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3-05-2009 @ 1:01AM
Okay.. I was kind of hoping you would also get what I was saying... however... Shammies can heal, have multiple casting schools, and can (if specced) be powerful melee combatants. They also have powerful debuff/buff mechanisms (totems). I agree the use of totems is diminished in the mobile combat that is PvP, but they are quite useful, and you still have them. Shammies also can have useful pets (Ghost Wolves hurt). So.. what I'm saying is Shammies have options. Spriests have 1 option... kill the enemy at range or die. I take it your beef is with adding any CC to the game. The problem is that Spriests need CC in order to do anything really. The devs could remove all CC, but then to compensate they'd have to lower all melee damage and spell damage by a drastic amount... or they'd have to give Spriests 8 times the health they now have. What I'm saying is that Shammies have a lot more options and are a lot more resilient than Spriests in general. That's just the way the classes are designed. I agree CC is annoying. Remeber.. I run a clothy... any Rogue that uses half their stuns can blow me up in an instant. Spriests are very fragile and lack the CCs, escapes and roots that other classes that have stronger burst, heals, defensive cooldowns and better melee and magic mitigation have. The problem is that very powerful and resilient classes have multiple CCs, while some classes that aren't resilient or capable of heavy bursts, which legitimately would need multiple CCs, don't have them. Yes, adding CC sucks... however I'd gladly give up all my Spriest's CCs if Pallys and DKs lost theirs, and Rogues and Mages lost 1 or 2. Until then though I have to deal with those classes as much as you do... and given the options Shammies have, I think an extra Spriest CC is fair (unless you want Spriests to be able to direct-heal themselves...oh man that would be great).
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