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View Full Version : [WoW] 5 DK team



alcattle
02-23-2010, 05:04 AM
I was thinking about this for a while and got it going last night. They roll over everything, my 80 Frost DK is lead and the other 4 are 2 blood and 2 unholy. Like I said there is work to do yet, but 5 icy touch pretty much kills them at 58-60. I still need to get the IWT working, and work on killing casters in Ramps. the rest are ezmode but I think I will need a healer when one dies from a caster.
One run of ramps got 3/4 of a level and a couple quests dinged all 4 at 59. Another ramps and more questing and then they will fly :D

Solon
02-23-2010, 08:44 AM
If your experience goes like mine, you will be thinking, "I wish I had a healer," at about level 78. Other than that, I enjoyed this team.

EaTCarbS
02-23-2010, 08:54 AM
DKs pwn the lower level brackets anyway, so multiboxing them just adds to the pwn. I'm currently trying them out on the PTR to see how viable 5 dks is at lvl 80

jinkobi
02-23-2010, 11:41 AM
4 DK's + a healer you'd be owning face!

5 DK's you probably won't wipe but someone will probably die every boss encounter.

zenga
02-23-2010, 12:30 PM
and for pvp?

EaTCarbS
02-23-2010, 03:33 PM
did some wintergrasp on the ptr... its crazy fun. Wiped a group of allies with 5 armys =P

remanz
02-23-2010, 04:14 PM
The biggest advantage for 5 dks is that their lvl start at 55. Don't think they have major advantages over other melees at level 80. With that said, they sure can be very fun. But When it comes to PVP, they need some major buffs to be competitive. I did some testing with 4 DKs at lvl 80. A Holy paladin friend who is fully pvp geared just stands there and let me beat on him. Took me like 1min and 20 seconds to bring him from full - 0 hp. I only interrupt the Holy Light. Let the flash of light go through.

The ramp up time on damage is just too long. Without full disease stacking, you have no burst. and the kiting is also a problem. The death grip only grab your targets to you. It doesn't make you move faster. In BG, mobility is everything.

Stealthy
02-23-2010, 10:44 PM
The biggest advantage for 5 dks is that their lvl start at 55. Don't think they have major advantages over other melees at level 80. With that said, they sure can be very fun. But When it comes to PVP, they need some major buffs to be competitive. I did some testing with 4 DKs at lvl 80. A Holy paladin friend who is fully pvp geared just stands there and let me beat on him. Took me like 1min and 20 seconds to bring him from full - 0 hp. I only interrupt the Holy Light. Let the flash of light go through.

The ramp up time on damage is just too long. Without full disease stacking, you have no burst. and the kiting is also a problem. The death grip only grab your targets to you. It doesn't make you move faster. In BG, mobility is everything.

This pretty much sums up my experiences with DK's too (I have a team of 5@80) - they just can't front load the damage like the pallies do - it's more of a problem against healers that can remove diseases (holy pallies, resto shams, disc priests) and resto druids.

However Death Grip & Chains of Ice are fantastic at keeping people within melee range, and Strangulate & Mind Freeze are solid anti-caster abilities.

Its easy then to see why DK / Ret Pally teams work so well - they have the best of both worlds.

Cheers,
S.

alcattle
02-24-2010, 05:05 AM
Thanks for all your insights. I guess I mostly wanted more 80s and DKs are the fastest. I am going to try all the instances as I grow but I see Questing as faceroll time.
Also thinking about putting a tree in the 80 DK spot. Might be enough to put me over the top on group synergy