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View Full Version : 1 DK + 4 Rets Quite possibly the most fun I've ever had in WoW



Ellay
12-22-2009, 11:51 AM
So my team is up to lvl 63, which isn't that amazing. What is amazing though is tearing through pretty much everything like it's nobodies business.

I gotta say Shamans are still amazing, so is basically every class out there for that matter, but I have never truly been able to cut through mobs / pvp as smooth and mobile as this team offers. Everything is pristine!

I have great ambitions for this team, it's causing me to play WoW a LOT more than I was. The potential of the team has already been shown, seeing it in action though is by far and away a unique experience. It almost feels dirty how powerful this combination becomes.

The time has come to... PUSH THE BUTTON! Galvanize!

That's all :)

noidentity
12-22-2009, 02:30 PM
Gratz, I am working on making a melee team once I get all of the BoA gear ready but I am not quite sure what to do.

Since my main team is a pally + 4x shaman team I am debating using a prot warrior as the lead toon on the new team with 4x rets backing it up so once they get to 80 i'll have 5x pallys to play with with a prot warrior to play with and gear on the side.

For pvp the prot warrior may be good with the interrupts and stuns but I wont be able to charge a lot since the pallys may have problems following.

A tank speced DK may be better though since I could pull the targets to the group instead and depending on spec AMZ may be helpful in some instances.

Another option for me would be to do an all DK blood spec cleave team but the tought of doing the starting quests again for them is slightly annoying, and of course having no rez is a killer. :'(

Moorea
12-23-2009, 12:35 AM
What is the benefit of the dk ? (death grip mob to the midle of the rets ?) how much better than 5 pallies ? What spec is your DK ?

Gorkette
12-23-2009, 12:38 AM
You can 'sort of' bypass the no-rez by leveling them all as Engineers and using the 'Gnomish Army Knife' :)

Ellay
12-23-2009, 01:27 AM
DK is spec'd Blood/ Frost.

Outside of the PvP aspect for PvE you get a Strength buff that is always up, 10% AP bonus and 20% melee haste. Paladins pretty much cap out on viable buffs at 3 of them.
Also Path of Frost for instant group water walking has proven very useful.

remanz
12-23-2009, 09:50 PM
Glad to see veterans finding new ways to play the old game. If anybody can take the melee teams to a new height, it would probably be u lol.

Coltimar
12-23-2009, 11:33 PM
My x5 paladins are 60 and waiting for RAF debuff to pass in a few days so I can transfer them to my normal accounts. My DK is 67. I can't wait to try this combo out. I spent this week leaning to play my DK better.

Moorea
12-24-2009, 12:32 AM
You can 'sort of' bypass the no-rez by leveling them all as Engineers and using the 'Gnomish Army Knife' :)

ret = ret paladin = haz rez

Crel
12-24-2009, 03:58 PM
The "cut past mobs like butter "effect that Pal+Dk combos have is addicting! Mine are still sitting at 75, quests are more or less run through enemy's and they explode. Take it all the way!

pinotnoir
12-24-2009, 03:59 PM
I don't know anything about ret paladins. How do you heal your group with the 4 rets?

Fursphere
12-24-2009, 04:51 PM
Divine Storm + Judgment of Light + Seal of Light

HAX!

Moorea
12-25-2009, 01:32 AM
+ art of war instant cast heal on [target=party1]

also who needs heals when the mobs are dead in seconds anyway

Rms
12-25-2009, 01:54 PM
This post may have pushed me over the edge to level another team...

jinx08
12-25-2009, 09:26 PM
I've got my 4 palas up to 56 now and brought my DK along to join them.
The question I have is, do you micro manage the DK, and use a /click macro spam button for the palas?

I myself have only ever boxed the same of every class, and am finding it a little tricky to manage them both!


cheers

heyaz
12-28-2009, 09:15 PM
Nice man... so the DK ties it all together then. I added one to my little group after reading this :) I think it's a good comp, fun to play and the only homogenous group that can stack buffs other than Shaman (and those are just totems).

Still not quite convinced on arena viability though. There's just no data out there and only 1 team, whereas we've had 10-20 teams break 2k with shaman since wrath. Probably safe to say that they're 1800 viable, which may be enough to make it worth leveling if you're into PVP. I can't imagine leveling another group that couldn't' at least hit that rating... as fun as some of these comps sound, just seems it'd get boring at 80 if all you could do was wear last season's gear and crafted weapons.

Fizzler
01-06-2010, 03:47 AM
*covers his ears* I can not be distracted with another team!

Mooni
02-14-2010, 04:19 PM
I'm glad I saw this thread. I was JUST sitting in character creation, looking for a team of 5 dwarves or something. Then I started toying with the idea of an all-melee team (I'm not transfering my shamans over to blue-side until they unlock Dwarf Shamans).
I've already got the 80 pally on the main account, so it was a matter of the other four. All pally? Or maybe an enhancement shaman mixed in for Tremor Totems and shizz?
This is great, though, maybe it'll give me the impetus to get a DK past 70 finally. Thanks for the good news.

Hey, does anyone think there'd be any benefit to switching out one of the rets with an enhancement shaman, or a rogue, or a warrior?

Ualaa
02-14-2010, 05:53 PM
An enhancement shammy adds a lot more then the other two, unless you want Mortal Strike/Wound Poison quite badly.

The DK is there for the melee buffs, the Death Grip and the snare effects. Basically, to cover the weakness of a lack of ranged dps, and the lack of an ability to stop them from kiting you.

Each pally has an aura and a blessing for the team. Probably: Devotion, Retribution, and Resist type aura's. A 4th pally is two resistance aura's, while only 3 is one less aura. Then we go with Sanctuary, Might, Wisdom and most likely King's. The single target version of Sanctuary is Str/Sta boosts, but the group version is only Sta; if the group version is fixed then that's basically an almost useless 4th blessing.

Each pally brings Divine Storm, which auto heals the most damaged toon in the party (kind of how Chain Heal jumps to secondary targets) and an extra Art of War proc (which is either a self heal vs AoE/Cleave or a directed heal to the most hurt toon) or DPS. Losing the 4th pally, is the loss of Divine Storm/Art of War. Also lose your 4th Divine Sacrifice etc.

But then you add Warrior (Mortal Strike, Shout) or a Rogue (Wound Poison/Crippling Poison/+Dmg misdirect move) or an Enhancement Shammy (Bloodlust/Heroism, Heal Stream/Mana Spring, Tremor/Strength of Earth, Windfury Haste, Fire Elemental?). Not really sure if Windfury stacks with the 20% haste from Frost, or if Strength of Earth/Warrior Shout stack with Horn of Winter.

Anyway, balance the loss of an aura/blessing/art of war proc, vs whatever you gain. A warrior wouldn't be that more squishy then a pally, but a rogue or shammy is a much squishier toon.

Mooni
02-14-2010, 08:57 PM
Thank you for the forensic breakdown, Ualaa. I appreciate it. My head's a little fuzzy today (too much substance abuse over Singles' Awareness Day weekend?) and I've been paying less and less attention to the other classes' patch notes since 3.0, that I forget these pros and cons.
I definitely want a shaman in there. The only thing holding me back is the fact it'd be a bunch of Dwarves with a big blue meanie sticking out in the back. Nobody wants to see that.