The Winners & Losers of Melee DPS in The War Within
Summary
TLDRThis video ranks melee DPS specs in the 'War Within' beta, highlighting Unholy Death Knights, Windwalker Monks, and Fury Warriors as the most fun, while discussing the need for improvements in Rogue and Havoc Demon Hunter specs. The review focuses on the enjoyment of gameplay rotations and the thematic appeal of each class.
Takeaways
- 💀 Unholy Death Knights have been significantly improved in the 'War Within' update, making them feel more fluid and enjoyable to play.
- 🗡️ Unholy's new abilities like 'Festering Scythe' and 'Raay of the Abomination' enhance the gameplay experience by adding more interaction and strategic depth.
- 🏇 The 'Rider of the Apocalypse' talent allows Unholy Death Knights to ride their death chargers permanently in combat, adding a cool thematic element.
- 🌪️ Windwalker Monks continue to be a favorite due to their smooth rotation and satisfying opening combo, which has been further refined in the update.
- 🌟 The 'Conduit of the Celestials' talent for Windwalker Monks provides a unique and engaging gameplay experience by interacting with celestial powers.
- ⚔️ Fury Warriors are described as fast-paced and bursty, with a resource generation that feels almost non-stop, especially during 'Recklessness'.
- 🔨 Arms Warriors, while slower and more methodical, benefit from the 'Colossus Smash' talent, which captures the essence of an Arms Warrior's playstyle.
- 🏴☠️ Rogues, particularly Assassination and Subtlety, are criticized for their complexity and homogenization, making them less enjoyable in the current state.
- 🔪 Havoc Demon Hunters have lost some of their unique gameplay elements like the 'Tear Set' from Dragonfly, which made them feel like true glaive masters.
- 🌌 The 'Demonic Surge' talent for Havoc Demon Hunters shows potential but needs clearer visual feedback to enhance the gameplay experience.
Q & A
What significant changes were made to the Unholy Death Knight in the 'War Within' update?
-The Unholy Death Knight received a complete overhaul in the 'War Within' update. The class now feels more quick to ramp, with fewer globals needed before damage starts. Unholy blight is now purely passive, and Army of the Dead has been replaced with the summoning of a big old BFA bomb, which cleaves through mobs, applies festering wounds, and diseases.
What is the new mechanic introduced with the Unholy Death Knight's 'Festering Scythe' talent?
-The 'Festering Scythe' talent turns the Unholy Death Knight's festering strike into a scythe that cleaves through all enemies in front of them, dealing huge damage and applying wounds to all targets. This mechanic helps in quicker ramp-up of wounds, enabling more frequent use of death and decay and Scourge strike for AOE damage.
How does the 'Rider of the Apocalypse' hero talent enhance the Unholy Death Knight's gameplay?
-The 'Rider of the Apocalypse' hero talent allows the Unholy Death Knight to ride their death charger in combat. Additionally, there is a talent that enables the player to permanently ride their death charger in combat while outside, adding a unique and cool aspect to the gameplay.
What changes were made to the Windwalker Monk in the 'War Within' update?
-The Windwalker Monk had the button bloat removed from the spec, including the removal of active chi wave, chi burst, and expel harm. This makes the rotation smoother and more fluid. The opening rotation also became more satisfying with the ability to summon spirits and perform a series of powerful kicks.
What are the key aspects of the Windwalker Monk's 'Conduit of the Celestials' hero talent?
-The 'Conduit of the Celestials' hero talent allows the Windwalker Monk to be guided by the orus celestials, summoning them all at once and gaining interactions from them, such as increased speed on Fist of Fury. It also has a chance to refund the Monastery Stacks, allowing for potentially continuous use of Blackout Kick.
What are the main characteristics of the Fury Warrior's gameplay in the 'War Within' update?
-The Fury Warrior is described as super fast-paced and bursty, with insane resource generation, especially when inside the Recklessness cooldown. The hero talents, such as Mountain's Thunder and Slayer, add visual appeal and powerful effects to the gameplay.
What issues were highlighted with the Arms Warrior's gameplay in the 'War Within' update?
-The Arms Warrior's gameplay was noted to be methodical with a slower pace compared to Fury. The main issue highlighted was the need for 'Anger Management' to reduce the cooldown of Avatar for Arms, as being inside Avatar is a visually appealing aspect of the warrior class.
What changes were made to the Rogue class in the 'War Within' update, and what are the concerns?
