I had a blast fcing, 2700 mmr as pally fc s9 lol, people say its boring but depending on how u manage cds and self heals, its great feeling invincible
I had a blast fcing, 2700 mmr as pally fc s9 lol, people say its boring but depending on how u manage cds and self heals, its great feeling invincible
I fucking loved it. Right before I "quit" back in January I had full Cata gear + Gemmed for Full Resil. I had 5.5k Resil @ 200k HP with Commanding, during Warsong Gultch/Twin Peaks weekends I would literally be able to tank an entire team while only having 1 healer (the healer being my equally as geared/skilled Holy Pally.) With proper cooldown management I was an Immortal. For the most part, we ended games in 6 minutes. We would tell our entire team to go as a group and zerg the EFC, while my buddy and I waited for the 1-3 DPS to "attempt" to get the flag back. It was especially fun seeing Rogues try to beat me down (shockwave, disarm, fear, conc blow followed by Piercing Howl kite spam.)
Hail Thor-show thy might. Let thunder roar and lightning strike!
Hurl thy hammer into the fray. And let thine enemies know fear this day!
VICTORY, OR VALHALLA!!!
-lol- Hell yeah man. It's the "casual random-bger" mentality. They see the EFC and tunnel it, while completely ignoring any healers (because they believe they can out DPS them.) There were quite a few times where I would have to peel for my Healer, but that was easy because Warriors have sooo much utility. I intervened to my healer so they got the 20% damage reduction buff from Safeguard and then shockwaved so all the dps got stunned, then I would Int Shout for more CC. By this time, they generally trinket (that's when I would conc blow one, disarm an other [With Rallying Cry, just in case]) my Healer with Freedom would Freedom and I would Piercing Howl spam so he can get distance. By this time the DPS kinda just gives up or I've capped the flag and am halfway down the map again.
Hail Thor-show thy might. Let thunder roar and lightning strike!
Hurl thy hammer into the fray. And let thine enemies know fear this day!
VICTORY, OR VALHALLA!!!
the video i would recommend where i showcase Prot Warriors Damage in bgs
http://www.youtube.com/watch?v=0RAjW-jyycw
note i manage to hit for 263k with Shield Slam on some people and these guys have full conquest gear on so 50%-60% Damage reduction.
Concerning mobility: and utility:
Is it right that guardian druids can use typhoon as well in Mop? would be extremely useful on warsong roof or tp balcony.
related warrior mobility, if playing goblin, you should be able to charge (twice if skilled), intervene, heroic leap and goblin Jump in a row without any interference causing delay?
in comparison Monks will have roll (twice if skilled), clash and transcendence (40 y range 25 sec Cd) Have i missed any mobility ability for brewmaster as flying serpent kick is ww only.
Goblin jump initiates a cooldown on leap. It is not the whole cooldown though, not sure on the number. I just know that in more than one WSG game I have goblin jumped from the top of the base hill, out into mid where I would charge, then intervene then heroic leap would be available and I would make it to our tunnel in 4 GCD or so. It is a sight to behold if executed properly. I even had one guy say I was teleport hacking because I bounced across mid so fast.
Of course all of that works with 10 stacks while the other classes are stuck at 100% movement speed.
Yes, but not the other way round, im pretty sure but stopped playing my goblin fc 2nd of June so don't know if there have been adjustments after that.
Related to my previous post concerning numbers i missed a point by skipping druids symbiosis
If granted symbiosis (eg by a moonkin) to a tank every tank class gets an additional but individual defensive Cd extra:
Blood dk: might of Ursoc
Brewmaster: Survival Instinct
ProtPala: barkskin
Protwarry: Savage defense
Guardian druid: druids cannot cast symbiosis onto another druid
as savage defense is + dodge, granting might of ursoc to dk and survival instinct to brewmasters is a huge favor ... say advantage.
on the other hand depending on the class he granted symbiosis to, the guardian druid gets beside other
Dk: Bone shield
Paladin: Consecration^^
Monk: Elusive brew
Warry: Spell Reflect
in the first dog fight symbiosis should be granted to someone else eg Priest (Balance druid gets massdispell, Priest gets cyclone) but after capping the flag it should be a good idea to switch symbiosis to the flag carrier.
symbiosis is quite powerful I think. (If anybody has other infos as the abilities granted by symbiosis have been subject of changes please)
Last edited by Schamane; 2012-08-14 at 08:04 PM.
I plan on going Guardian Bear for RBG FC in MoP.
