PDA

View Full Version : [WoW] Is 5 protection paladins considered the way to go?



Watom
01-27-2017, 05:05 AM
Hello,

I'm new both to WoW (level 60) and multiboxing. I haven't even gotten isboxer or my RAF accounts. However, I've been trying to read these forums before starting. I want to avoid trying this and giving up after a certain level.

I've watched some amazing videos old and new, with mixed classes, same classes, and mythical level dungeons. So what I'm trying to get my head around is what team composition would be considered fairly newbie friendly yet allow for some future proofing (if this is even possible) since I only want to make one team (5 man). Would this be 5 paladins? Or is there something else to take into consideration?

Watom

ebony
01-27-2017, 05:16 AM
hunters are working great for most players that do not want to go down the line of the proc paladins (like me) 5 bm can be really fun and works great.

they can take a little longer to to dungeons as you need to walk to the dungeons as they can not use LFG. (this does not matter much in legion as top dungeons you have to walk to anyway)

just goes down to what your planing of doing at cap.

Watom
01-27-2017, 05:24 AM
hunters are working great for most players that do not want to go down the line of the proc paladins (like me) 5 bm can be really fun and works great.

they can take a little longer to to dungeons as you need to walk to the dungeons as they can not use LFG. (this does not matter much in legion as top dungeons you have to walk to anyway)

just goes down to what your planing of doing at cap.

Thank you for the reply. That's a good point... I'm guessing at cap I would raid with one character and have fun doing 5 man with my multiboxing team to the best of my ability.

Watom
01-27-2017, 05:26 AM
hunters are working great for most players that do not want to go down the line of the proc paladins (like me) 5 bm can be really fun and works great.

they can take a little longer to to dungeons as you need to walk to the dungeons as they can not use LFG. (this does not matter much in legion as top dungeons you have to walk to anyway)

just goes down to what your planing of doing at cap.

A follow up question, why do players prefer 5 hunters instead of 4 hunters and 1 healer type?

ebony
01-27-2017, 05:46 AM
A follow up question, why do players prefer 5 hunters instead of 4 hunters and 1 healer type?

well to be fair i do normally play with 3 disc priests as i 8/10 box. so i do have access to a healer i guess.

I just found that bursting the Boss down ASP (+ this is what David is doing) and then you not got to deal with healing i guess i might try a healer when i unlock my 3rd artifact slot and there ilvl is 850+

sometimes its easyer to stay with the same class with class halls with legion but i already got kinda a mix going on with hunters/disc (maybe 2 locks soon)

Watom
01-27-2017, 07:18 AM
well to be fair i do normally play with 3 disc priests as i 8/10 box. so i do have access to a healer i guess.

I just found that bursting the Boss down ASP (+ this is what David is doing) and then you not got to deal with healing i guess i might try a healer when i unlock my 3rd artifact slot and there ilvl is 850+

sometimes its easyer to stay with the same class with class halls with legion but i already got kinda a mix going on with hunters/disc (maybe 2 locks soon)

Thanks ebony!

Mosg2
01-27-2017, 07:19 AM
5x Death Knights and Bear Druids are pretty strong, too.

davidmage
01-27-2017, 08:36 AM
Currently a team of 5 BM hunters would be most friendly for a new boxer. Being ranged makes it much easier to control the movement of your characters as you won't have to deal with IWT etc.
Also having 5 of the same class is definitely much easier than starting with a mixed team straight off.
BM Hunter is extremely easy to control, you can handle all abilities while moving (except for when you need to ress a pet). The core abilities you don't even have to face the target to cast.

As for future-proofing. In the last expansion 5 hunters could do mythics. In legion we can also do that. The only exception being very special encounters which really needs a healer class. I have only come upon Helya in Maw of Souls which is just really tough for 5 hunters. All other bosses are pretty much doable unless I've forgotten about any dungeon.

Other viable setups for mythic dungeons are teams of 5 tanks. Paladin, DK, druid are confirmed to work fine. But that's melee and is more complex to control as a first team.

5 BM hunter and DK cannot queue in LFG, Paladin and Druid can. That doesn't matter so much if you mostly do mythics(+) in Legion, but might be troublesome while leveling and if you want to do many dungeons.