-The Rogue class had a rework that homogenized the specs, making them revolve around stealth windows. Concerns include the need for more differentiation between the specs, especially in terms of gameplay mechanics and hero talents, which are currently seen as underwhelming.
What are the main issues with the Subtlety Rogue's gameplay as described in the script?
-The Subtlety Rogue is criticized for having too many cooldowns to manage in the opener, making the rotation complex and potentially overwhelming. Suggestions include reducing the number of cooldowns or combining some into passive abilities.
What are the concerns with the Havoc Demon Hunter's gameplay in the 'War Within' update?
-The Havoc Demon Hunter lost the tear set from Dragonfly, which was a significant part of their gameplay. The concerns include the lack of integration of the tier set into the spec's talents and the mobile build using momentum or inertia, which is seen as not being good gameplay design.
Outlines
🗡️ Unholy Death Knight and Windwalker Monk Impressions
The video script discusses the author's experience with melee DPS classes in the beta of 'The War Within'. The Unholy Death Knight is highlighted for its significant improvements, particularly in ramp-up speed and the new mechanics like the passive Unholy Blight and the Raya Abomination. The author praises the new talent, Festering Scythe, which enhances the AOE damage potential. The Windwalker Monk is also commended for its smooth rotation and the removal of the button bloat, making it more enjoyable. The script also mentions the hero talents for these classes, such as the Unholy Death Knight's ability to permanently ride the death charger and the Windwalker Monk's celestial conduit, which adds a layer of fantasy and fluidity to their gameplay.
💥 Fury Warrior and Arms Warrior Analysis
The script continues with an analysis of the Fury and Arms Warriors. Fury Warriors are noted for their fast-paced, bursty gameplay, with a focus on the hero talent Mountain's Thunder, which transforms the warrior into a steel titan and enhances their Whirlwind cleave. The Arms Warrior is described as methodical and slower, but with a satisfying playstyle, especially with the Colossus hero talent, which introduces a new ability called Demolish. The author also expresses a desire for changes in the cooldown management of certain abilities and hero talents to improve the fluidity and visual appeal of the classes.
🔪 Rogue and Havoc Demon Hunter Critique
The final paragraph addresses the state of the Rogue and Havoc Demon Hunter classes. The Rogue is criticized for its homogenized playstyle and the need for more distinct mechanics between its specs. The Assassination spec, in particular, is noted for its complexity and the difficulty in managing multiple abilities simultaneously. Subtlety is highlighted as the most bloated spec with too many cooldowns in its opener. The Havoc Demon Hunter is mentioned as losing its unique gameplay elements from the previous tier set, which made it feel like a true demon hunter. The script concludes by suggesting that the mobile build for Havoc, focusing on momentum, is not well-received and could be detrimental to the spec's performance in challenging content.
Mindmap
Keywords
💡Melee DPS
💡Unholy Death Knight
💡Rotation
💡Festering Scythe
💡Windwalker Monk
💡Hero Talents
💡Fury Warrior
💡Arms Warrior
💡Rogues
💡Havoc Demon Hunter
💡Momentum
Highlights
Unholy Death Knight has been completely overhauled in the War Within, fixing issues with slow ramp-up and making the class feel more quick and responsive.
Unholy Blight is now purely passive, improving the class's gameplay.
Army of the Dead has been replaced with Ray Abomination, which interacts more with gameplay and applies diseases, making it more effective than the previous ability.
Festering Scythe is a new talent that turns Festering Strike into a cleave ability, applying wounds to all targets and enhancing the class's AOE damage capabilities.
Unholy Death Knights can now permanently ride their Death Chargers in combat, adding a unique and cool feature to the class.
Windwalker Monk has been streamlined, removing active chi and making the rotation smoother and more fluid.
The opening rotation for Windwalker Monk is satisfying, with a series of abilities that can lead to up to eight stacks of Teachings of the Monastery.
Conduit of the Celestials is a hero talent that enhances the Windwalker Monk's gameplay by refunding Monastery Stacks and allowing for multiple Blackout Kicks.
Fury Warrior is fast-paced and bursty, with a resource generation that feels relentless, especially during Recklessness.
Mountain's Thundar is a visually appealing hero talent for Fury Warriors, transforming them into a steel Titan and dealing area damage with Thunderclaps.
Slayer is another hero talent for Fury Warriors that enhances Bladestorm, making it feel like a powerful whirlwind of destruction.
Arms Warrior still maintains a methodical playstyle, but the Colossus Smash hero talent adds a new layer of excitement with its channeled ability and AOE damage.
