View Full Version : 5 paladins
Bellman
09-15-2019, 10:49 AM
Hi,
Saw a guy who played paladin solo, made really good dps as spelldmg paladin, Has anyone tried 5 paladins in classic?.
I'm currently playing 4 mages and 1 priest, but is really craving to try paladins :)
BR,
Bellman
xandorz
09-15-2019, 11:16 AM
Someone has tried it, idk who it is but this video was in my recommendations on youtube today:
https://www.youtube.com/watch?v=cy7vIdWn-_Y
It looks great, ofcourse you can see that it will have vulnerabilities but it will be a really fun team to play.
I really liked dk+4 paladins in wotlk. The "immunity to magic debuffs" is great when stacking paladins.
High armor + auras and buffs. Kill target shouldn't be able to survive if all paladins can reach it, everyone can heal.
Overall I think it should be a really enjoyable team, kiting might be an issue.
Apatheist
09-15-2019, 03:54 PM
The majority of paladin spell damage comes from being hit and reflecting damage with ret aura and holy shield which can only occur if all of the mobs are hitting a single character. The only AE damage the paladins not being hit will have is consecration.
EaTCarbS
09-16-2019, 11:27 AM
looks like that guy in the video is not using ctm/iwt. He could really up his game if he was.
southeastbeast
09-16-2019, 01:02 PM
I'm interested in this setup. Can anyone give me a high level summary of how they are spec'd? Looks like those are paladins being played as a caster following.
What are some of the weaknesses with this group? Blessing of freedom x5 seems beastly, 5x rezz.
Maybe the drinking would suck in dungeons.
xandorz
09-16-2019, 01:34 PM
It would be an easy setup to play and do ok (easy to deal good damage against enemies in close range, easy to heal with and have divine shield, freedom, hammer of justice etc).
Any magic debuff can be removed with cleanse so can counter CC/roots/slow very good.
16 out of 20 seconds of uptime on blessing of freedom would make it hard to slow the paladins.
Weaknesses:
No gap closer, if you fight players that kite you then you can probably not do anything and they can probably also "bully" you by attacking you from multiple angles and then when you chase someone he just run away and the others attack you.
Can use Repentance as a gap closer to stop them if you are within 20yd distance.
Running out of mana easily (not sure how big issue this is if you choose a spec and playstyle to conserve mana, with shamans for example I could farm mobs nonstop without ever drinking, I think in pve you might be able to do that against single target and if you are in heavy advantage pvp situations).
Very short range, 10yd range on Judgement and Hammer of Justice, 20yd on repentance.
Limited AoE (I think it is only Consecration and you both need to spec into it and use a big chunk of mana, and people can move out of it in pvp).
Repentance, Blessing of Freedom etc are dispellable (for buffs it might not be a big issue since you have a bunch of buffs on you so hard to quickly remove spells like freedom, especially on multiple characters).
Same movement speed as other players in pvp I think (8% from talents, others have 8% movement speed from enchant).
Considering the paladin in the videos didn't use IWT, stopped all characters when he needed to heal (hard to not do that, but could be worth to fix that to not be so immobile), used divine shield on every character (probably better to use on only one that is about to die) and other things like that, there is room for improvement and even so it seems to be very easy to be strong with it.
Compared to other groups like casters having to face enemy, dies quickly against melee damage, can be interrupted when casting spells, likely much easier to cc (if there is only 1 dispeller then just sheep/fear it and dispeller/healer is gone) etc. Other groups that could be strong could also be so vulnerable.
Paladins wouldn't have too much of those vulnerabilities with the high armor, all can heal/dispel/DS and just IWT and press instant attack to deal damage.
Apatheist
09-16-2019, 03:44 PM
No gap closers or slows means you'll just get kited all day by decent players.
Even adding one warrior into this mix would make the group much stronger since you could MS/hamstring targets.
Purpleflavor
09-16-2019, 05:56 PM
i always felt 5 shockadins in full judgement would be the superior route for paladin pvp.
Hakflem
09-18-2019, 08:19 AM
I'm running this currently. Only lvl 20 at the moment and havent tried any dungeons yet.
Its a really strong but kinda slow comp. But it feels very "safe" - like i can do most content.
I like that you can have so many auras, seals and all the blessings buffs on every char. Buffing every 5 min is a pain tho.
I reckon it will only get stronger when i get talents into redoubt and reckoning etc.
Not really doing any pvp on this team, but lack of gap closers is an definately an issue. Maybe some engineer stuff can solve that. Nets or something.
And free mounts :)
Purpleflavor
09-19-2019, 05:57 PM
I'm settled, this is going to be my main team. I will go out on a limb here and claim this will be the best phase one 5man farming team. Also, almost unkillable in pvp, maybe only rivaled by a pally/warrior mix. I'm making bold claims today.
nodoze
09-19-2019, 07:19 PM
Love Paladins and my main is a Paladin but I would not say they are optimal DPS for grinding dungeons.
Each of my 2 Paladins do somewhere around 1/4 (to maybe peaking at 1/3 on some mobs) the damage of each of my 3 Warriors with pretty much the same weapons and armor. To be fair they are both speced Holy but both are always going melee with the Warriors and casting Seals and Judging regularly (was initially doing max ranks of both Crusader & Righteousness)... I do tend to try to heal with 1 Paladin at a time to max the mp5 via the 5 second rule on the other Paladin so often one is pretty much not stopping DPS to heal on a given mob (I try to swap Healers when I switch to a new mob) so when I say 1/4 to 1/3 that is max attacking sealing/judging... They would get an increase in damage by going Ret but even as Ret I don't think they would be even close to being on par with the Warriors...
