1. help me choose a class in wotlk

    ive played every class in cata and almost every class in mop
    now with lordaerons launch i want to go back to wotlk, but with the 1x rates i wont be able to try out everything
    i have only played a rogue so far on wotlk for a short time but i would like to play something else now

    i will mainly play pvp so i would like to get opinions about that
    ive been thinking about locks,palas,dks,mages

  2. IMO

    Dk: Very boring unless immobile heavy damage is your thing.

    Palas: UP in woltk. You got your defensive Holy pvp healer, ret is strong and is good in 2s if used properly. Prot is really good in pvp too, prot pala/r sham end game gear is very nice.

    Mages: Even though they are a staple class in arena and I love Spriest/FMage in woltk, I find them so boring to play.

    Lock: My go to pick. My favorite expansion for locks because the really good locks stand right out. You have three very different specs that hold different play styles that are all viable if used right.

    TLDR:

    Pally: if you want to be UP and be able to switch between Tank/Dps/Healer that are ALL viable and STRONG in pvp.

    Lock: If you want to be a DPS CASTER whilst being able to switch between three different viable specs in pvp.

  3. IMO

    Dk: Very boring unless immobile heavy damage is your thing.

    Palas: UP in woltk. You got your defensive Holy pvp healer, ret is strong and is good in 2s if used properly. Prot is really good in pvp too, prot pala/r sham end game gear is very nice.

    Mages: Even though they are a staple class in arena and I love Spriest/FMage in woltk, I find them so boring to play.

    Lock: My go to pick. My favorite expansion for locks because the really good locks stand right out. You have three very different specs that hold different play styles that are all viable if used right.

    TLDR:

    Pally: if you want to be UP and be able to switch between Tank/Dps/Healer that are ALL viable and STRONG in pvp.

    Lock: If you want to be a DPS CASTER whilst being able to switch between three different viable specs in pvp.
    Dk's immobile? DK's rape casters, ams, amz, strangulate, ghoul stun, etc. They slow everyone with desecrate and chains of ice and apply o lot of pressure with diseases and have good burst atm which will be even better when dk pets get fixed.

  4. Dk's immobile? DK's rape casters, ams, amz, strangulate, ghoul stun, etc. They slow everyone with desecrate and chains of ice and apply o lot of pressure with diseases and have good burst atm which will be even better when dk pets get fixed.
    That's good and all, but where is your point that argues the case that dk's are mobile?

  5. thank you :D
    ive tried out the classes on blackrock and i really liked lock :D
    its a shame there is no second talent on wotlk, i cant decide on my spec =/ i realy like destros burst, afflis heavy aoe pressure and demos illidan look :D

  6. If you roll Lock or Priest you will be popular


  7. thank you :D
    ive tried out the classes on blackrock and i really liked lock :D
    its a shame there is no second talent on wotlk, i cant decide on my spec =/ i realy like destros burst, afflis heavy aoe pressure and demos illidan look :D
    Glad you like lock :)

    Well my preference on spec came with a lot of gameplay. Early woltk I played so much destro because I just loved the burst, fast switch to healer gg. However I came to appreciate afflictions play style so much more at high arena rating and now its my main spec.The heavy pressure is very satisfying especially in bgs/arena when you can see enemy healers struggling to keep everyone topped. Once you master positioning with affliction you're a nightmare to deal with.

    Good luck choose your spec!

  8. That's good and all, but where is your point that argues the case that dk's are mobile?
    Unholy presence grants 15% movement speed aka mobility. On a pale horse gives 20% mounted speed aka even more mobility. I've never heard of the term mobility dps and it sounds ridiculous anyways, since dk's were top charted in pvp ranks during the entire wotlk seasons.

    Oh wait I think you talk about Hand of freedom, you must be maining a paladin. In this case only gnomes and paladins are mobility dps...

  9. Warlocks are pretty sick to play in WotLK. They're difficult at times (especially in pvp) but very rewarding so maybe just stick with a lock.

