No, but most people will use the skull of impending doom preemptively or that trinket that applies a debuff dot to the user, can’t remember what it’s called.
The ultimate combo: Warlock seduce, warlock stands at max range. Cast shadowbolt > immolate > conflagrate > shadowburn. If you get a crit in there with some T1/T2 gear, you will just about one shot any player in the game.
I remember questing on a pvp server, think it was in Hinterlands. I was probably mid 40s ish. I’m fighting a couple mobs when I see a red cat suddenly appear. “oh crap”. Turns into a Night Elf, with a skull when I target him. He watches me fight the mobs, and when they were dead I loot them and suddenly hear the roots growing around me “i’m dead” I think, then I hear that starfire sound boom dead. I think it hit me for a couple thousand but I was way lower level in hobo leveling gear. So corpse run back and don’t see him, so I rez behind a tree and eat. I carefully look around and run to some other mobs. Start fighting and see him reappear again mid fight. Oh crap. this happened about 3 times before I logged into another character. To this day that starfire sound still gives me chills.
Warriors didn’t get spell reflect until TBC but there is an engineering trinket anyone can use. Funny you mentio prot warriors in pvp because in another thread people were swearing to me warriors didn’t roll prot in pvp. Of course they did!
Not mine, but watched a combat rogue with Ironfoe and HoJ proc zerk, slice n dice and blade flurry while running with an enhance sham WF tote. Dude hit a guy something 28 times in 3 seconds or something ridiculous along those lines
I agree! Or, at least, provide occasional differences between PVE mobs in ways that mix up the play experience.
Maybe one mob kind has a chance of one-shotting with its melee attack, so you can try to stunlock it, or try to kite it, or something. Another one has the original, wildly overpowered, Elemental Overload ability, with a chance to copy spells that they cast; so your goal would be to stay at high HP and keep them from spellcasting.
Of course, as the previous reply to you points out, WoW has already done this; two Vanilla examples off the top of my head are the Sons of Arugal and the Devilsaur. Another example of the same basic concept might be the elemental immunities; earth elementals, for example, are entirely immune to Nature damage, which affects the ways that shamans and some druids need to play around them. It’s not entirely fair to have a mob that’s just totally immune to your main damage type; but it does make the game more fun for that unfairness to exist.