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Michael Vondung a écrit :
> On Mon, 06 Jun 2005 08:34:39 +0200, Babe Bridou wrote:
>
> > The horde will never be able to do that - to perform a charge they need
> > at least to be 2 times bigger in number than the alliance: a warrior and
> > a healer for every paladin.
>
> Yeah, and the Horde has plenty of anti-fear utilities, even racial traits,
> that allow them to take down alliance priests very easily. "The Alliance
> will never be able to do that". Undeads are imbalanced, perhaps more so
> than paladins.
I play a horde priest, I enjoy PVP and I can tell you that fear is a
joke in PVP, basically, whatever the race/class you're fighting.
1) it doesn't work on dwarven priests
2) it doesn't work on shielded paladins
3) it doesn't work on warriors
4) it doesn't work on anybody that hasn't been feared in the previous 5
minutes
5) it doesn't work when stunned.
6) it doesn't work when silenced
If you can't survive attacks/kill enemies without fear, you deserve to
die.
Undead Will of the forsaken? bah. Unless you play Warlock, you won't
see the
difference with other races. And if you play Warlock, you have much
more to complain about than will of the forsaken.
>
> And let's not even talk about Shamans ..........
>
Shamans are not imbalanced. They are powerful opponents, true, but they
have weaknesses. Much like a shadowmelded sniper, or a
pain-in-the-ass-to-select-manually-because-you're-in-a-raid gnome mage,
or a brutal dwarven rogue.
If you don't know the weakness of a shaman, then try again. Still no
clue? Ok, either they heal, or they nuke. They can't do both all the
way in most fights. Lure them into taking the wrong decision (drain
mana). I've never heard of a single shaman taking down 2 skilled
enemies at the same time: they can't.
> The reason TM is always camped is because there are simply more Alliance
> players than Horde ones.
Wrong, terribly, horribly wrong.
On most PVP servers, the numbers are well-balanced. Fact is, paladin
lines charge and survive long enough for others to follow (12 seconds),
warrior lines charge and die (3 seconds), or survive and drain all the
healers' mana in the process.