throatslasher wrote:
Warlock is better than mage. Warlock is far and away the best hero ability in the game. And your list besides that is indistinguishable from mine.
WITH card interactions, priest (at least in arena) might eek out druid and rogue, def better than pally in arena.
My thoughts exactly. Coming from a tcg heavy background, I know how important card advantage is.
Personally I think the Shaman ability is a tidbit better, even though the random factor diminishes its effectiveness, but the board control is heaviest with it.

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@throat/searz how the **** do you come to the conclusion that paladins hero power is SO much better than shamans. Most of the time a worst case scenario shaman hero power is the equal of a paladin hero power.
4/5 times i draw a sear totem from it i kinda do an internal curse to myself.
4/5 times i draw a sear totem from it i kinda do an internal curse to myself.
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"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
Shaman's is so awful because you have a 25% chance of getting what you want.
Typically, you only want one specific totem at any given moment. The inconsistency makes it bad. It's still playable, and when you're ahead it's quite good. When you're behind, you ain't do sheet.
Typically, you only want one specific totem at any given moment. The inconsistency makes it bad. It's still playable, and when you're ahead it's quite good. When you're behind, you ain't do sheet.
throatslasher wrote:
Shaman's is so awful because you have a 25% chance of getting what you want.
Typically, you only want one specific totem at any given moment. The inconsistency makes it bad. It's still playable, and when you're ahead it's quite good. When you're behind, you ain't do sheet.
The taunt is always good, the fire totem = paladin hero power. 50% chance to be better or equal to the paladin hero power at all times. When you need spellpower or a healing totem, then you have 75% chance to be equal to a paladin hero power. The best thing about the totems as well is that they are all useful (except searing totem) the same turn you play it. The healing totem heals your minions the same turn, spellpower totem can improve your spells instantly, the taunt turret is guaranteed to take at least 1 hit (or silence). With paladin you have to wait 1 turn, which is awful. I prefer shaman hero power over the paladin hero power any time.


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throatslasher wrote:
Warlock is better than mage. Warlock is far and away the best hero ability in the game. And your list besides that is indistinguishable from mine.
WITH card interactions, priest (at least in arena) might eek out druid and rogue, def better than pally in arena.
Yeah, you might be correct there.
throatslasher wrote:
Shaman's is so awful because you have a 25% chance of getting what you want.
Typically, you only want one specific totem at any given moment. The inconsistency makes it bad. It's still playable, and when you're ahead it's quite good. When you're behind, you ain't do sheet.
Nailed it.
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Palas are soo balanced in arena

stats:

For anyone interested, this is what i got:

stats:

For anyone interested, this is what i got:

Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!

"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
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WITH card interactions, priest (at least in arena) might eek out druid and rogue, def better than pally in arena.