--Edit: My recommendations are based heavily on the simplicity of multiboxing when actually fighting etc. If being able to queue with LFG tool is something you really want to do, you may want to base your decision on that instead--

I started with 5 Hunters, and it was easy and great. Since that I've played 5 elemental shamans and 5 Protection Paladins. And now soon 1 year later I'm back with my 5 hunters as my main team :)

kate
01-27-2017, 09:12 AM
This is purely my opinion, but:

If you want to be able to easily and endlessly run dungeons, a team that is able to pick all the roles of the LFD tool is going to be ideal - you don't have to be in the role (heal, dps, tank), just allowed to select it. Personally, I found it annoying having to travel to the dungeon manually and it took time that I could otherwise spend killing things and leveling up. For this purpose, and for a new boxer, I would think that 5 paladins or 5 druids would be ideal. Maybe a *little* tricky because they are a melee team and might be a tiny bit harder to get the hang of.

If you wanted to have a team that wasn't melee, but could still run dungeons easily without having to travel to them, you could do the typical "trinity" team - 1 tank, 3 ranged DPS and 1 healer. It's the way many boxers start off, but I feel like you're trading the complexity of melee teams for the complexity of having to manage at least 3 different classes (well, 2 classes and 3 roles). I started with a paladin tank, 3 elemental shaman and 1 resto shaman when I began boxing in Wrath of the Lich King, and it was a solid team.

5 hunters are good too, but you can't run random dungeons with them - you have to get to the dungeons to run them. Adding a healer doesn't seem worth it - it won't let you queue for dungeons, and it's probably going to add complexity that you might not want right off.

Right now I have 2 teams - 5x DH tanks at level 110 and they are mostly doing world quests now to gear up a bit, and I like them quite well, and 5x paladin tanks, at about level 83, and they are incredibly fun and all I've done with them since I hit level 10 is run dungeons through the LFD tool.

Lyonheart
01-27-2017, 09:39 AM
This is purely my opinion, but:

If you want to be able to easily and endlessly run dungeons, a team that is able to pick all the roles of the LFD tool is going to be ideal - you don't have to be in the role (heal, dps, tank), just allowed to select it. Personally, I found it annoying having to travel to the dungeon manually and it took time that I could otherwise spend killing things and leveling up. For this purpose, and for a new boxer, I would think that 5 paladins or 5 druids would be ideal. Maybe a *little* tricky because they are a melee team and might be a tiny bit harder to get the hang of.

If you wanted to have a team that wasn't melee, but could still run dungeons easily without having to travel to them, you could do the typical "trinity" team - 1 tank, 3 ranged DPS and 1 healer. It's the way many boxers start off, but I feel like you're trading the complexity of melee teams for the complexity of having to manage at least 3 different classes. I started with a paladin tank, 3 elemental shaman and 1 resto shaman when I began boxing in Wrath of the Lich King, and it was a solid team.

5 hunters are good too, but you can't run random dungeons with them - you have to get to the dungeons to run them. Adding a healer doesn't seem worth it - it won't let you queue for dungeons, and it's probably going to add complexity that you might not want right off.

Right now I have 2 teams - 5x DH tanks at level 110 and they are mostly doing world quests now to gear up a bit, and I like them quite well, and 5x paladin tanks, at about level 83, and they are incredibly fun and all I've done with them since I hit level 10 is run dungeons through the LFD tool.

I agree with this. Hunters are great..but you can't que for dungons with them, you have to go to the dungon location. 5 Palies..5druids work well because you can que for dungons. IF that does not matter to you.. 5 hunters work.

davidmage
01-27-2017, 10:05 AM
I agree with this. Hunters are great..but you can't que for dungons with them, you have to go to the dungon location. 5 Palies..5druids work well because you can que for dungons. IF that does not matter to you.. 5 hunters work.

Aye this is true. I updated my text with some more reflection about this. I now remember that I actually did not level my hunters the regular way, I boosted most of them with the Legion pre-order offer. And when I leveled my paladins, I just blazed through the levels by only doing dungeons via LFG tool.

By the way, did anyone try running dungeons at all with 5 hunt at lower levels, are they doable? Might be a considerable factor also.

