05-10-2005, 09:37 PM
Lissa,May 10 2005, 04:14 PM Wrote:What happens when a Priest or Warlock get's jumped, we basically have no way of getting away with the new anti-fear trinkets, it hurts Priest more granted, but it still screws both classes.
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That stupid trinket is just one more way to hurt priests and warlocks in PvP. I think I don't sympathize as much because I'm getting screwed just as much (if not more in the case of no WotF, not everyone has it and you can still recast faster). Basically we both get screwed and as a priest I have lost my one and only "oh crap" button.
Lissa,May 10 2005, 04:14 PM Wrote:meanwhile Mind Flay can be spammed and is very mana efficent and is doing damage).
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Being a disc/holy priest I don't have mind flay any more but that's probably not as common if you want to PvP (consider me a glutton for punishment). Still, flay is channeled so it is only viable as a snare if you are trying to stay and fight. It does you no good if you are attempting to run in any capacity.
Most of my experience is with group PvP (as 1v1 is almost non-existant on normal servers other than dueling which is a different beast). I generally try to stay near the pack because the instant I get seperated I'm dead. The combination of my low life and lack of instant saviors (desperate prayer can maybe save me once per half hour) means that if psychic scream fails for any reason (resist, immune due to one of various reasons, stupid trinket) I'm done. I don't know that it is much better for a 'lock, but at least you might have a chance to refear a player when they catch you 1v1 away from the main battle. I'm just as helpless 1v1 as I am against multiple enemies.
Please understand, I've never played a 'lock and don't know for sure how hard they have it. I must say I don't see too many 'locks out on the battlefield fighting back and forth at XR or TM or any of the other usual PvP spots. I'm just saying that from my perspective I have some of the same issues and a shield/renew is not as useful against a human opponent as it is against your standard-issue mobs.
In the end I think this is ok though. It probably sucks a lot more on PvP servers where you can be caught off guard more easily and more often, but I think the more prepared player will always have an advantage. It has been admitted that a prepared warlock is very hard to kill. If I can prepare I am also in a better situation (be certain IF is up, get a preshield on myself, etc.). I'm not sure where it is unbalancing that some classes can't easily get away. If anything mages just have the best set of options so we all want them. Well, they still go down quickly if you properly surprise them (Without experience I'd guess that a silenced mage= a dead mage when caught off guard). Still, if anything I think it should be balanced more toward not being able to easily wriggle out of disadvantageous positions (although rogues still should be able to do things like vanish, it is a central part of their skillset). We are all more effective when we dictate the direction and pace of a battle and it should be hard to turn the tides in your favor if the other player gets the jump. Maybe I'm just crazy...
- mjdoom
Stormrage:
Flyndar (60) - Dwarf Priest - Tailoring (300), Enchanting (300)
Minimagi (60) - Gnome Mage - Herbalism (300), Engineering (301)
Galreth (60) - Human Warrior - Blacksmithing (300), Alchemy (300); Critical Mass by name, Lurker in spirit
ArynWindborn (19) - Human Paladin - Mining/Engineering (121)
Flyndar (60) - Dwarf Priest - Tailoring (300), Enchanting (300)
Minimagi (60) - Gnome Mage - Herbalism (300), Engineering (301)
Galreth (60) - Human Warrior - Blacksmithing (300), Alchemy (300); Critical Mass by name, Lurker in spirit
ArynWindborn (19) - Human Paladin - Mining/Engineering (121)