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smk
09-04-2019, 09:01 AM
I have decided to go with melee cleave so im so far working with 3 warriors 1 paladin and 1 priest, I am however wondering if i am really hurting my comp by adding back one of my mages. having the utility of the mage would be nice along with the food and water.

nodoze
09-04-2019, 09:51 AM
I have decided to go with melee cleave so im so far working with 3 warriors 1 paladin and 1 priest, I am however wondering if i am really hurting my comp by adding back one of my mages. having the utility of the mage would be nice along with the food and water.With 3 Warriors+2 Paladins to 20+ I haven't found food nor water to be a big issue as free water from drops has been more than enough for me. Food is a non issue as I top everyone off with the Paladins (or let them finish regening while the Paladins drink). In much content I just heal from one Paladin at a time and let the other benefit from the 5 second rule and then when that paladin starts getting below half mana I switch... The main thing to be aware of is that until you get Flash Heal at 20th level you need to make sure you only cast rank 1 Holy Light when that is all you need or you will have mana issues...

At levels 24-29 the Paladin(s) should get the Illumination talents getting even more efficient in their Healing and at level 38 they should be auto-generating mana on hits from Seal of Wisdom. A single priest could be extremely efficient if you can get him stealing kills.

I am liking 2 Paladins right now while leveling for 2 Blessings, 2 Auras, 2 Seals (eventually both Light & Wisdom for on hit health and mana) and dual healing output when I need it (sometimes I over-pull or get adds).

With the above in mind I don't see any extreme need for food nor water...

Transportation is nice but from a Mage it is only to main cities and I plan to have better than that via my army of Warlock alts that I am doing anyway to leverage crafting cooldowns. I plan to get the Warlocks to 35 anyway for professions so they will be able to summon and I can use them to give me summons to more than just cities... Another advantage is that with 2+ Warlocks at a given location I can double summon to get my full team somewhere with just 5 accounts and not actually having a warlock on my main team but for a Mage you would either need a 6th account or have the mage on your main team.

The bottom line is that you need to decide on what compromises you want and what your goals and priorities are...

In the end I decided that I wanted as many Warriors as I could fit into my team for max PVE dungeon grinding efficiency so I went with 3 Warriors+2 Paladins. 4 Warriors would actually be better from a pure PVE dungeon grinding perspective but because I deemed 2 Paladins as mandatory for WPVP that is my main team for now... At some point I may level a 4th Warrior to swap for my Paladin just to max my PVE dungeon efficiency (if I am not burned out at that time by the idea of more leveling).

smk
09-04-2019, 10:04 AM
Thanks for the response. I have been out with my 5 man team and so far I am agreeing. My priest has yet to run out of mana, I am using him to shield mostly and drop heals when needed, i haven't had to sit down and rest once in the last hour. I see no need at this point to bother with my mages. I am currently running the paladin as retribution, but I may switch him to healing once I get my guys up in levels abit.

nodoze
09-04-2019, 11:13 AM
Thanks for the response. I have been out with my 5 man team and so far I am agreeing. My priest has yet to run out of mana, I am using him to shield mostly and drop heals when needed, i haven't had to sit down and rest once in the last hour. I see no need at this point to bother with my mages. I am currently running the paladin as retribution, but I may switch him to healing once I get my guys up in levels abit.That all sounds like a good start and consistent with what I saw.

A few points you may want to consider:


- You may want to avoid shielding the Warriors as they generate Rage from being hit for damage (you gotta let Hulk get mad so he smashes better);
- Respecing is costly so make sure you get what you need up front if possible. There is a single paladin spec which makes for a solid healer and a decent PVE dungeon Tank (but not ret). I screwed up one of my Paladin specs already and it cost me a gold just to change it (and the cost goes up each change made during a certain period of time).


Edit: Regarding Paladin specs I think you need at bare minimum most of the following 20 points in Holy to have strong healing output as Paladin and an example spec that will take you till ~ level 30 is follows:

https://classic.wowhead.com/talent-calc/paladin/055031015

There is some flexibility in there as some people like 'Improved Lay on Hands', some like 'Improved Seal of Righteousness', & some like 'Unyielding Faith' (I like that for PVP) though none of that is game changing.

My recommendation would be to put your first 20 points there and lock in great uninterrupted healing at 30 before branching elsewhere (either more prot or more ret).

When fully fleshed out the following is the single Paladin spec for both Dungeon Tanking and decent healing (likely swapping some gear though) that was given to me:

https://classic.wowhead.com/talent-calc/paladin/055131005-053251330201501

Personally I would at least move the point from 'Improved Seal of Righteousness' to 'Unyielding Faith' but overall I don't think it changes how the build is played that much.

Best of luck.

smk
09-04-2019, 05:03 PM
That all sounds like a good start and consistent with what I saw.

A few points you may want to consider:


- You may want to avoid shielding the Warriors as they generate Rage from being hit for damage (you gotta let Hulk get mad so he smashes better);
- Respecing is costly so make sure you get what you need up front if possible. There is a single paladin spec which makes for a solid healer and a decent PVE dungeon Tank (but not ret). I screwed up one of my Paladin specs already and it cost me a gold just to change it (and the cost goes up each change made during a certain period of time).


Edit: Regarding Paladin specs I think you need a bare minimum of 20 points in Holy to have strong healing output as Paladin and an example spec that will take you till ~ level 30 is follows:

https://classic.wowhead.com/talent-calc/paladin/055031015

There is some flexibility in there as some people like 'Improved Lay on Hands', some like 'Improved Seal of Righteousness', & some like 'Unyielding Faith' (I like that for PVP) though none of that is game changing.

