PVE Class Combinations

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Designing Your Team

"How many and which classes should I use?" This is probably the most common gameplay-related question among new mutliboxers. Due to the complexity of controlling multiple characters and the limited number of keybinds available, you must strike a balance between simplicity and flexibility. Following are some of the issues to consider in setting up your new team.
Also consider the gear types: it will take a lot longer to gear them up when they share gear.

Divying up Your Keybinds

Blizzard designs each class to have a rich set of abilities, and most solo players fill their action bars. If you roll a group of one class (like the popluar Shaman x 5), you will be able to take advantage of most of that class' abilities. Once you add a second class, you have to split your available keybinds between the two classes, forcing you to limit yourself to only their most commonly used or most powerful abilities. As you add classes to your team, you further limit the number of abilities you can use from each class. In some cases, you can stack different spells on a single keybind (for example, 2 may be your "nuke" key, bound to a Warlock's Shadow Bolt, a Shaman's Lightning Bolt, and a Mage's Fireball); however, you should consider the differences in cast times, and loss of flexibility to only cast one of these spells.

Ranged vs. Melee

The vast majority of multiboxers move their team by using macros based on "/follow". Since melee combat relies heavily on character position relative to the target, and following is imprecise, melee classes and specs are significantly more difficult to multibox than ranged classes/specs. The "lead" character (very often a prot pally in PvE teams) is the exception to this rule, since the lead's movement is typically controlled in the same way as a solo player's character.

Roles

If you're looking for PvE action, you probably want the holy trinity of Tank/DPS/Healer. If you hope to progress into endgame content, you will need to use classes that excel in those roles.

  • Tank - Paladins are the most popular tanks among multiboxers at present, as they excel in AoE tanking, allowing the player to devote more attention to other members of the team.
  • DPS - As mentioned above, ranged classes are preferred. Other than that, there is tremendous flexibility here.
  • Healing - Any healing class will work, but using a single class for healing and dps can simplify your keybind setup. Depending on the difficulty level of the content you're working on, you may be able to use 4 of the same class for damage and healing (i.e., four Shadow Priests, or four Elemental Shamans).

Utility

One of the great perks of running a multibox team is that you can reliably provide whatever buffs you choose to your entire team. Classes that typically provide one of a set of buffs, like Shaman Totems and Paladin Blessings, benefit greatly from being stacked in a team. One or more mages make transportation and food/drink a breeze, Shaman's offer fantastic wipe recovery, etc. Again, you have to weigh the advantages of adding this utility against the difficulties of controlling multiple classes.

Crowd Control

For general questing, CC is really a non-issue. Five of any class can breeze through non-elite areas without breaking a sweat. If you intend to run instances, particularly heroics, though, good crowd control can make things easier. One of the most challenging aspects of multiboxing is handling large pulls in instances, since you must divide your attention between many different characters. Therefore, crowd control abilities that can be used with focus-based macros (like Polymorph, Seduce and Banish, Hibernate, and hopefully Hex come WotLK) are strongly preferable to those that require character positioning (like Sap or Trap).

Names

Many of the better-known multiboxers use a naming convention for their toons (i.e., Xzin/Azin/Bzin/Czin/Dzin, or Vyndree/Vyndryy/Vyndrie/Vyndrei/Vyndre/Vyndrii). In the world of PvP, this can be advantageous since it makes it more difficult for your opponents to target a specific toon. If you have no interest in PvP, there's really no gameplay advantage, so feel free to use (or not) any naming convention that tickles your fancy. Some players feel that using unrelated names reduces the number of other players who recognize them as a multiboxer, which results in less griefing (you didn't assume everyone loves multiboxers, did you?). Whatever way you go, bearing two facts in mind while picking names may ease your multiboxing life:

  • You'll be typing your character's names many times while setting up macros, so use names you can easily spell and remember.
  • Multiboxers get reported frequently, simply because they draw a lot of attention. Regardless of what you were reported for, the investigating GM will see your names, and if one violates the naming policy, you may be forced to change it (or simply have it changed for you). Blizzard is generally pretty lenient on this front, but it wouldn't hurt to familiarize yourself with the official policy.

Bottom Line

The bottom line is that any group that is composed of a Tank, Healer, and 3 DPS can tackle any content. Some group make ups will make certain fights easier and others harder, but all can be successful. What needs to be kept in mind is that the more classes that are included, the more complex your macros become, but the more versatile your group is as well. Any class can be reduced to a single button that is pushed 90% of the time.

