I dunno how you manage it, but I got 12k hp in druid, +1800 healing and 408 resillience. Warrior charges someone in my group, I shift out to heal them warrior intercepts me and spamstring. You can't shift out of it, because it is auto reapply. They keep moving, you keep shifting, wasting mana whilst they get HUGE white hits on you *without* critting (had a 2.8k a couple of days ago, non-crit) and all you can do is waste waste waste mana putting crappy hots that are 50% reduced. Try and caste -> pummeled. The things I have to protect myself ->
1) The self root (forget name) but requires warrior to get ANOTHER big white hit on you before it procs, and even then by the time you've moved out of range they've got another white hit.
2) NS + CC... usually a waste because warrior resists half your spells anyway or through multiple use gets reduced effect (where is reduced effect on spamstring?)
3) Warstomp + cyclone. This one is effective... but has a high chance of a) warstomp being resisted (and warriors get % health back from stomp anyway) or b) cyclone being resisted (happens soooooo often).
Not forgetting that intercept puts us in stun for 2 seconds (and gives you a free white hit + MS) ... you cannot move. YOU CANNOT MOVE. The only two classes that are supposed to have "range issues" being MELEE both have spells that teleport you to them (intercept / shadowstep) and abilities that make it impossible for you to escape them.
The only ONLY reliable escape method... will be removed in WOTLK. And that is... (drum roll) Feral Charge. You charge me -> I charge your teammate and have like 5 seconds breathing space... in which I can cast maybe 2-3 hots, 50% reduced from your MS.
God help me if there isn't anyone to charge to. I just sit there and take a beating.
1) The self root (forget name) but requires warrior to get ANOTHER big white hit on you before it procs, and even then by the time you've moved out of range they've got another white hit.
2) NS + CC... usually a waste because warrior resists half your spells anyway or through multiple use gets reduced effect (where is reduced effect on spamstring?)
3) Warstomp + cyclone. This one is effective... but has a high chance of a) warstomp being resisted (and warriors get % health back from stomp anyway) or b) cyclone being resisted (happens soooooo often).
Not forgetting that intercept puts us in stun for 2 seconds (and gives you a free white hit + MS) ... you cannot move. YOU CANNOT MOVE. The only two classes that are supposed to have "range issues" being MELEE both have spells that teleport you to them (intercept / shadowstep) and abilities that make it impossible for you to escape them.
The only ONLY reliable escape method... will be removed in WOTLK. And that is... (drum roll) Feral Charge. You charge me -> I charge your teammate and have like 5 seconds breathing space... in which I can cast maybe 2-3 hots, 50% reduced from your MS.
God help me if there isn't anyone to charge to. I just sit there and take a beating.
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