I couldn't play much, just grabbed the warrior to give a try at Fury just because I had a pair of tankard of terror available for dual wield.
I noticed PvP and PvE chars seem to have the same HP now.
It seems resil doesn't give enough of a benefit considering the amount of HP as compared to the damage people do. What I mean is, when the guns do 10 damage, there is no difference between having 15 hp and 20 hp because both ways you still go down in 2 shots.
PvE chars have always been glass cannons in PvP, but it seems now PvP chars are too. I crit someone for 4k with a 1-hander and his HP goes down 18K.
At the moment I can't tell if Fury 1-handers is going to be good or bad for PvP because at the moment it's just terrible. Ranged classes can dish out a lot of damage before you get in range for an intercept, and whenever you attack someone you're taking massive damage from other people that are attacking you from oustide the range of intercept, while you're snared, stunned, or rooted to boot.
I find that the PvP environment lacks durability and has excess DPS. Which Fury doesn't help at, at all. At the current situation I'd discard both Fury and Arms warriors from PvP, if Prot is viable, then Prot will be the PvP spec (at BGs at least), if not, then warriors are PvE-only chars until fixed. Do note this is a FIRST IMPRESSION, not a final veredict or QQ.
I'll give a try to other chars later. But I'm taking this as hint that the dominating powers in BGs are:
- Superlongrange damage.
- Death Grip. Because it pulls enemies closer to you so that it is them who are gibbed by the superlongrange damage from your teammates.