2. Chains 60% Undispellable LOLS Desecration.
3. Crip 70% Undispellable
4. Shammy 70% Frost Shock, yes it is dispellable, totem that removes snares.....ie balanced around high mobility not snares
5. Ret see number 4
6. Feral got *##*ed this patch
Ya we are pretty behind the pack, hey you know what else is cool? None of the other melee with snares that are NOT balanced around high up times have to hit a button to apply it or use resource.
I'm pretty sure Frost Shock is only 50%. Also, if you're talking about Tremor Totem, it doesn't remove snares (only Fear, Charm, Sleep). Rogues can use Crippling Poison only in melee, and in order to use Deadly Throw they need combo points. Let me try to give a more comprehensive list of the available snares for melee classes:
Hamstring: melee; 50% snare; 8 second duration; 7 rage; no cooldown.
Piercing Howl: 15 yard AoE; 50% snare; 6 second duration; 10 rage; no cooldown.
Crippling Poison: melee (small radius with FoK); 70% snare; will most likely stay active while in melee.
Deadly Throw: 30 yard; 50% snare; 6 second duration; requires 35 energy and combo points
Shamans (assuming Enhance):
Frost Shock: 30 yard; 50% snare; 8 second duration; 6 second cooldown; dispellable
Earthbind Totem; 10 yard AoE; 50% snare; easily killed; 15 second cooldown
Paladins (assuming Ret):
Death Knights (assuming UH):
Chains of Ice: 20 yard; 60% snare; 8 second duration; requires 1 frost rune (which have a cooldown)
Desecration: 7 yard AoE; 50% snare; requires minimum of 1 unholy rune (another cooldown)
I may be wrong on some minor details (feel free to correct me).
As we can see, though, each of these melee specs have their pros and cons (regarding snares). Rogues have the strongest snare in the game, but it requires melee range (Deadly Throw is iffy). Frost Shock has a nice long range in addition to dealing strong damage, but it's easily dispelled and it has a cooldown. I don't need to go further to establish this point.
Piercing Howl has a 15 yard AoE, has no cooldown, and is only dispelled by Cleanse (if casted by a Retribution Paladin on himself).
I have no friggin clue how you even came to the idea that Hamstring fits NICELY into our pvp rotation. This is just a plain lie and a gross falsehood.
I'm not talking about Hamstring (which currently doesn't have much of a place in the game's current state, beyond the use of Improved Hamstring). I'm talking about Piercing Howl. It's much easier to use.
I would genuinely like for you to explain to me how losing 20% of my globals on a class that is already balanced around very limited uptime is "good".
If you genuinely believe this is misinformation I am going to need a play by play of what your rotation is like to lend any creedance to what you are saying. It may be possible that I am doing something horribly wrong...but I doubt it.
I will gladly admit to anything that I feel needs some real help with the Warrior class. Example: Heroic Leap is a total joke right now, and Hamstring could use something to make it preferable to Piercing Howl in certain conditions. So that said, I really feel like Piercing Howl is a genuinely good ability.
Between each Mortal Strike, Warriors have time to use two other abilities. For me, one of those abilities is almost always Piercing Howl, and usually the other ability is Overpower, but this varies. If I need to use another ability (e.g., Colossus Smash), I will replace Overpower in that current cycle. This is, of course, only against classes with the potential to kite me. There's not usually much sense in using Piercing Howl against another Warrior in a 1v1 scenario.
P.S How is rage not an issue for you? I am having many a occasion where I am starved and having shouts on the CD whereas Bloodrage never was makes me R A G E.
I couldn't tell you why you're having Rage issues whereas I am not, but it probably
has something to do with me using Heroic Strike relatively infrequently.