Just throwing out some ideas:
1. Melee heroes have issues reaching their target, switching it, they are "hurt" even more by AoE, ... so that's the reason why they are normally not ran.
2. And even then I have to wonder if 14 expertise wouldn't be enough to fuel the energy attacks without having to use the elite on e-management? In which case you can go with WS as your elite.
3. When it comes to the para hero - I'd ask myself if you wouldn't be better off with a primary para? Make the guy also run command for GftE! which will give him unlimited energy, reduce the number of attacks to some 2/3, go with Aggressive Refrain, and maybe something like They're on Fire and Blazing Finale or Stand your Ground - for a nice damage reduction. The issue is that I don't see the point in filling up the para with like 5 pure damage skills when you could be doing so much more.
4. If you are running physicals - I would imagine your necro is providing either Splinter or Great Dwarf Weapon? You are also running additional physical heroes to make the most out of the Orders? And in which case - are you running ench and condition removal? How about switching the Orders dervish to a necro Orders guy with either Channeling (for Splinter and Ancestors') or Smiting support (for Smite Hex/Condition and Strength of Honor if you keep the melee guy)? That also gives you room for something like Rip Ench and Foul Feast.
5. What I also need to question are minions with physicals. Not only is the wall function of the minions not needed in such a case, if you were playing curses (the MoP nuker) you could be buffing the damage output of your physical heroes to a completely new level.
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