Zergfests like Ashran and TM v SS have made me realise how crap it is being melee, and how much of a natural advantage you have as ranged.
Zergfests like Ashran and TM v SS have made me realise how crap it is being melee, and how much of a natural advantage you have as ranged.
1) Load the amount of weight I would deadlift onto the bench
2) Unrack
3) Crank out 15 reps
4) Be ashamed of constantly skipping leg day
You always has a huge advantage as range.
Take out the healers fast and die. That is the Rogue life.
The game isn't balanced around this type of PvP is why.
Go into arenas and you'll see how absurdly powerful Rogues are, along with most other melee classes at the moment.
Just saying... melees are only feral, rogue and warrior now. DK and Pala are basically ranged classes since mop and the only true melee classes left have so many gap closers and damage prevention mechanisms that saying ranged have the advantage is just one big pile of dung. If ranged had such an advantage, how come you see arond 70-80% melee classes in bgs now and almost no casters other than healers? Clearly because ranged got such an advantage!
You just realized this? Anywhere outside Arenas Melee has it uphill in the snow without shoes both way. In Arenas you get shoes.
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Die by the Sword (which gives 100% PARRY and 20% damage reduction, tho I can't really parry spells last I checked) on a 2 min cooldown and Spell Reflect on a 30 second cooldown (Shield Barrier is a thing, but due to the rage requirement you rarely get to use it for much). Tell me more about all those damage prevention mechanisms.
Old AV did a better job of providing a number of side objectives that melee (especially stealth) could engage in away from the main zerg that could significantly impact the battle (like capping a tower/gy behind enemy lines).
Ashran does not have sufficient side objectives. It has announced events that bring a smaller open area zerg to an area, and artifact collecting, which is useless when you already have everything summoned, which can be quite often.
The Gladiators are also a terrible way of enforcing a scripted encounter. PvP should be less scripted and rely less on insanely powerful NPCs.
As a WW monk zergfests are definitely boring, I always play melee but after a couple days grinding pandas in Ashran its the first time ive even considered a ranged class haha. All I do in Ashran on my monk is SEF the enemy main group and RJW the shit out of them. Most the time it pushes people back because they have no idea wtf is going on lol.
Can't use Last Stand or demo shout in Glad stance. you also lose your tank passives (re: more HP and armor) when in gladiator. Glad also loses defensive stance, because you can't change stances in combat anymore. Overall, Glad is about as squishy, if not more, than fury/arms.
1, Mentioned Die by the Sword. Effective against melee, not so much against range.
2, As Fury you can't sit in Defensive Stance. You simply don't have the rage to do any sort of serious damage. Actually you can't do any sort of serious damage anyways because you just don't have jack shit worth of crit. Especially you won't have Rage to get your Shield Barrier back up, once it got eaten. Alas...can't generate rage at range.
3, Rallying Cry is neither a damage prevention or reduction mechanism.
4, Enraged Regen is not a damage prevention or reduction mechanism, it's a heal. Granted coupled with Rallying Cry is helps you get back up once, but in a place like Ashran if you got low you will die anyways.
!!!Fury is useless for PvP!!!
Glad Stance has none of the damage reduction of Prot, has no access to Defensive Stance or Block, Blood Craze almost NEVER procs simply because nobody has enough Multistrike yet and it also requires you to be hitting someone, so again it is utterly useless against range. Glad Warr is squishy is fuck, the one thing that it has going for it over Arms and Fury is that you can actually do some damage with it and generate rage with it, something that you just can't do with Fury and in the case of Arms, only if you abuse multi target Rend.
It wouldn't be half as bad if stealth didn't constantly drop when you're within 100 yards of a fight. Or you know, just for no reason at all and never entering combat or being near anyone. I wish that epic ashran book made stealth only break when you attack or something.
Rogues are pretty good in TM vs SS, you just have to be sneaky and opportunistic. It's actually very very hard to kill a rogue in that bg if he doesn't want to die.
Ashran is another story. All I do is stack in the pack and spam shuriken toss for broken bones. Ashran is pretty much dogshit though and I dont think I'll participate in it even if I have the gladiator thing.
Ashran and the new BG, coupled with the fact that rogue burst is low in current gear, made me level up my alts. Multi dotting and healing is so much fun in Ashran and TM vs SS.
Ashran is pretty funny as a rogue. You just need to be careful and control what's happening around if you want to kill like monster.
I play gladiator stance war in pvp and everything you just said is crap.
You CAN use demo shout and last stand in gladiator stance. Extra armor from shield makes a huge difference and overall fury/arms are garbage in survivability compared to gladiator.
Also the shield wall has 2 minutes cooldown, a mistake in the original post.
*snickers*
Rogues are very important in Ashram! I've found that they are crucial to capping the mage towers (by assassinating the guys camping on top) and wresting control of a bonus objective away from the enemy. A couple of rogues were able to wipe a group who were trying to kill the Ogre King, allowing our group to come in and claim him
The rogues life isn't about front lines or zergs; it's about surgically removing the baddies who have to go.
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Glad wars are OP as #@$%.