The person in question is completely new to WoW, maybe it could still be "fun" to take a little longer time, and experience all the quests and the content outside, instead of powerleveling through repeating dungeons? And travel to the dungeon manually (assuming 5 hunt pre 110 can clear it) which was the only option in earlier days. And I don't know, but the game felt different, and not necessarily in a bad way, when we did not have these handy tools to teleport us everywhere. (At least for the first time experience)

Mosg2
01-27-2017, 10:53 AM
One thing I will caution the OP with:

Do keep in mind that there's a gap between what's simple/easy and what you find enjoyable. There isn't a lot of point to playing a team you don't enjoy just because it's easy.

ebony
01-27-2017, 01:39 PM
Av leveled hunters a few times for sure they are one off the easyst to level! Av done both walking to the dum dungon ( so many portals around) but the easest with a two seater flying mount fly a high level there with one hunter summon the others.

With raf its brain dead fast! Or new acconts will have boosts to 100 with legion.

JohnGabriel
01-27-2017, 02:09 PM
The traditional trinity team is great for timewalking and holiday bosses because you can queue in LFD. But keep in mind you'll quickly outgear heroics and will spend most of your time doing mythics so you have to run to the dungeon anyways. 5 hunters wont be extra work.

In previous expansions it was really useful to be able to queue in LFD, but in Legion its ehh.

kate
01-27-2017, 03:17 PM
By the way, did anyone try running dungeons at all with 5 hunt at lower levels, are they doable? Might be a considerable factor also.

I have a team of hunters that I stopped playing around level 40, not because they were bad, but because of the aforementioned annoyances running to dungeons to level up. They absolutely wrecked stuff in the dungeons, no problems at all.



The person in question is completely new to WoW, maybe it could still be "fun" to take a little longer time, and experience all the quests and the content outside, instead of powerleveling through repeating dungeons? And travel to the dungeon manually (assuming 5 hunt pre 110 can clear it) which was the only option in earlier days. And I don't know, but the game felt different, and not necessarily in a bad way, when we did not have these handy tools to teleport us everywhere. (At least for the first time experience) I would say, for questing, multi-boxing quests as a new-to-WoW player would be an awful experience because so many quests aren't boxer friendly, at least 1-60. Even as an experienced player and a pretty experienced multi-boxer, I dread 1-60 questing with a multi-box team due to how annoying it is, and that's as someone who knows what to skip, where to go, and all that.

Ellay
01-27-2017, 04:37 PM
Currently leveling up a set up hunters, lvl 70.

At lvl 10 I was able to do the dungeon inside Org without issue, even though it's meant for 15+ the hunter team is extremely strong.
There is the annoyance of traveling to each dungeon, but once you hit lvl 60 you can fly to each location which makes it a bit easier.
With heirlooms they feel extremely powerful, it subsides a bit I think at max level but their performance is still amazing. The best thing I like is coming back to ranged dps which is what I started off with. Melee is fun but with ranged your able to focus on the encounter.

Watom
01-27-2017, 05:00 PM
I've read all the advice, and it was a lot more than I could have hoped for, thank you kindly! I realised that I will most likely end up doing more than one team starting with Paladins for the easy use of dungeon finder and continue with a full hunter team after. Didn't even think of level granting!

Thank you again... love reading the old threads on these forums, the screenshot and video archives are also awesome.

Watom
02-14-2017, 10:21 PM
Since my initial post I've struggled a bit with being new to ISBoxer/Innerspace and also WoW, Addons, etc.

But if there are a few things I could pass on to an even newer player it would be these things:



If you've purchased ISBoxer, join the chat channel, people are helpful and friendly.
Never settle for a team composition just because it seems the best or overpowered, always pick what you think is fun first.
If you're worried about not having access to dungeon finder, don't worry!

1. Delete your hearthstones on all characters. (You can get them back at any inkeeper or use /use Hearthstone)
2. Un-invite everybody with a macro or shortcut key in the dungeon and you will be booted just outside the portal, summon your last character with the RAF summon.


If you're having trouble with looting, use round robin, just speed click through it.
If you're having trouble with interacting with target (sending your melees etc to the enemy target), again use fast round robin and they wont run away (or at least they haven't after I've started using round robin quickly).


Thank you again for all the replies above, I'm going to keep chipping away at my hunters because my other teams haven't been as fun.

Lax
02-15-2017, 11:38 AM
If you're having trouble with interacting with target (sending your melees etc to the enemy target), again use fast round robin and they wont run away (or at least they haven't after I've started using round robin quickly).


Using round-robin will not stop runaways. It will only affect who runs away.

The reason your toons run away sometimes when you use IWT this way is because the mob moves enough -- after you press IWT -- that your toon fails to get close enough for IWT to automatically interact, and therefore also does not stop moving.

