Holy Pally can provide Freedom to one toon.
Can also cleanse a lot of stuff off of your toons.
A DK doesn't provide a lot of buffs that Enhance does not already have.
But Death Grip is huge; it brings someone into the kill zone, even when you're rooted.
As I'm gearing up my 4xDK/Pally team, mages with freeze or hunters with entrapment die with 2-3 pulls and then the root effect is gone fairly fast; the inability to move is not a drawback at all.
Warriors have spell reflect.
And put out sick damage, for a very brief burst on a typical cooldown (2-3 mins).
If you want to go with them...
Play to their strengths.
I'd see them as similar to the Feral Druids... in that root sucks, but when you're on something it is dead.
Lots of combinations.
A general choice is Ranged vs Melee.
Ranged generally don't survive too well with melee on them, especially cleave classes.
But ranged can attack from further back and run away much easier.
Depending where you're pvping; ranged cannot force range play in a tower/bunker in AV.
Melee generally destroy most ranged classes, if you close to melee.
They might be rather vulnerable to spell cleave; my Ferals did not like 5x Demo Warlocks with Immolation Aura, Hellfire and Felguard-Cleave.
My DK's have AoE attacks, and would kill the Warlocks as quickly as the Warlocks kill them, not to mention things like Mind Freeze, Strangulate and a Healer.
Snare (to a lesser degree) and Root (more so) are an issue to be aware of as melee.
Either you need something that can break Root on demand.
Ret pallies could with self cleanse, via talents.
Ferals cannot anymore, but powershifting use to do this.
DK's are as weak in escaping as others, but Death Grip others to them.
Even if you cannot escape the root, if they cannot kill you, it is just a breather for everyone.
Anyway, this is one major issue for melee.
Second issue is AoE fear.
But that is something ranged have to worry about too.
Tremor is a party-wide trinket.
Lichborne is 10 seconds of immunity every 2 minutes.
Warriors go Berserk (forget the ability name) for a short duration.
An IWT Key, with movement afterwards (to break the movement from IWT) is a recovery tool.
Plus we have the trinket.
And diminishing returns.
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