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View Full Version : Death Knight 5x, Worth it?



boxblizzard
11-04-2008, 07:19 PM
long time no talk.

lets talk, well is it worth it? im sure alot of us right now are considering what to roll for the expansion.

I have plans to roll 5 DK's on blood for health regen, but i have been reconsidering playing the death knight altogether as its a melee class with lack of ranged abilities.

is there any advantages of rolling death knight for mb besides being a new class to keep us occupied. ?(

Maxion
11-04-2008, 07:52 PM
Like all melee classes, it is possible to multibox them with the right setup and practice.

Thats all i know.

mtnduman
11-04-2008, 10:59 PM
I'm haven't been boxing long, but it seems to me that five would be bad. That being said I think one as main and with 3/4 other classes it would make for a great arena team. You would be able to pull a dps away and out of LOS and gib them with lets say shamans or mages before the other teams healers could get to them. Now that may not be as smooth as all that, but I think the theory is strong. I also see that happening alot with death knights. Might not work with new HP and resilliance increases, but grabbing a war/locK and putting them out LOS with the healer means they should die with 4DPS(might not have to use instant casts to pull it off).

Tdog
11-05-2008, 11:36 AM
As someone who has already boxed 3x DK's in Beta this is what I will tell you.

Multi-melee mulit-boxing is a different animal than caster multi-boxing. You have to posistion your followers in different angles and ways so as to be sure that your followers are in range to hit the main's target due to every class having a 5yd melee swing range.

Every class that is except Tauren who have a 9yd melee swing range. What does this mean exactly? If you have all tauren followers and anything but a tauren for the main, you will simply be able to run right up to a mob with say an Orc Main and your Tauren followers will be in range to swing at the mob with no extra manuevaring needed.

{Mob}{Main}
{Tauren}

Not much of a diagram but just gives you a visual idea of what I'm talking about.


So, anything but a Tauren for a main and all tauren for the followers and you'll bypass the whole melee out of range ordeal (unless of course you're main dies in which case you'll still need to be familiar with how to properly angle your alts to be able to hit the target).

Now you have one other problem with DK's specifically and that is that due to the nature of their resources, Not all of your DK's will have all of their abilities availible at the exact same time which will create the need to spam your DK's abilites which will limit the potenial to deal burst damage the same way you can with casters. In other words due to misses/resists on some of your followers, there will be times that some of your DK's will have more runic power/runes availible to some of your DK's but not others. I had the same problem with my warriors. Right off the bad 2 of the warriors would completely miss. 1 would crit and the last would get a normal hit which would put all 4 of them at very different levels of rage. It isn't a huge problem, but it is something you should be aware of and have a plan to deal with should you choose to MB multi-melee.

So to sum it all up, my advice would be...
-Pick anything but a Tauren to be your main
-Pick all Tauren followers
-Have a plan on macro creation to deal with varying levels or resources availble to each DK


Last thing to note. You're not really going to be soloing any major instances or really be viable in PvP with this group. It's going to be more of a novelty thing tbh.

TheBigBB
11-05-2008, 12:19 PM
heh, I was considering making a DK on every account of mine until they're out of the starting area. Having 10x extra level 60s in my one-man guild would be kind of amusing.

Sam DeathWalker
11-05-2008, 01:36 PM
Well wow...

I was going to say that using more then one mellee multiboxing is asking for a lot of trouble but Tdog seems to have a viable solution ....

All Tauren cept the leader ... good plan, seems very doable on its face.

Valorin
11-05-2008, 01:41 PM
Would it be a problem to have a tauren leader too and just get him close? How does this screw up things? I hate the idea of same classes but different races.

Sarduci
11-05-2008, 02:15 PM
No, but you'd have to still run them all of the way up like a non-tauren or the ones in back would not be able to hit.

blast3r
11-05-2008, 04:09 PM
I plan on making a team of DKs to see how it works out. I have 5 rogues at level 60 and got the hang of melee pretty well with them. it was actually a lot of fun.

boxblizzard
11-05-2008, 04:55 PM
As someone who has already boxed 3x DK's in Beta this is what I will tell you.

Multi-melee mulit-boxing is a different animal than caster multi-boxing. You have to posistion your followers in different angles and ways so as to be sure that your followers are in range to hit the main's target due to every class having a 5yd melee swing range.

Every class that is except Tauren who have a 9yd melee swing range. What does this mean exactly? If you have all tauren followers and anything but a tauren for the main, you will simply be able to run right up to a mob with say an Orc Main and your Tauren followers will be in range to swing at the mob with no extra manuevaring needed.

{Mob}{Main}
{Tauren}

Not much of a diagram but just gives you a visual idea of what I'm talking about.


So, anything but a Tauren for a main and all tauren for the followers and you'll bypass the whole melee out of range ordeal (unless of course you're main dies in which case you'll still need to be familiar with how to properly angle your alts to be able to hit the target).

Now you have one other problem with DK's specifically and that is that due to the nature of their resources, Not all of your DK's will have all of their abilities availible at the exact same time which will create the need to spam your DK's abilites which will limit the potenial to deal burst damage the same way you can with casters. In other words due to misses/resists on some of your followers, there will be times that some of your DK's will have more runic power/runes availible to some of your DK's but not others. I had the same problem with my warriors. Right off the bad 2 of the warriors would completely miss. 1 would crit and the last would get a normal hit which would put all 4 of them at very different levels of rage. It isn't a huge problem, but it is something you should be aware of and have a plan to deal with should you choose to MB multi-melee.

