Its movement options allow the Fire Mage to reposition attacks when necessary with little penalties to DPS. However, they do compensate with a host of efficient defensive capabilities such as damage-reversing Alter Time, damage-cancelling Ice Block, and damage-returning Blazing Barrier.
Nothing beats a good aim, and the Marksmanship Hunter specializes in securing high damage in a short amount of time. DPS fans love the Marksmanship Hunter for its solid take on damage, as it boasts the highest values in terms of single-target and AOE damage without relying on pets.
Marksmanship Hunter does have a risk in terms of survivability no pet , middling mobility, and inconsistent damage ratings. However, its straightforward kit makes it an ever-reliable base DPS class. Marksmanship Hunter boasts some of the best cooldowns, especially in terms of cleave and AOE.
Skills such as Chimaera Shot and Trick Shots allow Marksmanship Hunters to boast 2-target and 3-target with as many as six targets cleaves, respectively. Despite its challenging nature, mastering a Balance Druid pays off due to their base qualities.
Spells such as Starfall and Starfire form the core of the Balance Druid's nuking potential. It also has great utility potential with crowd control and healing. Unfortunately, limited Astral Power and lack of mastery do pose a threat to making the Balance Druid underperform. The Balance Druid easily triumphs in terms of DPS, especially in crucial fights that involve a ton of minions all at once. Starfall becomes a go-to spell due to its stellar cooldown time.
Moreover, Convoke the Spirits Night Fae Covenant can give enemies a world of hurt with its huge burst potential, despite its 2-minute cooldown.
However, its synergy of damage-over-time and crowd control abilities gives it the potential to deal some of the highest AOE burst and single-target damage in raids. Death Grip serves as great crowd control and aggro tool, with Death's Advance making them immune to knockbacks. Meanwhile, raid talent Anti-Magic Zone gives the Unholy Death Knight a raid cooldown in the form of percent less spell damage. This skill, when used in tandem with other rotations, make the Unholy Death Knight a bane for six immediate opponents.
Bosses and minions with pesky health bars become perfect targets for the Shadow Priest and its multi-DOTs. The Shadow Priest takes care of its own with self-healing skills e. Granted, players meet great challenges controlling a Shadow Priest due to movement and timing limitations. My main is heals, and leveled as tank. I don't care for DPS as much, but we have plenty of pure-DPS players in our guild raids, and without them we'd have a lot more trouble downing bosses in endgame.
I'm glad we have pure DPS classes so my main is left to heal in peace. Or the feeling of being helpful and nice people. So for those people rolling a pure-dps isn't a good option. So if you roll DPS, you do not feel like a nice person? What a horrible horrible attitude. If you are any good at DPS, you are just as needed, helpful, and nice as any healer or tank. I've carried many healers and tanks on my DPS toons. Rolling a healer or tank has nothing to do with what you said.
The tank was not specced for it, not confident at it, and quite frankly this made him not very good at it which the group very kindly did not comment on to any extent. During one pull where he wasn't paying attention to the surroundings, he was fighting guys on one side when a large fire elemental came down the stairs and began to destroy our healer. I sent my pet to attack the flaming ball of death, used the pet's taunt ability, and continued to keep it busy until the rest of the group was no longer fighting the other group and could assist in its demise.
Let me tell you, after the last bad guy was defeated, I felt needed, I know my actions were helpful, and I think my choices showed I am a nice person. It's not necessary to be playing a healer or tanking role to be a nice person, and to be needed by the group. All that's necessary is to be aware of your surroundings, and to work as a team with the other players in your group. Rogues take a step backward for the first part of TBC after providing the second-highest damage in the game, only behind Warriors in Classic.
But look out for them after Black Temple releases toward the end of the expansion. With the legendary Warglaives of Azzinoth, some rogues will start topping meters, moving the spec up to B-tier or even A-tier.
Previously one of the worst specializations in the game, Balance Druid will get a little bit more play in TBC. Their increased damage will start to make it worth bringing them in for some of the utility they provide. Previously, Druids could tactically time powershifts around energy ticks to improve their throughput. But a hotfix to the way players get energy ruined that aspect of powershifting.
Additionally, the biggest utility that they bring is something that a Feral Druid tank can also provide—and Feral Druid tanks will likely be heavily played by many guilds. Skip to content.
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