PVE Class Combinations

Kllrwlf

  • 1x Paladin Protection, 1x Shaman Restoration, 3x Mages Fire
    • Based on the classic trinity combination of 1x tank, 1x healer and 3x DPS.
    • Currently Level 70.
    • Objective: Mostly PVE - Run all of the Old World and Outland 5-man instances including Heroics.
    • Completed ALL of the Old World's 5-Man content including the Paladin Mount Quest. Moving on to Outland Instances.
    • Paladin is great minimal fuss tank, the Shaman with wipe-recovery, and 3 possible sheeps makes this combination very easy to run instances with.
    • In hind-sight, I think I should've swapped one of the Mage for a Druid (more buffs, able to off-tank, secondary healer)
    • AV BG - Do pretty good, especially when I'm on offensive and taking down the Capt, and defending towers (the small room + AOE)
    • Arena 5v5 - Lost pretty much all of them. Mages are just to squishy, my Paladin has no one to tank, my Shaman can't heal fast enough. Epic Fail.

Ilion Sturmlied

Team Arad <The Zerg> Realm Al'Akir EU

  • 1x Paladin Protection, 1x Priest (Holy), 3x Hunters (Marksman)
    • Based on the classic trinity combination of 1x tank, 1x healer and 3x DPS.
    • Currently Level 24.
    • Objective: Mostly PVE - Run all of the Old World and Outland 5-man instances including Heroics - but also some PVP.
    • Only did Deadmines and Stockades yet. Deadmines is pretty simple to run, the bosses have no special abilities that are a problem for my team. Stockades was a bit harder. Especially Dextren Ward and his fear ability can be painful.
    • The Paladin is just great as a tank as soon as he gets Consecration. Combined with the Hunters Disengage it's pretty easy to keep aggro. The Priest is maybe a bit fragile as a healer but his healing ability is very good. The Hunters start of slow, because the only got Autoshot. But with Level 6 and Arcane Shot the DPS goes up. Later they add more dps with the pets or a good offtank to the mix. The biggest problem is, that the constantly need food for the pets.
    • Currently I don't regret the choices I made with my classes. We will see how it goes.

Djarid

<The Zerg> Al'Akir EU

  • 1x Paladin (Protection), 1x Druid (Restoration), 3x Shaman (Elemental)
    • Based on the classic trinity combination of 1x tank, 1x healer and 3x DPS with optimum buff synergy.
    • Objective: Mostly PVE - Run all of the Old World and Outland 5-man instances including Heroics - but also some PVP.

Draenor EU

  • 1x Priest (Shadow), 4x Warlock
    • Back to old school class combos will probably try sl/sl for longevity but welcome suggestions
    • Pre 20 9 dots drops most mobs so quickly it is frightening
    • Multi-mob farmin at +3 levels is a doddle.

Team Teht

  • 1x Paladin Protection, 4x Shaman Elemental
    • One Shaman will be changed to Restoration in order to complete Heroic instances.
    • Currently Level 63.
    • Objective: PVE instances, including old world raids. PVP instances including Arena farming with no concerns over rating.
    • Completed most of the old world content including the Paladin Mount Quest.
    • Completed several weeks of dominating level 60 Template:Alterac Valley
    • Protection Paladin makes for a surprisingly good "Head" for the "Snake" in Template:Alterac Valley. I did not expect the opposing faction to attempt to focus fire on the obviously most difficult target to kill, but they do. This plays to my advantage.
    • Expansion instances- Completed: Ramparts, Blood Furnace, Slave Pens. All very much easier than I expected. Multiple pulls are possible, even though I was at recommended level.

Dont mess the pants

  • 4x Shaman Elemental
    • All shamans are specced elemental, using lesser healing waves to keep the tank up.
    • Currently Level 70.
    • Objective: PVE instances, PVP including Arena with a goal of 1700-1800 rating.
    • Completed most outlands instances.
    • Completed several Heroic instances including Ramparts, Slave Pens, Blood Furnace.
    • I use a friend to tank, even with all shamans specced as elemental, keeping the tank alive has not been an issue so far.
    • Doing karazhan each week, only skipping netherspite.
    • All shamans have engineering as a profession mostly for the sake of the T5-quality head.
    • Currently trying to film all encounters on heroic difficulty to give fellow boxers a refference.

.ag.

<The Zerg> Magtheridon US

  • 1x Holy Priest, 4x Affliction Warlock
    • PVE build until 70. Will explore PVP more at that time.
    • Primarily instance leveling, with the exception of class specific quests.
    • Void Walkers tank well so far, no need to suppress my Warlocks' DPS.
    • Priest is leveling Tailoring as well as Enchanting.

Rhonorad

  • 1x Protection Paladin, 1x Holy Priest, 1x Elemental Shaman, 1x Fire/Arcane Mage, 1x Balance Druid (with the ability to sub out any of the DPS for a Warlock)
    • Currently level 25
    • PvE is primary goal of this team, as 5 unique classes will be a challenge in a PvP environment.
    • I chose these classes to compliment each other well.
      • Paladins are excellent AoE tanks
      • Mages and Priests can augment when AoEing Trash, or grinding levels.
      • Druid and Shaman can Off Heal if Priest dies or is disabled, and all can heal at once if the tank takes a lot of burst damage.
      • Mage can port us around and make water, Druid can Battle Rez, Off Tank,
    • And every class has a way of buffing/augmenting the whole group, so I get pally aura/blessings, priest buffs, mage buffs, druid buffs, and Shammy totems.
    • When fully buffed I have somewhere around 20% more health than without the buffs.

