View Full Version : New to WoW boxing, any tips?
luxum
09-13-2016, 04:50 PM
Hi everyone, I just started to play WoW and am an avid multiboxer, and was going to to start 5 boxing WoW. I was wondering what class composition is preferable or if it matters much. I was reading that 5 prot pallys might be good? I was also wondering if battlegrounds gear is good to try to get on them all or should I just do the story quest with them all. Any tips are appreciated, still learning the game.
razzy
09-13-2016, 06:58 PM
If i could be bothered leveling a team to 110 again it would be 5 prot pallies or 4 DK 1 pally
I got 2 teams at 110, 5 druids and 1 DH, 3 hunters and a priest, while doing pvp missions i quickly relised that tanks are unkillable and my 3 hunters and priest get WTFPWNED by 1 tank in under a second while my DH can melee with him for an hour till 1 of us get bored and walk away
Also i would just do quests till you can open up World Quests which are great for artifacts and other things
Also i wish i had of done artifact research earlier as this increases the artifact power you get per artifact
Revith
09-13-2016, 07:45 PM
I'm leveling a 4dk, 1 pally team right now after seeing what it can do on Mythic. I'm just still trying to work out exactly how Xeneres and Davidmage controll keeping their melee in range. Do they bind their macro to include a Interact with Target hotkey, or just spam their assist/interact with target key frequently?
Criels
09-13-2016, 07:47 PM
I'm currently leveling 5x prot pally and the only thing that has killed me is the elevator in High Mountain. You just tear through the content.
I would avoid BG's. Exp is horrible and loot is few and far between. Just quest and gear that way, boosted gear will do for first zone. Dungeon exp is bad too so it's not something you can really grind like in the past so just run them when you have a quest that takes you there. 100 to 110 is quick and just make sure you don't neglect the class hall quest line on the way to 110.
luxum
09-13-2016, 10:41 PM
Thanks for the replys, is the 4 DKS 1 Prot for just dps over 5 Prot? Also is it worth it to tradeskill in WoW or just get them all different things? Do the gms get mad if you use isboxer?
Criels
09-14-2016, 09:18 AM
Thanks for the replys, is the 4 DKS 1 Prot for just dps over 5 Prot? Also is it worth it to tradeskill in WoW or just get them all different things? Do the gms get mad if you use isboxer?
I'm running the 5 x Prot because of the class halls this expansion. In my opinion it's easier to level all the same class and at 110 I can start switching up groups.
Tradeskills are definitely worth it, some more than others. I've decided to not worry about tradeskills until 110 just to speed up leveling the team but that's going to mean some back tracking so depending on how much I may regret that choice.
GM's have no issue with ISBoxer or multiboxing in general.
Xeneres
09-14-2016, 05:12 PM
Since a few people had questions about my movement, setup and how I control my toons after watching my video I posted a guide here (http://www.dual-boxing.com/threads/53279-Xeneres-Multiboxing-Guide-and-Tips)
Thanks for the replys, is the 4 DKS 1 Prot for just dps over 5 Prot? Also is it worth it to tradeskill in WoW or just get them all different things? Do the gms get mad if you use isboxer?
Class Comp - It will be easier to handle the order hall with one class and I don't think having two classes is really a big deal so long as long as you don't have too many classes in your comp. I still believe the 4 dks + 1 paladin is the superior comp. They do more damage, have a battle rez, are more tanky and have the best gap closer for boxers (deathgrip).
I do like the paladin order hall vs the DK one since everything since everything so close and easy to get to. The DK one on the other hand... is an annoying split level with stuff divided evenly on the upper and lower level.
The order halls are not as taxing and involved as the garrison was and at this point I really only do missions and collect stuff once a day, after completing the order hall storyline. Of course as soon as you can get order hall research or artifact research missions you want to keep those timers rolling ASAP. I use the mobile app to tackle my garrisons, oops, I mean "order halls." It takes about 5-10 minutes for me to tackle it each time either in game or using the mobile app. Sure I may lose out on a bit of artifact power or follower experience and equipment upgrades but I hated the garrison and only hate the order hall slightly less. They can rename it and make a few adjustments to the mission UI but I'm still gonna call it what it is, which is garrison 2.0
If you are going to have any professions as a boxer IMO engineering is one of the best quality of life professions in the game. I love my Goblin Glider to Cloak and rocket boost. (Fun fact: if you use AMS on a DK and the rocket boosts leaks it will make you immune to the DoT as its a magic ability!) I make sure every toon I box has it. Then you can pair engineering with a gathering profession like mining. Mining is especially good with the changes to mining in legion and being that it is the start of the expac. Professions largely do not matter as far as character power go as they did in previous expansions.
