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Obviously I'm not in the beta like most people, and I'm not as strong in theorycraft numbers and math (most of my ideas come from my own messed up logic :P), but I have noticed a lot of people mentioning the lack of a MS effect. To my knowledge, this shouldn't be a make or break ability, seeing as only hunters and warriors have it (maybe rouges, my main is a druid so I dont know that much), and that doesn't make any other class less viable in an arena situation.
Oh my, where to start?
The only viable dpser in Arena are Rogue, Warrior, Warlock and to a certain degree hunter. Pretty much every team composition out there is based around the idea of supporting one of those 4 classes.
Yes, I know they are exceptions, but for the most part, that's how it goes.
Why? Because in order to beat someone, you essentially need to outdamage their healing. The problem with that is that the Healing:Mana ratio is a lot better then the Damage:Mana ratio. So in otherword, it's mathematically extremely unlikely. Yes, team that rely on locking down on target and bursting down another (2 dps teams) can work, but they do not dominate the field.
This is where MS/Wound Poison/Aimed Shot come in... it isn't so much that it reduce healing (and thus allow you to burst the target down)... as much as it forces the healer to heal twice as much, burning through his mana and making his Healing:Mana ratio like crap.
So what about Warlock?
Warlocks are (Much like Warrior and Rogue) essentially playing with endless mana thanks to lifetap. They can also drain mana. That's why Warlock are able to stick around in Arena, because they never run out of mana and make you run out of mana (Except, in different way).
Hunters are a mix of both... they have a MS effect (But it's hard to setup), however with Viper Sting and the Aspect of Viper, they are pretty mana efficient while in turn draining your mana.
That's why Ret Pld + Healer sucks in 2v2 - the Pld has more burst damage then pretty much any other class out there, but the lack of a 'MS effect' mean his side will run out of mana first. That's further compounded by the fact that ret pld are pretty mana innefficient themselves.
So yes, the lack of a MS or mana drain of somekind is pretty damn worrisome from an Arena point of view - at least tho, he's mana less. That is also why Blood is not being considered a pvp tree - Frost and Unholy are giving control to the DK, which he's going to need plenty of if he wants to make up for his lack of a MS debuff.
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Will DK's be more controllable than Warriors? Hmm..
The point of that quote tho, is that I think Theo is comparing the DK to the Rogue and going 'He's too easy to control'... when a Rogue, short of a Frost Mage, is the most slippery class in the game. The DK sound much harder to control then say... Paladin, Shaman or even Warlock (who can be totally shut down by 1 rogue). Weither he's actually easier or harder to control then a Warrior doesn't really matter, I was just tossing the class as an example.
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Intercept is a 30 sec cooldown with a 3 sec stun attached to it, Death Grip is a 35 sec cooldown with a 3 sec Taunt attached to it (Deathgrip also has 5 more yards of range). Obviously I think the Stun effect sets Charge/Intercept ahead of Death Grip, especially since the duration of the Stun is upgradable in WotLK.
You forget the tactical use of Death Grip. Gripping a healer that's pillar humping in Nagrand for example and thus bringing him in the middle of the area (and right beside your other melee partner maybe?) is a hell of a lot more powerful then Intercepting said Druid.
I also wonder how it works with different level of elevation... it might be interesting to see if you can drag people up/down the bridge in Blade's Edge Arena.
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Hamstring is a 50% speed reduction for 15 sec with no cooldown, Chains of Ice is on a 15 sec cooldown and "Chains the target in place for 3 sec, during which time the target is considered Frozen. The target regains 10% of their movement speed each second after breaking free of the chains." I'd have to play around with Chains of Ice to really understand how well it works in PvP, but the cooldown probably leaves it far behind Hamstring and Rogue's Crippling-Shivs (etc).
I'm more refering to Icy Touch, which is a 15% snare (weak, I admit, but it can be increase to 30% if you go Frost) but that can proc Frostbite (And we all know how annoying that is)... considering it's 3 point in Frost to get Frosbite, it's a no brainer for any pvp build.
Icy Chain also has a 20 yard range, which also increase its tactical value, despite the cooldown.