So to sum it all up, my advice would be...
-Pick anything but a Tauren to be your main
-Pick all Tauren followers
-Have a plan on macro creation to deal with varying levels or resources availble to each DK


Last thing to note. You're not really going to be soloing any major instances or really be viable in PvP with this group. It's going to be more of a novelty thing tbh.

very resourceful post thank you.

my original goals were to be able to do instances, im not sure exactly what instances you mean by major but i was looking at stuff slightly below level.

also you mention about the dummies being taurens because of the size they stay in range of the main's target. Is there a solution for alliance? say a gnome for main and the biggest male char available to alliance for the dummies :thumbsup:

jono
11-06-2008, 07:33 AM
Having just started multiboxing ill not be trying it for a long time. That being said if some of you boxing gods could come up with a way to multibox aoe spells this ('http://uk.youtube.com/watch?v=YCfEpjdUGL8') looks good.

bodefeld
11-06-2008, 07:52 AM
I didn't get a chance to play a DK yet. But from what I've read and heard another thing that might be tricky is keeping an overview of the runes and their cooldowns. Amirite?

Tsunami
11-06-2008, 09:46 AM
it seems to me to problem is in the followers not getting in range, so wouldn't a good solution to this be 4 pseudo spread out key binds. instead of spreading out the group, get them all to more forward, turn right, turn left, and back up.

so you would basically be controlling the master with the 4 slaves following. than bind I=move forward, j=turn left, k=backup, l=turn right to make sure your slaves are all facing the right direction.

would take some micro management on mobile mobs but would this work.

Kromtor
11-06-2008, 10:24 AM
Melee multiboxing works great in PvE and to some extent it works in PvP but only if you can consistently stun the intended target. I play 5 ret pallies (well played, not too fun anymore with the judgements of the wise nerf) and they've always got a long duration stun ready on rotation. Rogues work too. You can't really rely on slows unless you have an incredible ping but theoretically you can just jog in front of a running enemy turning around occasionally for a swing while your 4 followers hit him. Latency is really what kills this, however.

Tdog
11-06-2008, 11:54 AM
Well wow...

I was going to say that using more then one mellee multiboxing is asking for a lot of trouble but Tdog seems to have a viable solution ....

All Tauren cept the leader ... good plan, seems very doable on its face.Multi-Melee Boxing was one of the very first things I did when I started MB'ing.

Dogs of War ('http://www.dual-boxing.com/forums/index.php?page=Thread&postID=57395&highlight=dogs+of+war#post57395')

Tauren have a longer melee range ('http://www.dual-boxing.com/forums/index.php?page=Thread&postID=69310#post69310')


It's been quite some time since I posted them but they still have relevant info in them. I have actually done quite a bit more multi-melee MB'ing since then and plan on eventually doing a new write up but for now I'm mostly concerned with getting my main team to gear up my Main rather than my experimental groups.

Tdog
11-06-2008, 11:56 AM
it seems to me to problem is in the followers not getting in range, so wouldn't a good solution to this be 4 pseudo spread out key binds. instead of spreading out the group, get them all to more forward, turn right, turn left, and back up.

so you would basically be controlling the master with the 4 slaves following. than bind I=move forward, j=turn left, k=backup, l=turn right to make sure your slaves are all facing the right direction.

would take some micro management on mobile mobs but would this work.That really wouldn't work as well as your imaging it would. Take a look in my Dogs of War link I've described a few "Movement Methods" as I call them that make it much easier and consistent in getting your followers in range.

Tdog
11-06-2008, 12:33 PM
very resourceful post thank you.

my original goals were to be able to do instances, im not sure exactly what instances you mean by major but i was looking at stuff slightly below level.

also you mention about the dummies being taurens because of the size they stay in range of the main's target. Is there a solution for alliance? say a gnome for main and the biggest male char available to alliance for the dummies :thumbsup:Give my "Dogs of War" link a read and check out the "Movement Methods" as I call them for a better idea of how to more efficiently get your followers into range.

As far as "Major Instances" I was mostly talking about heroics but I'm thinking same level bosses would probably be difficult as well. The reason being isn't because you're running a Melee heavy group but because you have no dedicated healer. I did not run any instances with my DK group but I have run tons of instances with my Orc Warrior group (4xorc warrior 1xorc shaman). With my shaman healing it was fine. Bloodthirst was usually enough to keep the following warriors healed while just spamming Chain Heal on my main warrior, but w/o an actual healer BT would never of been enough to have kept up my warriors. I'm guessing that it would be the same with Blood DKs, their blood talents would be enough healing for the followers but the Main would go down quick.

As far as heroics go while I haven't yet run any on my current Warrior group (1xOrc warrior 3xTauren Warriors 1xTauren Shaman) I'm betting that you can do a a fair amount of heroic bosses but fights with lots of aoe dmg probably won't work out so well. Even on normal mode AoE boss fights things get quite dicey in a hurry with only one toon healing. (And i've really been fighting using 5xenhancement shamans or even 1xwarrior 4xenhancement shaman as shamans are alreadly so widely used in MB'ing)

And lastly even though it would make sense that a gnome would have a short melee attack range and say a male Draenei would have the longest, they actually infact have the exact same melee attack range. Infact every race has the exact same, 5yd, melee attack range with the exception of Tauren having 9yd. They really should give Draenei a 9 yd attack range though as they are roughly the same size as tauren.

BIGBADPRIME
01-21-2009, 08:51 AM
ya that ranged frost attacks do seem like they have some death knight potential for hurting people.

I must say ya there are some vulnerabilities alright. I wonder how having a stun lock combo for the ghouls (and the orc dam bonus) would help if you had a ranged macro in. a death knight could very easily ranged frost frost blood blood deathcoild and then have 4x frost at his finger tips