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gigauae
11-19-2008, 09:36 AM
was looking here and there for thoughts, a friend of mine told me they were clearing instances with his friends as 4 blood (blood aura)and 1 frost, so i wonder how it will be while being boxed

merujo
11-19-2008, 09:40 AM
melee boxing = hard boxing

gigauae
11-19-2008, 09:43 AM
idd, one of fellow boxers adviced to make alts as taurens due to thier slight increase for thier mele range somehow, but master is a non tauren

Bigfish
11-19-2008, 12:02 PM
melee boxing = hard boxing

No its not.

Dominian
11-19-2008, 01:24 PM
melee boxing = hard boxing

No its not.

Its not hard but annoying and to me it feels crap..

btw say HI to cleave and aoe!

Spook
11-19-2008, 02:37 PM
As I see it, there are some issues with multiboxing melee that we don't have to deal with using tank + ranged or all ranged.

1. Range of melee hit, this one is fairly easy to solve, unless its a mobile fight.
2. Parry - All melee, except the tank want to be BEHIND the target, or avoid the target's parry. If the target parries our attack, the target gets a hasted attack, which can spike tank damage, overwhelming healing, or at least adding to healer threat issues. In some cases, especially in a moving encounter, it can be pretty tough to keep all but the tank behind the target when multiboxing.
3. Threat - Melee only have to top the tank threat by 110% to get agro, which can be easy to do if all the melee fighters don't get the tank plenty of time to develop a threat lead, and the attacker gets an early crit or two. Ranged fighters have to break 130% to get agro. D-k's (and warriors) don't seem to have a good mechanism for dumping threat, unlike a rogue.
4. AOE - All the melee characters will take massive damage, making the healer's job much harder, making it more likely the healer is going to draw agro.

If you massively overgear or outlevel an instance, these may not be serious issues, and mostly it's not an issue outside of instances, as stuff will die too fast to matter.

wowphreak
11-19-2008, 09:56 PM
I'm running 4 dks getting em all into melee range can be a challenge at first but yeh get use to it.

threats not that big of an issue it really dosent matter if one of em gets aggro there all tanks.

Havent actually gotten into an instance with em but even on mobile fights I cant see em being any harder then using some kinda range char.

Only big issue I can see is when there is allot of aoe plus tanking a boss although there is Anti-Magic Zone and Anti-Magic Shell but not sure how well it'll work for aoe

Mamut
11-20-2008, 09:24 AM
4. AOE - All the melee characters will take massive damage, making the healer's job much harder, making it more likely the healer is going to draw agro. Ahh praise to plate and every DK having access to some avoidance, 4 Anti-magic Zones have been usefull so far too.

Give the the Glyph of Rune Tap a look, popping that on all 4 DK with the imp RT talent is a nice 50% full party heal. Also Glyph of Death and Decay with click broadcasting (or hardware) makes large pulls almost trivial.

So far my DK squad is in the low 60's. Tried pally and shaman as healer so far, chain heal is awesome and also requires less baby sitting then beacon of hope. Threat with 3 in blood presence and one in frost has been very easy to manage and I've yet to have a healer pull aggro. I think my biggest challenge so far has been getting used to melee boxing when i am in a PVP situation. I've resorted to kiting around with Chains of Ice and 4 perm ghouls going nuts on my would be attackers several times.

I wanted to get used to the mechanics so I've been mainly instancing clearing up too and including UB/SP with some questing in between. While being undead for wotf has been very helpful I wish I had tried out tauren alts for the "bigger" range on auto attacks.

So if you want a fun side project give em a try, Its certainly not as easy or strong as my shamans or warlocks but it has been alot of fun so far!

Edit: Death Griping with an alt will get a mob right into melee as well, and its only 3 sec that the mob is "taunted" before your main tank gets aggro back.