Thoughts? We will always be playing together, what four alliance comps would do best in large scale world pvp
I would be comfortable with Pally/priest, warrior, rogue, mage. This is simply my opinion.
Who are the top 5 best rappers of all time? I’ll tell you. Dylan, Dylan, Dylan, Dylan, and Dylan.
4 mages yeeee
4 hunters.
Paladin, warlock, mage, warrior
What’s worse than a rogue in wpvp? More than 1 rogue.
We are planning a comp that goes something like rogue-rogue-rogue-rogue.
Seriously.
4 rogues is good at taking out a single foe or two, but they lack mobility and range. Im thinking 4 hunters with track humaniod, flares,traps,pets, speed and best range in game might just be the way to go
3 rogues and a paladin as bait/heals
4 viper stings tho. Ouch
a good rogue solo can take out a group of 3-5 people before he dies
Shaman, priest, lock, mage.
How can a rogue solo 3 to 5 ppl
I think this is the best combo
Paladin - arguably the best PVP healer (for those WPVP encounters)
Warlock - So you can always have summons should party members need to hearth to repair/clear bags
Mage - Food/Water/excellent CC/Mage Portals for quick travel as a group
Warrior - so your group will have a tank for instant access to dungeons as you level
I have a 3 man team leveling up on a PvP server. We decided on Rogue, Warrior, and resto Shaman. Wind fury all day long!
Druid
Rogue
Lock
Shaman
Heals, Control, Burst, and Res
whispers in everyone’s ear
FEAR does not have diminishing returns in classic. 2 of those bad boys while your other 2 rogues stunlock. Yea balance didn’t exist back then either.
Google the rock, paper, scissors memes.
Our group has 4 players and we’ve had this same discussion. We’ve decided to shy away from having multiples of a single class because it would likely cause gearing problems in the long run and we want to have decent clear speed in dungeons, so its something to consider.
A good starting point would be to examine class ability lists and look to combine classes with the least overlap. Ideally, your group will be able to remove all debuffs, it would have a good mix of damage types and ranges, versatile crowd control and as many movement based abilities as possible. Try to avoid having a glaringly obvious weakness, such as only one healer. If they get temporarily removed from the fight or killed early, you’ll pretty much lose by default against an equal sized force.
You’ll also want to consider the strong points of each class and how they match up against other classes. Then do the opposite. You’re looking prevent any other comp from having a clear advantage. In addition to this, you’d preferably want to select classes that are fairly self sufficient - Paladins, Warlocks, Mages, Hunters, and Druids excel in this regard. Each of them can get out of a messy situation and rejoin with the group fairly easily. You can also mitigate some of the weaknesses within your group by gaining access to Herbalism and Engineering. Between all the bombs, gadgets and potions, you’ll be difficult to predict; therefore, incredibly difficult to handle.
You’ll also want to consider what cooldowns are available to the group and how well they synergize. You’re looking for things that truly benefit the group, not just one of the classes/players. Druids bring a lot to the table in this regard, they have a Rebirth and Innervate!
I’ll break down what our group is going with, but before that I have to state that I realize that there is no “best” comp. I do think this one will be quite a lot of fun though. We’ll be rolling Holy/Protection Paladin, Feral/Balance Druid, Survival/Marksman Hunter and Warlock (spec tbd).
Warlocks have a large arsenal of cooldowns at their disposal as well; Soul Stone, Health Stones and their Fel Hunter will counter many efforts that the enemy will attempt to throw at you. All of their pets are exceptional in specific PvP scenarios. The obvious thing here is their never ending Fear.
Paladins are exceedingly difficult to kill thanks to their Divine Protection and can heavily discourage the focusing of a team member with Blessing of Protection or Lay on Hands. Blessing of Freedom is also wonderfully useful in a PvP setting. They can also keep themselves from being crowd-controlled by using Blessing of Sacrifice.
Hunters bring ranged damage and zone control to the group and will be just about the best way to prevent your group being engaged on in an unfavorable manner. Traps, Flare, Tracking and Cheetah/Pack are excellent tools to control the battlefield dynamic. Their pets, when ignored or in Beastial Wrath, can make enemy casters’ miserable with constant knock-back and chip damage.
In addition to Rebirth and Innervate, Druids provide great HoTs, are extremely hard to pin down and put out quite respectable damage. Their stealth is useful for obvious reasons.
All in all, this squad is well-balanced - there’s decent damage, potent healing, good crowd/zone control and strong engage/disengage tools. Each class present does have a mana bar, so longevity could be an issue.
This makes the argument to include Rogues and Warriors in the mix a lot stronger, of course. These two classes certainly bring kill pressure, especially at high gear levels. I don’t think there are any wrong choices, but they don’t bring a lot of synergy to the table in terms of cooldowns or support based abilities and require constant attention from party members in order to be at their best in group PvP.
All things considered, do what sounds like fun and go from there. Having a comp that allows everyone to experience the ENTIRE game and its content together - as a group - is what we’re aiming for. I genuinely hope that you’re able to do the same!