Too bad that palys can't be played together with shamis in a team because ret and enh would have the perfect synergy. Frost shock, wf and tremor totem, paired with cleanse and hand of freedom. Opponents would have a hard time kiting this. Too bad...
Marathon
09-21-2019, 07:17 PM
The pally and four shaman team was pretty awesome in BC !
Purpleflavor
09-21-2019, 08:31 PM
The pally and four shaman team was pretty awesome in BC !
stacking totems in BC was the most op multiboxing thing ever
nodoze
09-21-2019, 10:01 PM
stacking totems in BC was the most op multiboxing thing ever
The pally and four shaman team was pretty awesome in BC !My favorite for PVE was Paladin Tank + 4 Shaman (with one speced deep into Earth Shield for the Tank).
Moorea
09-22-2019, 04:18 AM
No gap closers or slows means you'll just get kited all day by decent players.
Even adding one warrior into this mix would make the group much stronger since you could MS/hamstring targets.
With 5 hammer of justice available I'm not sure what you mean/pretty sure you can kill groups 1 by 1?
(you can also have 1 of the 5 use seal of judgment all the time)
This is a tempting comp. I have 2 pallies in my current group and I wish I had at least 3, so I can get might+kings+wisdom on melee and kings+wisdom+salvation on others
And 3 auras and...
Apatheist
09-22-2019, 04:57 PM
With 5 hammer of justice available I'm not sure what you mean/pretty sure you can kill groups 1 by 1?
HoJ has a 10 yard range and 45 second cooldown talented. You catch some people but the whole time you're chasing you're doing no damage and being nuked from multiple directions. You can see it in the video. At Gurubashi Arena when the horde group gets smart and starts kiting the only targets he can kill are the dummies that run to him. Granted, he starts to get outnumbered a fair bit as more horde arrive towards the end but you can see what I mean.
All boxed melee teams will face this issue to some extent but at least warriors can cycle intercept. Intercept (talented) has a 20s cooldown and you can follow up with hamstring/MS. With 3 warriors I have an intercept available every 7 seconds or so.
If I just wanted a fun team to mess around with I think I'd prefer 5 druids to 5 paladins.
Purpleflavor
10-13-2019, 07:44 PM
edit: nm someone just crushed my dreams
Anyone having any success with pvp and 5 pallys?
Anemo
10-14-2019, 01:55 AM
edit: nm someone just crushed my dreams
Anyone having any success with pvp and 5 pallys?
I saw this over on youtube the other day (https://www.youtube.com/watch?v=QGLR0SdR1gk), looks pretty fun.
Kinda tempted to try it but would have to be on a different server :(
margulda
10-14-2019, 04:54 AM
I saw this over on youtube the other day (https://www.youtube.com/watch?v=QGLR0SdR1gk), looks pretty fun.
Kinda tempted to try it but would have to be on a different server :(
Except for 5x bubble, what is fun here is enginery. Goblin bombs, gnomish laser...
southeastbeast
10-14-2019, 10:45 AM
He’s rotating HoJ stuns and 4 rets using 4x SoC on the stunned target for the damage boost. All 5 probably go down to illumination in holy. For sure all 5 go down to consecrate in holy (dwon confirmed that in YouTube comment). He hasn’t posted here and hasn’t shared talent trees but I think I have an idea of how it might work. I’m very curious about his macro strategy though.
balton
10-29-2019, 03:51 PM
Guys, I found this team interesting but I have some doubts. Is a paladin-only team viable to farm in end game dungeons? Do paladins have consistent AoE? And what does mana consumption look like in an AoE-focused build?
nodoze
10-29-2019, 05:30 PM
Guys, I found this team interesting but I have some doubts. Is a paladin-only team viable to farm in end game dungeons? Do paladins have consistent AoE? And what does mana consumption look like in an AoE-focused build?There is a huge difference between viable and optimal.
Because there aren't typically enrage mechanics 5 Paladins should be able to get down much of the content though I don't think that most of them would be doing a lot of AoE in long boss fights at least as it can be pretty mana inefficient and typically their boss kill time will be much longer than with other teams...
Mages are top tier DPS with Warlocks not that far behind in many cases. All the other classes are lower tier and often have mana issues in longer fights with Paladins and Druid typically being among the lowest damage tiers (though this can be offset some with lots of consumables like Manual Crowd Pummerlers though some of those are really only useable for short periods of time). Hunters are OK DPS but have dead zones & positioning issues and rogues' DPS can be hard to optimize and are very squishy to be boxing in melee...
The biggest overall advantage that classes like Mages/Warlocks have is that often they are damaging from range avoiding lots of damage and mechanics that melee classes just have to absorb. Paladins and Warriors and to a lesser extent Shaman can take a decent amount of punishment (at least physical damage) but it is no where as easy as a team doing DPS at range with impunity... With proper positioning a ranged team is just more efficient. To top it off Mage and Warlocks are also not just the best ranged damage dealers they are also the best grouped Area of Effect (AoE) damage dealers...
The above being said when geared really well it is hard to beat a melee-cleave team for PVE grinding efficiency... I just know that some folk find melee teams much harder than ranged teams and for some it is less fun as well (but for others more fun/interactive)...
Ultimately it comes down to what are you goals and to a large degree what play style you enjoy because this is a game and if you aren't having fun then what is the point... 5 Paladins may just be the thing for you so no harm trying it... If your goal is PVP in close quarters of limited numbers of opponents at a time Paladins may be one of the best/funnest complements. Just good to be forewarned with the potential pros/cons...
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