Griznah

<Windir> @ DreanorEU

  • 1x Protection Paladin, 1x Disc/Holy Priest, 1x Elemental Shaman, 2x Shadow Priest
    • Goal is to solo most Outlands instances and do all groupquests there.
    • Team was 4 shadowpriests until 60, but mixing in an elemental for more synergy.
    • Choosing Imp. spiritbuff for the healer since a little extra spelldmg never hurts.
    • The motto of my team is: "OOM? Can you run out of mana? Nah, never happened to us."

Hurricane

<Exception> @ Anachronos EU

  • 1x Protection Paladin, 4 x elemental shamans, (speccing one for resto for heroics, speccing one with elemental oath)
    • Insane mana regen with BoW + 4 x mana spring totems
    • Good nuke and alot of wipe protection.
    • Fire elemental totems for the extra dps and aoe when needed
    • Excellent AoE tanking where the Paladin benfits alot from elemental oath, totems like mana spring, totem of wrath, 25% more armor when critically healed, stoneskin totem, strenght of earth totem(strenght + agi = win for paladin), grounding totems for good spell protection, tremor totem against fear.

HPB

<The Privateers> @ Hydraxis US

  • 5x Retribution Paladin level 71
    • Questing and Leveling have been a breeze with very little downtime due to deaths or mana.
    • Plate armor, 5 auras and 3 buffs help a lot.
    • Mastering 'The Bump' technique to get the followers to stand in the same spot as the main who is attacking is easy.
    • Running through a boss with cleave and quickly turning the main around is necessary sometimes.
    • At lower levels, 5 ret works just fine. As instances become more difficult, switching one to a prot tank is needed. For heroics, I may change the 5th paladin to a healing spec.

MaltheMM

<Team Ashes>

<Team Bones>

  • 4x Holy Priest lvl 80
    • both combos has been boosted with high levels from my main account so i have no real levelling experience
    • Moonfire spam own for when going w/o a tank
    • Holy Nova is perfect for going with a good AoE tank(paladins preferred)

+ on my main account i have a Warlock, Paladin, Mage and Warrior for boosting new teams or as the 5th group member when i cant get one on my own

Dual box Class Combinations

Guilo's Combinations

  • Feral Druids Turkk and Daorian Whisperwind US
    • Feral PVE build till 70, then an increased emphasis on PVP
    • Objective: PVE instances, PVP including Arena. Show melee to be a viable multi-boxing option.
    • The benifit of using Druids is the have access to Damage, Tanking and Healing.
    • For PVE purposes, the goal in any fight is to position the toons on either side of the mob and spam Ravage/Shred. The toon with agro builds up energy, while the toon without spams shred. When the mob turns, the roles switch. Often times the turn to and from each character is so quick that it is not seen on each screen.
    • Both have Engineering for Jumper Cables, Seaforium Charges and T5-quality head.
  • Paladin/Shaman Guilo and Huilo
    • Durring the leveling process I'm using Guilo and sometimes Hauss for Boosting Huilo. With Guilo I run run Huilo thru instances using Paladin AOE Grinding/Tanking.
    • When Huilo gets to 60, I'm going to respec Guilo to Retribution and boost him thru questing.
    • The reason I went with this pair was simply because they complement each other in a great number of ways. Both Shaman and Paladin classes, are at their core support classes. Lets say they are 3/4 their main function and 1/2 their off function. Well I believe things like, Blessing of Kings/Might, Windfury Totem etc will overlap turning them into solid DPSers and decent healers just by being grouped together.</p>

      In addition to the utility that they offer each other, having abilities pairings like Storm Strike/Crusader Strike and Shocks/Judgments means I can consolidate my active keys increasing their efficiency and synergy as a pair.

  • Hunter/Rogue
  • I did these as an experiment to see what a melee and melee/ranged setup would do. Overall was very pleased with the situation.
  • The general tactic was to park the Hunter a short distance from the mob and send the pet and Rogue in to fight. I would let the pet get the first hit and agro then go into ambush/backstab with the Rogue. If the Hunter drew agro (the mob was usually dead before it got to her) I would spam this Hunter melee macro
  • Ultimately I believe this class setup could be played from either toon once the Rogue has Shadowstep, but the Hunter is much more fire and forget and works better as an Alternate




DruidHunterMagePaladinPriestRogueShamanWarlockWarrior

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