When fully fleshed out the following is the single Paladin spec for both Dungeon Tanking and decent healing (likely swapping some gear though) that was given to me:

https://classic.wowhead.com/talent-calc/paladin/055131005-053251330201501

Personally I would at least move the point from 'Improved Seal of Righteousness' to 'Unyielding Faith' but overall I don't think it changes how the build is played that much.

Best of luck.

Awesome, thanks for the info, i forgot about the rage and I will definitely check out that spec.

smk
09-04-2019, 07:47 PM
That all sounds like a good start and consistent with what I saw.

A few points you may want to consider:


- You may want to avoid shielding the Warriors as they generate Rage from being hit for damage (you gotta let Hulk get mad so he smashes better);
- Respecing is costly so make sure you get what you need up front if possible. There is a single paladin spec which makes for a solid healer and a decent PVE dungeon Tank (but not ret). I screwed up one of my Paladin specs already and it cost me a gold just to change it (and the cost goes up each change made during a certain period of time).


Edit: Regarding Paladin specs I think you need at bare minimum most of the following 20 points in Holy to have strong healing output as Paladin and an example spec that will take you till ~ level 30 is follows:

https://classic.wowhead.com/talent-calc/paladin/055031015

There is some flexibility in there as some people like 'Improved Lay on Hands', some like 'Improved Seal of Righteousness', & some like 'Unyielding Faith' (I like that for PVP) though none of that is game changing.

My recommendation would be to put your first 20 points there and lock in great uninterrupted healing at 30 before branching elsewhere (either more prot or more ret).

When fully fleshed out the following is the single Paladin spec for both Dungeon Tanking and decent healing (likely swapping some gear though) that was given to me:

https://classic.wowhead.com/talent-calc/paladin/055131005-053251330201501

Personally I would at least move the point from 'Improved Seal of Righteousness' to 'Unyielding Faith' but overall I don't think it changes how the build is played that much.

Best of luck.

I am curious, what are you using for weapons, s/b? or 2hander?

nodoze
09-04-2019, 08:15 PM
I am curious, what are you using for weapons, s/b? or 2hander?My entire team goes into melee attacking on my main target. Eventually all of my Warriors will be both Arms+Fury at 60 & my Paladins will both be Holy+Prot (with maybe one Paladin having 5 points in Ret for Improved Blessing of Might). Right now only 1 Paladin is judging though I will on both once they get Seal of Light & Seal of Wisdom.

If I recall correctly another team in the 20s said they were either 1H+Shield or 1H+OffHand (dual-wielding) and not doing 2H at all. I don't understand the pros/cons yet of dual-wielding (& though I understand I will dual-wield at some point) so thus far I have only been 2H or 1H+Shield so far.

Currently every Warrior & Paladin has a shield and has a full set of 1H & 2H weapon for every weapon type they can gain proficiency in as I am keeping every Weapon Skill near max as I go. On easier content I typically put everyone into whatever skill they need advancement in (focusing on 2Hs first) and on harder content I do the opposite (focusing on whatever 1H skill is the lowest).

At these initial talent points my lead Warrior is Arms tree focused with Tactical Mastery so he can Stance Dance with minimal penalty & for hard content is always defaulted to 1H+Shield as he Charges in Battle Stance first and goes into Defensive stance pushing Threat as he has the best armor and I prefer to have the damage there if possible.

The other 2 Warriors are Fury Tree focused (one improved Battle Shout & one improved Demoralizing Shout) and I try to keep both in Battle Stance with the best 2H weapons they have and only switch to 1H+Shield when I need them to Shield Bash a caster or if they are taking too much damage.

The 2 Paladins are generally using whatever 2H or 1H weapon they need skill in unless it is a boss fight and then I usually switch them to 1H+Shield. They are pretty much just auto-attacking and only judgeing to keep up seals on targets saving their mana for healing/cleansing.

Let me know if that answers your question or if you have others.

smk
09-04-2019, 08:55 PM
My entire team goes into melee attacking on my main target. Eventually all of my Warriors will be both Arms+Fury at 60 & my Paladins will both be Holy+Prot (with maybe one Paladin having 5 points in Ret for Improved Blessing of Might). Right now only 1 Paladin is judging though I will on both once they get Seal of Light & Seal of Wisdom.

If I recall correctly another team in the 20s said they were either 1H+Shield or 1H+OffHand (dual-wielding) and not doing 2H at all. I don't understand the pros/cons yet of dual-wielding (& though I understand I will dual-wield at some point) so thus far I have only been 2H or 1H+Shield so far.

Currently every Warrior & Paladin has a shield and has a full set of 1H & 2H weapon for every weapon type they can gain proficiency in as I am keeping every Weapon Skill near max as I go. On easier content I typically put everyone into whatever skill they need advancement in (focusing on 2Hs first) and on harder content I do the opposite (focusing on whatever 1H skill is the lowest).

At these initial talent points my lead Warrior is Arms tree focused with Tactical Mastery so he can Stance Dance with minimal penalty & for hard content is always defaulted to 1H+Shield as he Charges in Battle Stance first and goes into Defensive stance pushing Threat as he has the best armor and I prefer to have the damage there if possible.

The other 2 Warriors are Fury Tree focused (one improved Battle Shout & one improved Demoralizing Shout) and I try to keep both in Battle Stance with the best 2H weapons they have and only switch to 1H+Shield when I need them to Shield Bash a caster or if they are taking too much damage.

The 2 Paladins are generally using whatever 2H or 1H weapon they need skill in unless it is a boss fight and then I usually switch them to 1H+Shield. They are pretty much just auto-attacking and only judgeing to keep up seals on targets saving their mana for healing/cleansing.

Let me know if that answers your question or if you have others.

I think so, thanks for the info.