  10. In this case only gnomes and paladins are mobility dps...
    mobile
    ˈməʊbʌɪl/Submit
    adjective
    1.
    able to move or be moved freely or easily.

    Charge
    Intercept
    Intervene
    Feral Charge - Cat
    Feral Charge - Bear
    Blink
    Shadowstep
    Sprint
    Need I go on?....

    Your point is that 15% movement speed makes deathknights mobile. Now do you see your logic? I don't.

    PS: can people stop talking about deathknights dps or damage when referring to their ability to move around the map fast, lol?

  11. mobile
    ˈməʊbʌɪl/Submit
    adjective
    1.
    able to move or be moved freely or easily.

    Charge
    Intercept
    Intervene
    Feral Charge - Cat
    Feral Charge - Bear
    Blink
    Shadowstep
    Sprint
    Need I go on?....

    Your point is that 15% movement speed makes deathknights mobile. Now do you see your logic? I don't.

    PS: can people stop talking about deathknights dps or damage when referring to their ability to move around the map fast, lol?
    Yes, you need to go on, those were just 3 classes, and if you're going to include shadow step and charge/intercept, feel free to include (20 second cd I believe?) death grip, which is literally an inverse version of those spells. If you're going to count hand of freedom, count in chains of ice, which is sort of an inverse version of it. It doesn't mean the class isn't mobile if you're particularly bad at the game.

  12. Yes, you need to go on, those were just 3 classes, and if you're going to include shadow step and charge/intercept, feel free to include (20 second cd I believe?) death grip, which is literally an inverse version of those spells. If you're going to count hand of freedom, count in chains of ice, which is sort of an inverse version of it. It doesn't mean the class isn't mobile if you're particularly bad at the game.
    I think I must be talking to people who are not innately familiar with the English language so i'll put this simply for you. How does death grip in anyway mean you are mobile in moving around the map fast? The reason I listed those spells is because they make those classes mobile and easy to get around, a snare is not going make a class mobile. If anything that only means they have a tool to fight being kited. Now I suggest you take up in a dictionary before ever replying.


    I'm starting to understand the demographic death knights appeal to...

    if you're going to include shadow step and charge/intercept, feel free to include (20 second cd I believe?) death grip, which is literally an inverse version of those spells.
    Someone can't see the difference between death grip and charge in context to how it affects mobility? Shocking.

    It doesn't mean the class isn't mobile if you're particularly bad at the game.
    Absolutely laughable deflection there.
    Edited: September 25, 2015

  13. Tbh, while DKs mobility in itself might not be good, Death grip is better than charge since you can get people out of position with it. And Chains of ice / desecration are the two best slows in the game, making DKs almost impossible to kite without hand of freedom. So while DK might not be extremely mobile in the traditional sense, that doesn't mean they are easily kited, so your argument is just flawed. That being said, while DKs have a lot of consistent damage, it's not very threatening for a single healer to deal with a single DKs damage, you really need to work to get kills as an Unholy DK in 2vs2 (Good consistent swaps with preferably stuns from for example a hpal are needed).

  14. I think I must be talking to people who are not innately familiar with the English language so i'll put this simply for you. How does death grip in anyway mean you are mobile in moving around the map fast? The reason I listed those spells is because they make those classes mobile and easy to get around, a snare is not going make a class mobile. If anything that only means they have a tool to fight being kited. Now I suggest you take up in a dictionary before ever replying.


    I'm starting to understand the demographic death knights appeal to...


    Someone can't see the difference between death grip and charge in context to how it affects mobility? Shocking.

    Absolutely laughable deflection there.
    Well, that's the thing, you failing to realize that you don't have hand of freedom 100% of the time everywhere, and that dk's skill set is one of the best in making classes immobile, thus negating most of your 'mobility' spells, making dk's a more mobile class than most of his targets. How mobile does your charge let you be if you get death gripped out of line of sight from your target? If the players know what they're doing, I'd say pretty immobile.
    So let me repeat myself, it doesn't mean the class isn't mobile if you're particularly bad at the game.

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