Warriors
lets face it, Warriors are quite commonly known as THE class to have in a 5v5 team.
I will not talk about fury or prot spec in the 5v5 arena, as they aren't exactly viable- the only thing I can think about prot warrs is that they'd be a good meatshield, and fury warriors might be a good distraction, but with no healing debuff it would be quite difficult to justify them in a 5v5 team.
MS Spec
Pros-
- Mortal strike- a very powerful healing Debuff that also does damage. Possibly the most useful thing about Mortal Strike warriors
- High Armour (yes, that's how you spell it :P)- as a very high armour class, they are quite hard to take down for any melee classes
- Hamstring- can effectively make it so that the warrior can constantly keep hitting a target if it doesn't have any anti-CC abilities (*cough- shamans*)
- Anti-fear. Yes, a properly specced MS warrior can effectively be immune to fear for quite a while
- Quite easily controlled- a simple sheep can take out a warrior for the duration of the sheep
- Only melee- this is a no brainer, they can get frozen/rooted/stunned, there they can do no damage
Rogues
Now, I won't pretend to know much about rogues in 5v5, as I have barely seen them in action.
Pros:
- Poisons- although they can be dispelled, the poisons that a rogue can provide can quite effectively stop people from healing/DPS'ing at all
- Clothy enemies- Yes, I did say that rogues are indeed the enemies of clothies, with kick, gouge and other such, they can be a real hassle to anyone trying to cast even 1 spell
- Cloak of Shadows- a flat out 90% (I think) chance to resist any spells cast- again coming into the anti-caster territory
- Evasion- this falls into the survivability category, giving rogues a very high dodge chance is a very useful skill, enabling them to take little damage for a while
- Blind- now that Blind has been changed to a physical effect, you can't get rid of blind unless you use your pvp trinket- this effectively removes a player for 10 seconds.
- Very squishy- rogues, although they can dish good damage, are altogether quite squishy and can be killed quickly
- Limited use- apart from making sure healers can't cast, rogues don't really have a definitive role in a 5v5 team, although "DMG DEALER" is probably a good description :P
Warlock
There's a reason Warlocks are pretty feared in the Arena, I will not go into great depths, as I know that the reason why warlocks are good are very widely known.
Needless to say, I will not write the Pros and Cons about warlocks as I believe they are widely known enough already. If you really are THAT interested in warlocks go read Zhero's blog :P
Paladin
Ah, the Paladin, the good old healing class. Let's face it, in PvP there really aren't that many more options for a paladin than Holy, Retribution may be a bit more viable now, but I haven't experienced many as of yet.
This will be about Holy Paladins
Pros:
- Awesome healing- Needless to say, Paladins are one of THE best PvP healers, low mana cost for the quick heals, great efficiency itself, a holy paladins heals are amongst the best for a 5v5 team
- Bubbles- their nickname "bubbleboys" isn't there for a reason, when you can become immune to everything and heal yourself and other members uninterrupted for 10(I think??) seconds, is a great asset to any team
- Temporary bubbles for teammates- I am of course referring to Blessing of Protection, a physical immunity bubble which can save a player
- Blessings- although they will get purged/dispelled very quickly, the blessings do help a lot in an arena, with blessing of freedom for any class that needs it badly they are a very useful tool and ability if used properly.
- Plate armour- same high armour as warriors, and therefore can take a lot of damage
- Cleanse- anti disease/poisons, no further explanation needed
- Very easily silenced- A well timed counterspell on a paladin can leave him out of the fight for 8 seconds (5.6 with auras), like shamans they are very susceptible to any silence mechanics.
- Casting heals- all a paladins heals are casted, no instants here, therefore it is an easy target to silence
Shadow Priests
Shadow priests are a very powerful spec, and quite a powerful addition to any 5v5 team
Pros
- Very high damage- with their DoT's and nukes they can pack a powerful punch
- DoT's- their DoT's can be very powerful, and if there is a class that can't dispell them rapidly- can take off a lot of damage.
- VERY squishy- from what I've seen, although great at being able to damage other people, if they get focus fired they die very quickly
- Easily CC'd- barely any anti-CC's
Holy priests
From what I've seen Holy priests aren't seen much in the arena, I haven't had many experience with them, but from what I've seen they get dispelled and silenced and killed.
Disc priests
Discipline priests are somewhat of an oddity for me, their high survivability is obviously an asset, and their heals are good, but I would rather take a paladin instead of a discipline priest.
Feral Druids
Feral druids can serve a variety of roles, they can jump and annoy casters, or even serve as a meatshield that can deal ok damage (if you're wondering why I stopped putting bullet points for things it's cause I can't think of enough reasons and I am a slacker) Altogether they can serve a variety of roles
Balance druids
Pros:
- High Damage- starfire hurts and moonfire is painful
- High armour- I know druids with 10k armour in moonkin form, that's just a bad thing from a caster :P
- Treants- these little bastards are the ultimate caster interruption, although easily killed, they're a pain in the ass while they're still up.
- Relatively good heals- if they choose to help out by healing, they do benefit somewhat from their +spell damage, so they can make good off healers
- Rooting- their roots can be a pain to melee'ers
- They're a moonkin....