Our Guild Leader/RBG Leader/RBG warrior tank has been trying to pawn the role off for a while, and while he does a great job at it - I agree that he needs to be on Offense. He calls targets better than any of our DPS (who could use a LOT of work). I personally love tanking, PvE or PvE. I'd do it now, but I took a break from the time SWTOR came out until a month ago, and its too late in the season, since the best I could hope for is full ruthless and a few pieces of cata. He's all for the idea of my druid being RBG tank, sure we're down a healer, but he and I know that I won't make mistakes like other tanks we tried out recently... mistakes like our FC running right into the enemy pack with 1 min left in a close game and completely blowing it (I still don't know what that tank was expecting would happen).
As far as MY tanks I have at 85 I could level a paladin, DK, or druid. (I don't have a warrior, and a monk would take too long to level/gear - would fall behind)
My reason for picking the druid is because of a few reasons.
Cost/lazyness - my pally is horde and my guild/friends are ally - so that rules him out. My DK has no epic flight or proffessions, and I'm extremely lazy about leveling those - so he's out. My druid on the other hand is ally (+) has max mining/JC (+) Epic flight (+) and a couple of cool things i've collected over the years. (DK and pally are both relatively young)
Speed - our RBG leader likes trying new strats and one that I thought worked especially well was our team bum rushing their tank and slowing him and his team down at all costs. meanwhile we had a druid run and cap the flag for a quick cap before their tank even makes it to the flag room once.
Stealth - Druids can sneak by enemy teams that might try to intercept them
Mitigation - as mentioned by Schamane, druids get 330% + Armor (bring leather to plate), 20% + stamina, -25% magical Dmg, and anyone who's played melee before knows they dodge like crazy. If blizz is going to continue this trend of Magic > melee, and spell/dot cleaves are just as popular then that -25% spell damage will be invaluable.
Cooldowns - Everyone has them, so I won't get much into it. My RBG leader liukes druids because he says our CDs are longer and more powerful than warriors. I don't know if that holds true in MoP, but one thing I'd like to mention is Symbiosis. As a guardian druid If I had a monk healer I would gain the benefit of another defensive CD. Guardian druids gain the ability "Elusive Brew" When put on a monk. That would give me a 10% dodge CD, lasting 8 seconds and a 1 min CD. It may not seem like much, but everything counts. Either that or Consecration, fear ward, or lightning shield - I'll take the dodge CD.
Talents - basiclly what I'm planning on taking:
Wild Charge looks nice. Good to get away from some melee, as well as increase my speed of flag running. (15s CD)
Leaning Renewal, instant 30% health might be good in a pinch. Not sure how Cenarion Ward will work, haven't heard much about it TBH. (2m CD)
Thinking Typhoon atm, a knockback seems more useful than a 2 min aoe Root. (20s CD)
Force of Nature, The trees apparently heal if you're guardian spec. (1m CD)
Disorienting roar, being able to stop everyone, if only for a few seconds, may be all that's needed to survive a smoke bomb or let you're healers top you off. (30s CD)
probably heart of the wild. being able to heal or drop some damage might be nice.
It is a valid strat to have a druid FC right now, you just have to play differently. I have seen games where the druid FC goes after the flag solo stealthed and the rest of the team just controls mid and slows the other tank. I also think they will be better in MoP as their biggest drawback is the lack of ability to get out of smokebomb. Remember that the warrior movement works when slowed by stacks, but a druid's main skill (getting away) does not work with stacks.
how are prot pallys doing...still poo?
They still have the same weaknesses they have on live, silence. Mana burn is not in the game anymore I don't think so that makes it better. Paladins also get tools to get out of smokebomb and have pretty decent mobility. Currently though, their best talent for mobility is bugged and unusable (last I checked) that allows them to use their hand spells twice before the cooldown is set. So two freedoms, two sacs, two bops, etc. Self heals still pretty strong, their ability to shut down casters is still strong, their team utility is still strong. Devotion aura is baseline now which is really strong. They have soo many tools...
Ardent Defender
Ranged Silence on 3 targets
6 second stun (can be talented to 30 sec cooldown)
Word of glory heals
the ability to rezz targets (which may not seem big, but think if you are on your roof holding the flag and you defend an attack but your healer dies. They may not make it back before next attack wave).
Lay on Hands
Cleanse (helpful now that dispel is 8 secs)
40% magic reduction for 10 secs (60 sec cooldown)
+20% mount speed
Turn Evil
2 BoPs
2 Freedoms
2 Sacs
Devotion aura (immunity to silence and interrupt and -20% magic damage for 6 secs)
Shieldwall
aoe blind for 6 seconds
Pretty good toolkit imo.
Blood has two big problems. No mobility and very vulnerable to silence/disarm. A good vortex/beam on a DK and they are toast. Druids are decent because of their speed and mobility, but once you get to 4 stacks they lose that as well. That is why warriors are still king. Intervene, Charge, Heroic Leap all ignore slows.