feral druid is pretty crazy. Plus, I've always kind of secretly considered warriors kind of shitty as solo characters. They can hit like trucks and soak damage like crazy, but they can't really kite or self-heal, both of which are almost stupidly OP vs. mobs.

--- End quote ---

Untrue. As someone who rolled Feral Druid from the start, I can assure you: Death Knights make Feral Druids look like pansies. With the time I've logged on him, I feel confident saying I'm pretty damn solid with Druids, but I still can take down things more efficiently with an Unholy Death Knight. Unholy Death Knights are like some disgusting union between a Paladin and a Hunter. You've got all these insane debuffs and instant cast pull bullshit and an incredibly tough pet. II have only actually seen my Ghoul die once, and that was my own fault for testing to see how many equal level mobs I could take at once in Hellfire Peninsula. The answer was about six. And this was with minimal experience with the class.

As James said, if you are playing competently, there is zero excuse for dying as a Death Knight.

That said, about ninety percent of Death Knights are completely incompetent. The other night, I was soloing a 63 Elite for a quest with my feral Druid, waiting for it to respawn as someone had beaten me to him. Two Alliance Death Knights creeped up behind me in a pretty clear and obvious effort to kill steal on me when the Elite respawned. Being Alliance Death Knights, they obviously had zero attention span, so the goons start ineptly pulling other mobs to pass time. While they did this, I furiously kept right clicking the spawn point and just barely snagged him before they could. Of course, being the kind of right cunt who would roll Death Knight, the two of them both started spitting on me, but hey, learn not to be a tit.

I deal with at least a couple of them doing this every evening of play I commit to. Add to this general attitude pretty much the majority of Death Knights have the whole Death Grip thing and you have a class that is pretty much perfectly aimed at being an absolute cunt.

It's at its worst in Hellfire, though. Thankfully, Zangarmarsh wasn't nearly as bad and Nagrand seems effectively barren of them thus far. There were points in Hellfire where I simply couldn't use cat form, my general primary form, because stealthing would slow me down too much to get anything tagged before some asshole DK would come in and pull six mobs onto himself in an effort to tag everything. I miss being able to actually use my usual elite soloing strategy (Stealth, pounce, shred, rip, mangle, ferocious bite, go to bear and enjoy a nice war of attrition), but half the time, a Death Knight will come in and I have to just start out in bear form due to a need to just run in on the elite, adds or not, to avoid the DK tagging it.

So yeah, Death Knights are a broken class that desperately needs nerfing, particularly the death grip ability. I figure, since its primary intent is holding aggro, giving it a really bad cooldown that's eliminated indoors would probably solve the problem.

Alex C:
I dunno... I guess I'm just not a big ghoul fan.

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