- They're a moonkin
- They'll often refer to themselves as a Boomkin or "Panzerkin", which makes everyone slightly annoyed :P
Pros:
- They have Instant heals- they are the only healers that have instant heals, a great asset to any team
- They can move about and throw their instant heals- this makes resto druids the most mobile healers
- Cyclone- i forgot to mention this about boomkins, but cyclone makes druids a very valuable addition
- Purgable heals, although this is a good thing in the case of lifebloom, in comparison it is quite a bad thing when 2 of their main heals can be removed
Hunters
I know basically nothing about hunters, but from what I have seen, they're not THAT useful in 5v5, as they don't bring anything to the table, this might have changed with 2.3, but I'm not sure
Fire Mages
Pros
- High Damage
- Very squishy
Pros
- GREAT survivability- a good mage is practically impossible to beat
- good damage
- Sheeping- every mage can do this, sheeping is a great way to interrupt anyone, and if you've killed their main source of dispelling, then sheeping is a great way to incapacitate anyone
- if they get focus fired they can only last for so long.
Now we get to the shamans, what I've been waiting for (I will ninja this off arts blog, he sums it up very nicely)
First something that is equal to all shamans in what they bring to an arena team:
Bloodlust, 35% extra attack and cast speed, should be pretty clear in itself how friggin awesome this is, spam mana burning, spam healing, spam dps, etc etc, simply helps you get stuff done faster, doesnt need alot of explaining.
Totems, grounding, earthbind, poison cleansing, and almost most importantly, winfury totem. Grounding can with good timing save you from a CSed paladin, that hurtfull deathcoil or sheep, yea its 5v5 and alot of spells and being thrown around, still grounding aint to be underestimated. Earthbind, quiet clear what this does, snares the entire enemy team(if well placed). Poison cleansing, dispelling Wound poison, viper sting, crippling poison and even blind, remove a crucial blind or viper sting and generally having a poison remover is obviously a huge asset.
Healing, pretty much a no brainer shamans can heal, of course how good depends on the spec, not much explanation needed here.
Shocks/purge, r1 earth shocking enemy healers and purging buffs off the main target, if the shaman aint dpsing or healing, he should be purging the enemy big time, removing a mages Molten armor or mage armor can be quiet annoying seeing as theyre more fragile towards a warrior or rogue. Purging all buffs off priests are devastating, they rely on their buffs to keep them alive under focus fire, Inner fire, renew, PoM, and shield, remove all this and theyre fodder for a warrior.
So! Enhancement:
Pros:
Fucking, sick, crazy, uncontrollable, burst dps. Yea, thats right, given the timing and luck no class in the entire game can burst dps like an Enhancement shaman with a big fat 2 hander.
Now why is this good? Personally i see it best in a 2345 team, seeing normally they cant just charge a random person and kill them instantly, they wear down the enemy slowly looking for an opening to burst down someone, an enh shaman adds greatly to this, seeing as he VERY easy can create openings with a few winfury procs(stick him on a clothie and sooner of later that guy will be below 50%)
Cons:
The key word, uncontrollable if youre unlucky you can be running around for 20 seconds without getting one single winfury proc, that is completely shit and makes you wanna cry and whine at your shaman "why are you so gay?". Uncontrollable = bad, enh shamans cant follow orders like other classes if the leader says "burst priest!" all he can do is walk up and poke the priest a bit hoping for the best, its almost worse dps than me wanding!
Next is the limited healing abilities a shaman geared for melee has, low +healing and a low mana pool compared to the other specs limits the off healing they can do, this also adds to their relatively weak survivability, most enh shamans have NS for an instant heal to help them out but thats about it. Also an enh shaman focused by more than one melee needs to pick out his shield or hes gonna get buttfucked big time, this removes alot of their dps potential.
And in the end, an enh shamans complete lack of abilities to close distance, no intercept, CloS, vanish or sprint makes them extremely vulnerable to CC, yea frost shock, but the chance that you arent playing with either a mage or warriors is VERY low, so the main target will be slowed anyway.
Thats about all i can think off for enh shamans.
Elemental:
Pros:
The more controlled, less sick dps spec of the shaman, ele shamans are without a doubt the most popular spec for arenas, their dps is high AND controllable, you ask for it and they bring you 3k+ burst in a few seconds, ele shamans can. An ele shaman have potential burst very close to that of an enh shaman, Overload procs can be friggin nasty to have send at you. Not much to say about ele shamans dps, its a very high sustainable dps they output and a good asset to the team, cant say much else hehe.
Target Switching, unlike an enh shaman, ele shamans dont need to close distance, they switch targets instantly and start their imba dpsing, this is huge for any kind of setup, fast on-demand burst is so damn powerfull, anyway im repeating myself.
Cons:
Runs oom very very fast, limited healing compared to resto, and like enh shamans lose alot of their dps when getting focused, and focused they most likely will be. Cant really find any huge cons looking at an ele shaman apart from that, when comparing it to the other specs.
Restoration
Pros:
Resto shamans, have absolutely no dps whatsoever, however are very very powerfull at healing, earth shield is an extremely powerfull spell. Natures guardian with mail armor, earth shield and NS makes a resto shaman a very hard class to kill fast. Chain heal is also a strong group heal for when 1 target isnt being focused big time.
Cons: No defensive magic dispell, combined with no offensive CC, this is a pretty bad thing seeing as healers espeically are required to have a defensive magic dispell, removing CC and other magic effects.
Hope you enjoyed this big update, i'll try and be more active, school really swamped me this time though
Scott







