Rogues in the War Within have been homogenized, with all specs revolving around stealth windows, which may not be ideal for all players.
Assassination Rogues suffer from complexity in their rotation, making it difficult to manage all the necessary abilities and priorities.
Subtlety Rogues have a bloated rotation with too many cooldowns, making the opener feel clunky and complex.
Havoc Demon Hunters have lost their tear set from Dragonfly, which was a core part of their gameplay, making them feel less impactful in the War Within.
Havoc Demon Hunters could benefit from integrating the tier set from Dragonfly into their talents, but this opportunity has been missed in the War Within.
The mobile build for Havoc Demon Hunters using momentum or inertia has not been well-received, as it can interfere with positioning and survivability in hard content.
Transcripts
I tested every melee DPS on the beta of
the war within and here are some of the
specs I had the most fun with alongside
some specs that still need some help I
want to make it clear that yes although
doing a lot of DPS can be a lot of fun
this video is going to be ranking these
specs on how fun their rotation is so
let's start off with the Unholy death
knight now Unholy is a class that I have
never really got on with before I hated
how slow the class felt rotationally
particularly with the amount of ramp
this class needed before its damage
actually got going in the war Within
Knight's got complete overhaul and this
has fixed everything I disliked about
this spec Unholy now feels infinitely
more quick to ramp with only a few
globals before you get pumping Unholy
blight is now purely passive which is a
big win for the class alongside
replacing Army of the Dead with raay
abomination summoning a big old BFA bomb
to cleave through mobs apply festering
wounds and also apply all your diseases
meaning you don't even have to press
your virent plague in your opener I
vastly prefer this guy to the Army
because he does more than just melee he
actually interacts with your gameplay
Army being an 8 minute cooldown just to
have these ghouls do melee attacks is
wildly underwhelming possibly my
favorite addition to the new Unholy is
festering Scythe though I am in love
with this Talent every 20 wounds you
burst turns your festering strike into a
scythe that Cleaves through all enemies
in front of you dealing huge damage but
most importantly applying wounds to all
Targets this is amazing it's like bio
contagion but better again with the
theme of quicker ramp this means you get
to apply more wounds quicker so that you
can drop your death and Decay and cleave
ver the wounds with Scourge strike for
some of the best AOE damage in the game
and in case you didn't work it out this
also means you're then popping even more
wounds even quicker so you can quickly
then get another festering Scythe the
cycle is great you are literally the
embodiment of a true Necromancer now
spreading disease summoning ghouls
Abominations and even Mages and with the
rider of the apocal hero Talent you are
even joined by The Four Horsemen
thematically this class is wicked with
this hero Talent you can now ride your
death charger in combat but if you enjoy
outdoor content you can pick up the
talent which means you can permanently
yes permanently ride your death charger
in combat while outside now that is just
absurdly cool Unholy is actually spoiled
with two great hero talents though sand
Lane turns your Scourge strike into a
vampiric strike which grants you haste
and ALS o consumes your virulent plague
to deal insane burst damage they can
also summon blood beasts which at first
I thought was going to be some puny
little Shadow fiend looking thing until
I saw this guy Rock up he plays
perfectly into the disease ridden play
style and then explodes the AOE damage
how can you not be in love with the
Unholy death knight next up we have the
wind walker monk this spec has always
been a favorite of mine rotationally the
idea of never using the same button
twice in a row makes for a really smooth
rotation and now the spec just plays
even more fluidly this is mainly thanks
to the button blo being removed from the
spec in the war within we're saying
goodbye to an active chi wve chi burst
expel harm and thank the Lord also bone
dust Brew monk in general has always
suffered from way too many active
buttons that probably puts a lot of
players Off full stop but even once you
learned the spec they just felt clunky
so I'm super glad that it's finally been
trimmed down to add to this fluidity the
opening rotation could not be more
satisfying summons when in your spirits
strike of the wind Lord to duplicate
your damage straight into a channeled
pist of Fury followed by a rising sun
kick into a whirling Dragon punch and
finally into a blackout kick with the
potential of up to eight stacks of
teaching of the monastery making us kick
eight times in the Press of one blackout
kick if this wasn't already fun enough
when hero talented into conduit of the
celestials we gain a good chance of
refunding these Monastery Stacks so we
can potentially blackout kick eight
times press another ability to keep up
hit combo and then instantly blackout
kick eight times again blackout kick
also Cleaves onto two Targets so that's
a total of 48 kicks in two globals not
only is this ridiculously fun it also
deletes mobs I don't know if there is a
more satisfying Loop in the game conduit
of the celestials is a super cool hero
talent that plays perfectly into the
