The mana cost for dispels is going way up and mana regen is being destroyed. I wouldnt hesitate to say that dispels are going to play a much smaller role now.
I would for sure wait until the class previews before trashing your team. Also, its wise to lvl up a whole set of characters that way you never have to worry bout nerfs.
OT: Ebay thing was priceless!
Eating fears sucks, but dont forget with the extra points we have if the things stay the way they are we will have an extra 30% reduced disorientation/fear time as well. Fear is an offensive spell as well... so there will only be 2 classes able to dispell it (shaman and priest)... so it is a problem for multiple classes and not just paladins. So technically this makes every melee team unusable unless it has a priest or shaman healer.
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Berserk x5, is a fear break and 15 seconds immunity (20 glyphed), plus you have your trinket.
I'm thinking my second glyph will be full health from battle rez, which will be round-robin.
I'd think the DK/Ret team would have the edge in arena, but am not sold on them being stronger in battlegrounds, especially with all the toys druids get.
You also have dual-spec for Bear + Tree, for the PvE aspect of the game.
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I tried 5 kitties in pvp and it doesn't work. Yes, you get fear immuniti for 20 seconds, but that's about it. You have no healing whatsoever, you can only heal a couple of times and you're OOM. And those heals take cast time which is a NO NO in arena. If you just use the insta heals they are pathetic without any spell power, and it takes 3 seconds until the first tick actually ticks. In 3 seconds you are dead, and kicked while being dead, like a dead kitty.
The great thing about rets is they have great burst and at the same time a lot of insta flash heal procs. And all this while in plate armor. Nothing matches them right now except shamans with a dedicated healer. But I hate having to depend on other people so shamans is not an option for me.
This can give some hope to DK+rets:
"We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches. "
Much higher health pools means you probably can't be killed no matter how long one fear lasts. And for sure it won't last long on the person that is being trained, who can at that point use a defensive ability.
This means the first fear could probably be ignored and NOT trinketed, unless they use it when one of my chars are already low on HP.
So if I don't trinket the first fear assuming I can survive through it, then my palies will be all over the place so a second AOE fear is unlikely to happen immediatelly, they will be too spread out. So as soon as first fear is over, I quickly change target and hit interact on all so they get back all together. Of course there's corners to worry about and stuff, but that's the basic idea.
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