
Originally Posted by
Boylston
I've been doing a lot of thinking about this topic as well for Cataclysm. With the changes announced to Arena/BG gearing routes, my new priorities are the following:
PvP Battleground Performance must be very strong!
PvE Heroics must be doable as a viable gearing, farming, leveling path.
PvP Arena performance is optional, although a nice to have.
I've run both Shamans+Tank and DK+4xRet Pally so far, and my current main team is the DK+Rets setup, which I like quite a bit. I have available at my disposal a L80 Druid, Shaman(s), and Warrior, however. So I've been thinking about the options for a melee team.
Using DK+4xPallies as a start point, adding an Enhance Shaman gives...
...ability to have both 10% AP, Melee Haste and Str/Agi buffs without a specific DK Blood/Frost build
...Bloodlust
...Snare Resistance (EB Totem)
...Ranged Root (Frost Shock Talent)
...Another ranged snare (Frost Shock)
...PBAoE Snare (EB again)
Pulling out yet another Ret and adding an Arms warrior adds...
...3% Physical damage taken debuff
...50% Healing Debuff (MS)
..."Major" Armor Debuff
...PBAoE Fear
...Ability to intercept/bladestorm situationally
...Ability to remove invulnerability (Shattering Throw)
Peeling off yet another Ret and adding a Feral Druid adds...
...Flat Stat Add (MoTW)
...5% Melee Crit Buff
..."Minor" Armor Debuff
...Passive Healing (iLOTP)
...Group temporary speed buff (Cataclysm, on cooldown)
This starts to paint a compelling picture for the incredible buff synergy possible by expanding the melee team concept to multiple classes. (I'm not covering rogues, but you could do a similar analysis there).
Each loss of a pally does come with consequences. There's one less stun available on round robin, one less chain cleanse, one less FoL instant proc, less Divine Storm passive healing, etc. Additionally, adding another class adds complexity to playing the team well.
Perhaps most importantly, there will be one less Healing Hands for every pally you drop, the new cataclysm pally mobile, PBAoE group heal. Depending on cataclysm mechanics-- health pools, damage amounts (single vs. AoE), and a whole hose of other mechanics-- the ability to stack Healing Hands on 4-5 pallies might become a significant advantage. I'd speculate that even the non-holy-empowered Healing Hands will perform somewhat better than Healing Stream totem in terms of Heals/Sec, given the cooldown nature of the skill.
One thing is for sure, I'm definitely going to try out adding an enhance shaman to the mix soon. The team comp of DK+Enh+3xRets seems like it might be great for BG/arena, and it's an easy move for a lot of us with both melee and multi-shaman teams.
When more cataclysm testing can be done, and early during the launch, I think the power of healing hands will be the deciding factor for what kind of melee team composition will be most capable in the BGs. I'll be watching that spell's development like a hawk, for sure!
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