View Full Version : Need a new dual-box project...
Rahjak
02-11-2007, 01:26 AM
The twin mage thing has been done to death. I have only seen twin locks a couple of times. I've never seen twin feral druids.
So I guess I'm down to twin Warlocks or twin Druids.
Any suggestions?
Micah
02-11-2007, 03:23 AM
Warlocks are easier then druids but two druids can do things like tank + heal so they can probably tackle more challenging encounters if you get really good. On the other hand, two warlocks do have two voidwalkers and a whole lot of damage output.
not to mention the 2 felguards you could use later on <3
Ellay
02-11-2007, 12:07 PM
Twin Hunters is insane for leveling, Twin Priests for fun.
Kyosakana
02-16-2007, 01:38 PM
Twin paladins strikes me as fairly fun.
trigemina
02-16-2007, 06:17 PM
I haven't tried many combinations yet, but the one I am currently using is Priest/ Mage/ Warlock. Mainly because I like casters, but also because I don't want multiple 70s of the same class.
Buruan
03-14-2007, 02:15 PM
I am setting up a new combo.
Need a farming class so was thinking rogue / paladin
Would this be a good combo?
Otherwise hunter/paladin
Any ideas?
I am fairly new to this.
I do have a 70 Priest / Mage / Warrior already so dont wanna level any of these.
Steph
03-15-2007, 06:38 AM
I went for priest, mage and three warlocks.
That being said, the reasons were not only the benefit these classes have from each others abilities and the fact that I wanted a warlock on my main account and a priest on a secondary account.
I think the most critical thing for your enjoyment is how feasible your class combination is. Not just in game terms of how the classes work with each other and can fill the the dps, heal and tank functions, but how the classes are played in game. Just because a two classes work well with each other when played by two seperate people does not mean that this will also be the case if played by one person. Certainly, that is part of the challenge, but you will also want things to work fairly smooth to begin with.
My advice is therefore to:
- think about how the classes that interest you benefit from each other,
- make sure dps, tank and healing is covered and
- consider how the classes are played in game with respect to you doing both at the same time.
Buruan
03-15-2007, 06:11 PM
I want a proper farming character, like a rogue, but a a Rogue does not a good tank make.
So I wanted something that has some tanking ability while not being a warrior. As I leveled a healer (Priest) to 70 already a Druid was out of the question.
The remaining classes were Hunter and Warlock for their tanking abilities with their pets.
I chose Warlock as they got the cooler spells :)
So a Paladin / Lock combo was born.
Its still in the making so I can be convinced otherwise.
Maybe 2 Paladins would work as well.
I am not sure.
shockbeta
03-16-2007, 07:19 PM
One of my teams of two I'm leveling are two druids. I already have a 70 feral druid and love it. The two new druids I wasn't sure on which way to spec. Playing them as casting classes works out great at low levels. Now that they're getting higher levels and am able to get the feral forms, feral is quite fun to dual box. So far fighting elites at my level or a a couple higher then me, I'm able to take one down without needing to heal at all. If they get a few lucky shots on you, you're able to shift bash, heal, and have other bash to keep them stunned longer.
Anyways, I was thinking later when they get higher they will be very powerful combo with both feral. They have the ability to heal each other if needs be, can deal out a respectable amount of dps in cat form, hold aggro well in bear form, and stealth around a lot of stuff. The most fun I've had while playing WoW was running around with other feral druids. I finished most of tbc with just partying with feral druids. One thing we always did was chain stun mobs that were stunnable. With two feral druids, you could have your main pounce and start building combo points. By the time the stun is over you should be at about 5 combo points, and thats when the next druid pounces and builds their combo points. You Rip with your 5 combo points, and keep mangles stacked on the mob. Shift to bear bash when the second pounce is up, then do the same with the secondary. Basically the mob bleeds to death while stunned.
I would suggest playing two druids. I find it a lot of fun, and it allows for a very self sufficient team. You have a healer, dps, and a tank all in one class.
ocaTwins
03-21-2007, 04:39 AM
Hmm, from what I have heard and seen, there are 2 incredibly well running caster combinations:
1. shadow priest + affliction/demo warlock
2. fire mage + destruction warlock
Melee always seems awkward while dualboxing. 2 Melees are hard to handle because of positional skills and 1 melee plus 1 caster/healer results in aggro or positioning issues. Of course, those are challenges, no problems, and people who dualbox love challenges, right? :D
muffe
03-22-2007, 11:35 PM
Yea melee is hard to pair up with another. My main is a warrior. I first paired with a rogue but found that charging into fights... I'd have to move an additional 180° arc around my enemy, so that the following rogue would be in melee range (We would have to be sandwiching the target to work together). They paired well as a team but the exessive positioning needed, made the work undesirable to play. Plus a good mage can frost you both in place and make quick work of the pair.
Warrior with another warrior same problem and more. The main warrior taking the hits would get more rage than the one assisting. Generating more rage than the partner. So special abilities wouldnt be readily available equally.
So I tried my other alt which is a warlock. Moving around as a warrior trying to keep toe to toe with your target, having the 2nd stand still and cast spells is not going to work too well. So the destruction spec was out of the question. Demonology is more of a survial/defensive route and seeing how the warrior was taking the hits it wasn't needed. Affliction was the last option and actually a very good one. Affliction consisting of many instant cast spells. The Warrior charges in and the Warlock can follow closesly and just behind dotting up the target nicely. No range requirements for the Warlock and no standing still needed for casting.
Only complaint with my Warrior/Warlock pair is that their spells don't compliment each other. One is a caster and magic damage oriented, the other melee and physical damage oriented. Though the support from bloodpact, healthstones, and soulstones is always appreciated.
Haven't comitted to the combo yet, still debating on a final partner for my warrior. Here's my opinion on my partner options:
Hunter: Can't follow at distance or stop to shoot.
Paladin: Can't stand still really, to cast heal.
Warrior: Excessive movement for melee range requirements makes for unejoyable play. Wont generate rage at equal rate.
Rogue: Excessive movement for melee range requirements makes for unejoyable play.
Mage: Can't stop to cast more powerful spells. Instant casts are viable but only 50% of class use.
Shaman: Can't stand still to cast heal or lighting. Shock and totems viable but only 50% of class use.
Druid: Can follow closely resto spec as a heal bot throwing instant cast heals. Buff support.
Priest: Can follow closely as a heal bot throwing instant cast heals and bubbles. Or even shadow form instant cast damage auxillary heals through vampiric embrace. Buff support.
Warlock: Can follow closely affliction spec throwing instant cast dots. Buff support.
Kyosakana
03-26-2007, 02:47 PM
Really, it's just a matter of moving your main into position so that the mob is sandwiched between yourself and your second, or just backing your main up until he's in near the same spot as your second so that both are swinging.
Micah
03-29-2007, 05:56 PM
Question.
For dual-boxing two melee classes, how do you get them both in melee range at the same time?
using the /follow command seems like the "master" would be in melee range always, the the "slave" (character on follow) would/could be too far back to attack, and you'd have to move him/her in manually...?If one character is a warrior put them on follow and have them charge in before you get in range to soft-pull the creep. Then your warrior will break follow, charge, and start auto-attacking while you run the rest of the way there on the main character. Once you arrive just stand next to the warrior and fight.
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