monk fantasy of being Guided by the orus
celestials summoning them all at once
and gaining interactions from them like
increased speed on your Fist of Fury
Channel feels amazing and carries the
more boring hero talent in Shadow pad
the only feedback that I would have for
Celestial conduit is to remove the
channel wind walker already has a
channeled ability as a melee I don't
think it needs another one the last
major dub I want to highlight for the
wind walker is the removal of AOE Touch
of death and how much damage it did I
don't know a single wind walker that
enjoyed this play style trying to snipe
low irrelevant mobs at the end of packs
for most of your damage was just cringe
and I'm glad that it's gone forever
another class that I've been enjoying as
a whole is the warrior we'll start with
Fury which is a super fast-paced and
bursty spec that literally feels like it
never stops its resource generation is
insane especially when inside your
recklessness cooldown pretty much just
pressing one button in between every
Rampage but that's nothing new for the
fury Warrior it's always been incredibly
fast and fun I'm also a big fan of the
hero talents for the warrior in general
Mountain th is probably as visually
appealing as you can get with the
warrior class though I do feel like it
would better sue arms with the
thunderclaps but regardless transforming
into a literal steel Titan and thunder
blasting everything around you with sick
visual effects while dealing big damage
and generating four stacks of Whirlwind
cleave is super rewarding I like that
blizzard understands how GC delock Fury
already is and that we would not be able
to have the spare globals to press an
actual Whirlwind so instead they baked
all of the Whirlwind effects into
Thunderclap the top things off your
random lightning strikes even have a
chance to Grant you avatar for force
seconds which I don't really care for
the extra damage from this it's just so
cool growing into an Iron Giant with
Slayer although I'm kind of over the
whole execute part of the talents there
is one part of the rotation that goes
crazy after three free executes your
Bladestorm will now strike three
additional times I'm not entirely sure
if this actually speeds up your blad
storm or just makes you cast for longer
but wow when you press blad storm now
you literally feel like a Beyblade just
churning through everything around you
it is an unbelievable feeling executing
also reduces the cooldown of your blad
storm which pairs super nicely with
anger management reducing the cooldown
of one of your most fun button presses
in your rotation is a major W let's move
on to the arms Warrior then arms still
feels pretty much the same and although
it's a favorite of the melees I do just
need to get something off of my chest
anger management needs to reduce the
coold down of avatar for arms as this
will L up your cooldowns more fluidly
and being inside Avatar is probably the
coolest thing about being a warrior at
least visually but aside from that armor
still feels super methodical with a
slower play style especially when
compared with fury it's really nice to
have two completely different play
Styles within the same class the part
that props arms up completely for me
though is the Colossus hero talents wow
blizzard have perfectly encapsulated
what an arms Warrior should feel like
with their new ability demolish it's a
quick channel that strikes two times
before slamming the ground for AOE
damage and believe me when when you
press this button you almost feel like
you're charging up this demolish in real
life it is honestly perfect you can
build up the damage of future demolishes
with colossal might and if overcapping
on 10 stacks of this you then start to
reduce your demolish cooldown so you can
feel that chunky button press even
quicker this is honestly one of my
favorite buttons to press in the game so
those were some of the winners now let's
move on to some of the losers the Rogues
are also down bad in the war within
Rogues had a rework not too long ago
that I think homogenized the specs way
too much all of the Rose specs now
revolve around stealth windows and
making the most of them something that I
think only subtlety and maybe
assassination should play around it's a
tricky one because I actually really
enjoy the outlaw crackshot Windows of
not putting your between the eyes on
cool down when it casts from South but I
do think that it needs to change up to
give a different feel to the different
specs Outlaw should be all about upfront
damage rolling the bones for different
Treasures while weaving in pistol shots
like a real pirate oh and blizzard some
how I don't know how but please make it
so that Outlaws damage breakdown isn't
all just blade flurry good luck fake
bound kicks off the super underwhelming
and boring hero talents of Rogue
basically just giving you passive damage
or stats throughout your rotation with
no real control over it when I played
with this on the beta I literally had to
check my hero talents were even enabled
because you do not notice anything even
the Capstone now just gives you agility
yeah cool it might be powerful but apart
from seeing the numbers slightly larger
if you really look nothing is changing
with my game play assassination I think
suffers from too much complexity in its
rotation I know how to play most specs
in the game but Assa is one I've never
grasped a hold of because there is just
so much going on spreading and
maintaining GES and ruptures can
sometimes even be tricky enough in