If you don't want them to run in circles, don't put IWT on your DPS key(s), use a different key for it. Having played a 5 paladin team myself, I do NOT have assist or IWT on my DPS keys. I manually press an IWT key, which is next to my main DPS key, as needed. I mean, most mobs are just going to stand there most of the time, so it is not usually needed.

Besides, in PVE most of the time I would lead with my tank, the rest on /follow. Just walk past the mob and turn around, and boom... mob faces the tank, with DPS and heals in the back or to the side.

In PVP it is incredibly useful to use IWT constantly, because the target will be moving around a lot, and it is usually impossible to hit them otherwise.

mugg70
02-15-2017, 04:29 PM
I started with 5 pallys then switched to 1 pally 4 dks. and works nice for me. u can que to dungeons this way too.
dks can handle alot of selfhealing passively. and pally can spam himself. u can ress from dks midfight or ress after with pally.
I also gearing upp my hunter for dungeons. and have tried some. and as the other says its more depending on dungeon u do.
both 3 teams are 110 (pallys, dks, hunters)
If u have the time and like diffrent groups a hunter team and tankteam is fun.
if u raf smart level the tanks then boost hunters in dungeon to 60+ then raf then to max raf lvl.
at 100 questing is better xp then going dungeons to 110

Watom
02-16-2017, 04:45 AM
Using round-robin will not stop runaways. It will only affect who runs away.

The reason your toons run away sometimes when you use IWT this way is because the mob moves enough -- after you press IWT -- that your toon fails to get close enough for IWT to automatically interact, and therefore also does not stop moving.

If you don't want them to run in circles, don't put IWT on your DPS key(s), use a different key for it. Having played a 5 paladin team myself, I do NOT have assist or IWT on my DPS keys. I manually press an IWT key, which is next to my main DPS key, as needed. I mean, most mobs are just going to stand there most of the time, so it is not usually needed.

Besides, in PVE most of the time I would lead with my tank, the rest on /follow. Just walk past the mob and turn around, and boom... mob faces the tank, with DPS and heals in the back or to the side.

In PVP it is incredibly useful to use IWT constantly, because the target will be moving around a lot, and it is usually impossible to hit them otherwise.

Thank you for the explanation.

I had two melees in a team and for some reason I had better results w/ round robin, but of course this hasn't been empirically tested just my subjective view.

I've always had IWT on a mouse button, that has indeed been great instead of spamming it. This and assist and follow are nice on the mouse.


I started with 5 pallys then switched to 1 pally 4 dks. and works nice for me. u can que to dungeons this way too.
dks can handle alot of selfhealing passively. and pally can spam himself. u can ress from dks midfight or ress after with pally.
I also gearing upp my hunter for dungeons. and have tried some. and as the other says its more depending on dungeon u do.
both 3 teams are 110 (pallys, dks, hunters)
If u have the time and like diffrent groups a hunter team and tankteam is fun.
if u raf smart level the tanks then boost hunters in dungeon to 60+ then raf then to max raf lvl.
at 100 questing is better xp then going dungeons to 110

Thats a good point. Maybe best to get a bunch of chars to 45-46 atleast to RAF grant them to 89.

MadMilitia
02-18-2017, 04:44 PM
Using round-robin will not stop runaways. It will only affect who runs away.

The reason your toons run away sometimes when you use IWT this way is because the mob moves enough -- after you press IWT -- that your toon fails to get close enough for IWT to automatically interact, and therefore also does not stop moving.

If you don't want them to run in circles, don't put IWT on your DPS key(s), use a different key for it. Having played a 5 paladin team myself, I do NOT have assist or IWT on my DPS keys. I manually press an IWT key, which is next to my main DPS key, as needed. I mean, most mobs are just going to stand there most of the time, so it is not usually needed.

Besides, in PVE most of the time I would lead with my tank, the rest on /follow. Just walk past the mob and turn around, and boom... mob faces the tank, with DPS and heals in the back or to the side.

In PVP it is incredibly useful to use IWT constantly, because the target will be moving around a lot, and it is usually impossible to hit them otherwise.


Or you can just add an assist or follow logic macro using stopmacro. Like so:


/stopmacro [@target, exists, harm]

/assist {FTL}

/stopmacro [@target, exists, harm]

/follow {FTL}


That way it can be in your DPS rotation. However if you aren't close enough for follow to catch them then they will run off. I play relatively close to melee all the time for this reason.