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Snare in 3.0
Anyone one Beta have any feedback on how well the snare works on the Lightning Bolt?
One issue I really have with my shaman atm is that killing teams with great LoS, coordination, CC, and damage is proving tough (hehe, I know some of you are asking when is it ever easy?).
I ran into a "Dream Team" comp over the weekend and I was able to pull some wins off, but they played the comp amazingly well. They would send in the un-nukable (fully HOT'd with Pain Suppression ready) SL/SL lock and he'd drop some curses. Id try to get a frost shock off but he would immediately run for LoS, trinket or BoF and there wasnt much I could do. They kept the pets constantly coming (felguard and scorpion). Hunter pet was on Tremor Duty. Felguard was on stun and grounding totem duty.
Waiting the game out wasnt really possible as sooner or later they would burn through my mana. I had to constantly kill pets and re-cast totems. Without tremor totems down the AOE fear would prove disasterous. The Hunter and Druid stayed out of LoS so well it was hard to get him on Proximo. He was improved traps so if I rushed he would drop the trap and it was gg. They used this method to isolate me from my healer and focus fire one of us.
Eventually I would take the Hunter down and then it was stop the rez for 3 mins. But unlike the traditional "Dream Team" comp these guys could still burst down a target. Killing a target, Stopping rez, and keeping my healer in LoS proved almost impossible. If I chased a near kill they would destroy my healer or rez the down guy. Either was usually game ending.
The priest was Discpline, but had on Dmg gear and her and the SL/SL lock could down 9k HPs in seconds. The Druid was also Boomkin/Healer. I lost mulitple games in 5v3 fights. The Priest, Druid and Lock had enough Burst DPS to drop my healer in 2-3 seconds. With 3.0 and the change to "Spell Power" I think these traditional teams with Healing Specs and now a good amount of damage are going to be even tougher. Mad Heals and dangerous damage while incorporating LoS humping strategies could prove tough. The Druid was brilliant in that she never came into LoS without stacking HoTs first. In an average fight I would take theyre team down to 3-4% HPs 7-8 times. LoS would be their saving grace, EVERYTIME!
The only real counter I can see to these LoS humping teams is a good rotation of snare. Does 3.0 bring this to the table? I dont mind waiting 3 min to kill a person but the focus it takes to win a 15 min fight and stop all rezzes gets really annoying. Currently its a tough fight but I can consistently beat them. Although with the changes in 3.0 I am a little worried these teams will become much stronger and unbeatable without the instant nuke unless our Snare ability can keep them in LoS for longer than 2-3s.
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