itself but then we need to maintain
cortic batter on our priority Target
maintain Crimson Tempest use our shiv
death Mark Kings Bane and thisal all at
the right time as well as Vanishing to
increase our Gro damage that we need to
tab t or manually spread don't get me
wrong I'm all up for having more
difficult specs in the game but I do
think that there's a reason that this
spec is one of the least played in the
game death stalker is more of the same
with the hero talents though it's
completely counterintuitive to
assassination as I just stated a lot of
your damage comes from stealth gross due
to the damage amp but for whatever
reason with this hero Talent we are now
applying our marks through Ambush
completely jumbling up our normal
priorities and finally we'll move on to
subtlety this spec in my opinion is
probably the most bloated spec in the
game in terms of rotational buttons at a
base rotation it's relatively simple but
in the openers I literally feel like I
need 9 years of experience on the piano
to hit all the different keybinds at the
right time let me list out all the
cooldowns this spec has and you might
see the problem we have cold blood
thistle tea shuriken tornado
flagellation Shadow blades secret
technique Shadow dance gourm More's bite
and vanish that is nine different
cooldowns to use inside our opener
alongside all of the base rotational
buttons I don't know how sub got to this
point but some of this needs to either
just be flat out removed or baked into a
passive maybe every x amount of shuriken
storms it turns into a shuriken tornado
and maybe you can pair up flagellation
and gouros into one cooldown I don't
care how they do it but this is easily
my biggest problem with this spec right
now the last of the hero talents is the
rck the Rogue which for whatever reason
started off as trying to use faint as a
combo point generator but since then
they realized what a stupid idea this is
and changed it there's clearly a very
creative Dev behind this hero talent
because they are still trying to force
us to use distract in our opener for
extra damage again very interesting but
they apparently weren't creative enough
because the big moment from this hero
Talent is getting a Cuda gra proc which
is just your normal finisher but it
feels even worse because it locks you
out your rotation for the animation like
at least turn the finisher into a death
from above if you're going to lock us
out the last of the melees that need
help in my opinion is the Havoc Demon
Hunter Havoc has unfortunately lost
their tear set from dragonfly that they
had for two seasons in a row because it
was that good constantly Hing out these
glaes that bleed up targets via your
blade dance was super cool gameplay and
you literally felt like a glaive master
bleeding up everything around you with
soul scar all while not even having to
press your actual throat Pro glaive
ability the best part about this tier
set though was the hunt cool down
reduction you got from constantly
tossing out these glaes The Hunt is an
ability that perfectly matches the demon
Hunter's play style it's flashy it makes
you ridiculously mobile and it deals big
damage having access to this cool down
more frequently made you feel like an
actual Demon Hunter that is closing the
gap between themselves and their prey
but all this is gone with the war within
so Havoc just feels kind of down bad
they could have easily baked this into
the specs talents let alone the hero
talents they literally have a hero
Talent completely based around glaves it
seems like they missed the golden
opportunity to integrate this tier set
into the Ali reava talents causing every
x amount of Glades you throw to turn
your glaive into a rava glaive but no
instead we're sto with a completely dull
damage amp B scard is slightly cooler
and has potential but they haven't
capitalized on it yet the demon surge
proc is actually quite sick especially
when you procket from blade dance as the
explosion goes off as soon as you land
the empowered abilities are also an
excellent idea but blizzard needs to
make one simple change to make the
execution also excellent why the hell
aren't the empowered abilities a
different color this is the most obvious
and ideal way to easily make this idea
come to life and feel impactful turn
your eyebeam red or purple or literally
any other color so that we can actually
feel like our ability is fully buffed it
doesn't even need to change our game
play outside of that blizzard is still
intent on this mobile build for Havoc
using momentum or inertia to give you
increased damage windows but I feel like
such a small part of the community
actually enjoy this dashing about in
hard content where positioning is very
important it's just not good gameplay
design yeah it sounds cool in theory but
in practice how many fights are there
where havocs just cannot viably do their
maximum DPS because their Dash will get
them killed Havoc used to be one of my
favorite specs in the game until
momentum came along and I know that I'm
not alone in saying that it's flashy
it's fast-paced and you can turn into a
literal demon for God's sake we don't
need this extra mechanic that just kills
the spec for so many of us but that's it
those are my favorite melee DPS specs as
of right now alongside some of the melee
that still need some love if you guys
did like this video then please feel
free to drop a like down below subscribe
to your boy and until next time I'll
catch you guys later
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