I have 5x engi, 1x JC, 3x BS and 1x Inscript. Right now I don't care about professions that much but later in this expac I'll work on them.
emitchell109
09-14-2016, 05:43 PM
I'm leveling a 4dk, 1 pally team right now after seeing what it can do on Mythic. I'm just still trying to work out exactly how Xeneres and Davidmage controll keeping their melee in range. Do they bind their macro to include a Interact with Target hotkey, or just spam their assist/interact with target key frequently?
My key setup is Kinda similar..
Lets just say it is the "3" key and when pressed it sends the
/assist leader
/iwt command to All [in melee action target group] w/o current
Also my click to move toggle is handled via Jamba as i switch toons.
[at least that is how I do]
*Edit Left out some stuff that may or may not have been key'ish
luxum
09-21-2016, 03:54 PM
Hey again! I was wondering with professions is it useful to get the same things on multiple toons. Will they all be able to see the exact same mining and herb nodes for example or is it randomly generated on each toon. Sometimes I will see a different person go for the same node I am on but not all the time.
Wubsie
09-21-2016, 04:33 PM
Generally you should make separate threads for separate questions. That makes them, as well as the answers easier to find for others who might have the same questions.
In any case: You see the same nodes on all toons in the same phasing. I have 5x gatherers in my group and pick up nodes on all of them as I go around questing. Each node gives the exact same amount of ore/herbs for each character, and with multiple toons mining/herbing you have a higher chance on getting the proc spawns that will net you additional ore/herbs.
Ualaa
09-30-2016, 04:41 PM
I've not played Warcraft in quite a while, so my preferred class combinations aren't likely up to date.
That said, classes which have multiple specs give you flexibility down the road.
A Paladin can be a healer, a tank, and a DPS.
A Druid can be a healer, a tank (Bear), a melee DPS (Cat) and a ranged DPS (Moonkin).
Compare that to a Warrior who can essentially DPS or Tank, but not heal.
Or to a Shaman who can melee DPS, range DPS, or heal, but cannot effectively tank.
That's not to say you cannot have fun with a Shaman or Warrior.
And building a mixed team, even a team with completely unique classes, can be rather fun.
I had a blast with 5x Druids, which would level and primarily play as 5x Feral Cats.
But they were rather fun in 40-man and world PvP as Restoration healers, occasionally... as a change of pace.
That was back when you could run Alterac Valley for honor gear, which while not superb like Arena/Raid gear, was at least competitive.
So they would have fairly decent gear for multiple specs.
My strongest PvE progression team was: 1x Protection Paladin, 3x Elemental Shaman (one of which would dual-spec to Restoration for more challenging content, or content earlier in an expansion when my gearing wasn't as strong), and 1x Warlock.
The Warlock had a debuff, which would increase spell damage taken by a target; I would run Demonology spec, and their Felguard pet could off-tank a little or the Succubus/Fel-Puppy could be used to Crowd Control a little.
The Shaman would place their forest of totems and then burn stuff down very quickly.
Having a tank capable, heal capable and DPS toons allowed for Dungeon Finder; teams who lacked at least one healer and one tank capable toon, could not queue for the dungeon finder and would have to run around.
My most successful team in pvp was easily 1x Holy Paladin and 4x Frost Death Knight.
That was during the Wrath of the Lich King expansion and the following expansion to that.
The DKs were blenders, doing moderate amounts of splash AoE damage in a short area around one target who would take fairly significant damage.
The DKs had four class abilities, which would grant them a short duration immunity to knockback, freeze/root, etc..., and I'd click the debuff blocker that was appropriate for their opposition; these were all on short cooldowns, and frequently available.
The Paladin was using Mosg2's burst heal macro... from his DK Manifesto, which was horribly mana inefficient but put out very impressive single target healing.
The Paladin did nothing without a focus, but did their heal macro on my FTL DPS mapped key if they had a Focus set.
I eventually started to level a second set of five accounts, planning to ten-box my combinations instead of five-box them.
This team was going to expand for 3x Holy Paladin and 7x Frost DKs, but they never finished.
Both DKs and Paladins were strong enough for Rated Arena 2s, and could cap out their weekly points for the better gear in an hour or so per toon, per week.
Two recommendations I'd give, for a newer player.
Play on a server with other multiboxers.
Being a part of 'The Zerg' for about a year was immensely more fun than six years of playing on my initial server with the friends who moved to Warcraft from Everquest, and gradually dropped out of the game... new ones joined sure, but you can make new friends anywhere.
Having 5 or 6 multiboxers online very regularly, almost daily, and having 10 others who were there sporadically was awesome.
The guild was large enough to need three guilds for everyone... lots of members.
