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Complex fighter pitfalls
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<blockquote data-quote="Campbell" data-source="post: 5956322" data-attributes="member: 16586"><p>WoW is horrible example of homogeneity. Even classes/specs that do the same thing vary dramatically in how they play using vastly different resource systems and having dramatically different utility abilities that can have a significant impact on any given fight. If that were not the case group composition would not have such a dramatic impact on fights.</p><p></p><p>Some examples</p><ul> <li data-xf-list-type="ul">Rogues have significant ramp up time and are resource locked. They excel in fights where their allowed a high degree of time on the target and suffer in scenarios where target switching is necessarry. They also have a relatively more methodical play style.</li> <li data-xf-list-type="ul">Arms Warriors are GCD locked and have negligible ramp up time plus a strong suite of mobility abilities. Target swaps are meaningless to them. To play an Arms Warrior successfully your fingers need to move at a million miles a second.</li> <li data-xf-list-type="ul">Arcane Mages have a simple rotation based on two abilities - Arcane Blast and Arcane Missiles. Arcane Blast applies a debuff to the mage that increases the damage done by Arcane Blast but also dramatically increases its mana cost. To remove the debuff you use Arcane Missiles which is necessary if you don't want to burn out of mana. This makes Arcane Mages the kings of burst damage. In fights where you need to quick burn adds or have phases with a damage multiplier Arcane Mages are preferred.</li> <li data-xf-list-type="ul">Shadow Priests have strong damage over time abilities and on the hands of a skilled player excel at fights where you're fighting multiple high health enemies. </li> </ul><p></p><p>I don't play WoW anymore, but it isn't because of class homogeneity. Recycled content gets boring after awhile.</p><p></p><p>Edit: I think it's strange that homogeneity is only seen as problem in D&D when comparing casters to non-casters.</p><ul> <li data-xf-list-type="ul">Barbarian - I full attack.</li> <li data-xf-list-type="ul">Fighter - I full attack</li> <li data-xf-list-type="ul">Paladin - I full attack</li> <li data-xf-list-type="ul">Rogue - I 5-foot-step to flank. I full attack with sneak attack.</li> <li data-xf-list-type="ul">Monk - I flurry of misses (fancy full attack)</li> <li data-xf-list-type="ul">Wizard - I cast a prepared Vancian spell</li> <li data-xf-list-type="ul">Cleric - I cast a prepared Vancian spell</li> <li data-xf-list-type="ul">Druid - I cast a prepared Vancian spell</li> <li data-xf-list-type="ul">Sorcerer - I cast a spontaneous Vancian spell</li> <li data-xf-list-type="ul">Bard - I cast a spontaneous Vancian spell</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 5956322, member: 16586"] WoW is horrible example of homogeneity. Even classes/specs that do the same thing vary dramatically in how they play using vastly different resource systems and having dramatically different utility abilities that can have a significant impact on any given fight. If that were not the case group composition would not have such a dramatic impact on fights. Some examples [LIST] [*]Rogues have significant ramp up time and are resource locked. They excel in fights where their allowed a high degree of time on the target and suffer in scenarios where target switching is necessarry. They also have a relatively more methodical play style. [*]Arms Warriors are GCD locked and have negligible ramp up time plus a strong suite of mobility abilities. Target swaps are meaningless to them. To play an Arms Warrior successfully your fingers need to move at a million miles a second. [*]Arcane Mages have a simple rotation based on two abilities - Arcane Blast and Arcane Missiles. Arcane Blast applies a debuff to the mage that increases the damage done by Arcane Blast but also dramatically increases its mana cost. To remove the debuff you use Arcane Missiles which is necessary if you don't want to burn out of mana. This makes Arcane Mages the kings of burst damage. In fights where you need to quick burn adds or have phases with a damage multiplier Arcane Mages are preferred. [*]Shadow Priests have strong damage over time abilities and on the hands of a skilled player excel at fights where you're fighting multiple high health enemies. [/LIST] I don't play WoW anymore, but it isn't because of class homogeneity. Recycled content gets boring after awhile. Edit: I think it's strange that homogeneity is only seen as problem in D&D when comparing casters to non-casters. [LIST] [*]Barbarian - I full attack. [*]Fighter - I full attack [*]Paladin - I full attack [*]Rogue - I 5-foot-step to flank. I full attack with sneak attack. [*]Monk - I flurry of misses (fancy full attack) [*]Wizard - I cast a prepared Vancian spell [*]Cleric - I cast a prepared Vancian spell [*]Druid - I cast a prepared Vancian spell [*]Sorcerer - I cast a spontaneous Vancian spell [*]Bard - I cast a spontaneous Vancian spell [/LIST] [/QUOTE]
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