11-14-2005, 09:10 PM
(This post was last modified: 11-14-2005, 09:13 PM by MongoJerry.)
Bolty,Nov 14 2005, 12:08 PM Wrote:6) MongoJerry hates Paladins. I got a firsthand look at why during a match where I was once again guarding the gold mine - just me and a Paladin. Five Hordies came down the path and I knew death was imminent - for me, at least. The Hunter and two Rogues made short work of me and I waited for the graveyard to spawn me, figuring the Paladin would be toast shortly thereafter. Nope. That one bloody Paladin held the strongpoint and prevented FIVE Horde from getting it during the 15 seconds I waited for respawn. I respawned, ran back, and just as the Paladin was about to bite it I Shielded him, flash healed twice, cast renew, and died again in a hail of gunfire and stabbity death. Waiting again for respawn, I came back to see that as the Paladin was dying, 6 Alliance members came riding in to obliterate the invaders. One Priest and one Paladin held off five Horde from taking the flag for about 40 seconds.
Yep. Now, imagine two paladins together. Yeesh.
Quote:Paladin: Defender. I mean, duh. See anecdote #6 above. Paladins are just BORN to stop invaders from taking a strongpoint and irritating the hell out of them.
Yes, they definitely work well as defenders. They also make great partners with warriors, too, though, so it's good to have a couple of paladins with the roaming teams. I'd suggest that if you do set aside a paladin as a defender that it be at a forward position that gets more action than back at the stables, because paladins are too valuable to leave back there.
Quote:Priest: Defender if healing-spec'ed, but would make a great Roamer if talented for PvP well. There were some fights where I'd just stand still and heal myself constantly while the enemy would try desperately to kill me - while my Alliance buddies were then wailing on the poor bastard. For a healing spec'ed Priest, that can be your best move (sans SW:P on rogues to prevent them from vanishing) - do what you're good at, not hit the enemy for a pitiful Mind Blast!
I once thought this way as well, but I've come to the realization that this is a terrible idea. It's too easy for a solo rogue to sap a priest and take a flag untouched. Or, if there's two people there, then sap the priest, blind the second person and then take the flag. Meanwhile, if there's no rogue in the attacking party, the priest has one attack to disrupt the attacking party, Psychic Scream. Once it's used -- and the charging warriors will likely be immune to it anyway -- the priest dies too quickly to do very much.
It's far better for a priest to be a part of the roamer group healing the warriors. What's more, as a roamer, enemies will likely already be engaged in battle when you come on the scene. This allows you to be far more devastating, since the enemies aren't focus firing on you. This lets you ride up into the middle of enemies, dismount, and psychic scream to really mess people up. You can also heal and dispell. You can also begin to mind control people off the ledge at the mill or into the water at the blacksmith. As a defender, you wouldn't be able to do any of this, because all of the attackers would focus and kill you from the start. But as a roamer, you have a much better chance of doing all of it.
The best defenders in the game are druids, hunters, paladins, warlocks, and rogues. They're the ones most likely to be unaffected by sap and who can keep multiple people busy for a long time until help arrives. (Hunters and warlocks can be sapped, but they can just target their pets at someone tapping the flag. Also, hunters can trap the flag. Plus, if the hunter is a stink'n night elf with a stealthed pet, that makes things (as usual for alliance) easy).
P.S. Get your epic mount quickly!