I believe the fewest who were online at one time, in the year I played on that server, would have been my five and someone else's five.
And everyone was interested in boxing, had their methods and suggestions.
Lots of cool people.
Also take advantage of Recruit a Friend, and level up lots of combinations.
It is easiest to go 5x class one, then 5x class two...
The more combinations you can level the better off you'll be down the road.
What is amazing this expansion, might be nerfed into the ground next expansion.
And something that you have no initial interest in, may be the class/combination to have down the road.
More options is better than fewer options.
Trade skill abilities on cooldowns can be rather beneficial too.
I had/have 37 alchemist characters, each capable of the daily transmute of the last expansion I played.
Basically buy (cheaper to farm, quicker to buy) ingredients on the auction house.
Have that character mail them to each party leader.
Log the leader on, with their team, gate to bind and get the mail.
Have the others summon the leader to the dungeon entrance.
In Cataclysm, the air transmute was worth the most, and doing the transmute in a specific zone could force the result to be air (another zone for Fire, Water, and Earth, and totally random everywhere else).
Distribute the mats, do the combines, gate out and mail them to the AH mule.
Repeat every day.
That was a very easy and amazing source of income.
20 to 30 minutes a day.
More gold then doing an hour (each) of dailies on three different five-box teams.
During RAF get yourself a bunch of teams.
Play your first group up... all Paladins or Druids, or something else you enjoy that includes at least one tank.
Play the group to maximum level, not just to the point where RAF ends.
Then use character on the root of the RAF chain.... A > B > C & A > D > E....
Use the 'A' character to 'boost' later teams.
This is a tank, in tank spec, ideally with AoE dps like Consecrate or a Point-Blank AoE spell.
The tank clears a bunch of stuff by aggroing lots of stuff and killing them sort of close to the lower guys.
Then the group moves up, and the tank pulls the other half of the dungeon almost to the group, and then kills everything.
If your Paladin is boosting say four Shamans, and you go to level 60 (or whatever the RAF stops at now).
Then you have four level 60s, one each on BCDE.
You have two RAF chains, each linked out from Account A.
So both B and D can grant 30 levels (to a toon who is lower than they are).
So you make a Shaman (level 1) on A, and have the Shaman from B grant them levels up to 31, and then the Shaman from D grant them levels up to 60 (you can grant a level as a 60 to a 59).
So even though you use a booster, to boost four characters, you end up with the same level character on the booster account too.
Boosting is faster than questing.
But mix it up to keep it interesting.
Level/Quest your first group outdoors.
Boost a second group in dungeons/instances.
Boost a third group in different dungeons/instances.
Do an outdoor boost, to keep it fresh.
Take breaks from boosting/grinding the level up.
That is a section of the game that can get old.
You have three months for Recruit a Friend; while you want a lot of options, you also want to enjoy the game and not get burnt out.
After 2 or 3 teams, maybe take one of those teams and do battlegrounds for honor gear.
Then boost another team.
daanji
10-01-2016, 12:55 AM
If you are creating 5x brand new accounts, I would strongly suggest doing a RAF circle.
See my guide here: http://www.dual-boxing.com/threads/51716-Level-1-15-in-45-minutes-with-RAF
MadMilitia
10-01-2016, 04:11 AM
I prefer the trinity roles. Not a pure tank group. So I went with Warrior ( PROT ) + Monk ( MW ) + 3 * Hunter ( BM ).
The logic was pretty simple. I wanted the most mobile group I could get as movement is always a big deal in WoW. The benefit of 3*BM brings a ton of AE damage when it matters and on boss fights, while it is slower than other specs, excels at being able to move and shoot at the same time.
The MW is also the most mobile healer out of combat. Having the ability to pull and to be able to port to the tank when absolutely necessary. Such as picking up soft touch adds and then mistwalking to the tank.
It takes some effort to work out a config but the idea is to have role movement. Whereas your normal WASD becomes shift+WASD for tanks, alt+WASD for range, ctrl+WASD for all. Something to that effect. Then moving range when needed, moving tank when needed, etc. Monk can handle a lot of movement, too but lacks behind resto shaman and resto druid when it comes to movement healing. Though I don't use mist wrap talent I imagine healing on the move can work if you do that.
Another good group would be to swap the prot war and the mw monk for a guardian and resto druid. Same reason - mobility.
valkry
10-02-2016, 04:38 PM
Is the Zerg still alive?
daanji
10-02-2016, 05:34 PM
Is the Zerg still alive?
It still exists and a couple people play, no multi-boxers though. We haven't really been active since they nerfed /follow in battle grounds and killed off oQueue, which Tiny created ( co-guild master ).
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