View Full Version : has anyone lvled a 5 man Paladin grp to 70 ?
Jaws5
04-29-2008, 12:04 PM
From the search looks like some have started them but did not see anyone at 70. Just wondered what it was like. :)
Basilikos
04-29-2008, 12:10 PM
It couldn't possibly be good since Paladin are inherently melee based. Of course, a bunch of holy shocks could do some damage, but that's level 40.
I'd like to know who the poor soul(s) is(are) that have tried this.
Eteocles
04-29-2008, 12:11 PM
I have 3 lv7 palas...does that count? :P I'm a chronic altaholic...as you can see by my sig and that's barely even the tip of the alt iceberg lol, I may lvl them more later but for now my focus is on getting my Shamen up for superior ganking power as the Boomkins just don't cut it in pvp ;p
Knytestorme
04-29-2008, 12:13 PM
I toyed with it but didn't really find it feaible, might go back to it at some stage since I now have kara holy pally and instanced prot so just the three ret to go.
The main thing was getting everyone into melee range and the most successful method was when I faced the four statics away form the mobs and parked them in a clump, grabbed the mobs and ran them back through the clump to stop and fight, this got everyone into melee range ok but it failed on most caster mobs and bosses that are chained/leashed.
Skuggomann
04-29-2008, 04:04 PM
I was gona do 3x lvl 29 HealaDins but i never got to it :(
Sanctume
04-29-2008, 06:35 PM
Hmmm,
Account 1, L70 Holy Paladin
Account 2, L39 dunno Paladin
Account 3, L70 Prot Paladin (with PvP Ret gear) - main
Account 4, no paladin.
Acount 5, I don't have an acount 5 (yet) !
Stabface
04-29-2008, 07:11 PM
I play in a 5-Paladin weekly group (not multiboxed) - we've done all the 5-man normal content (no heroics yet.. soon!) and first half of Kara with 5 other random guildmates.
So yes if you have some way to handle melee combat as a multiboxer then it's a viable group.
Bigfish
04-29-2008, 09:15 PM
I've done some work on a 5 man mulitbox paladin group up to 22. Works pretty well. 1 Prot, 1 holy, 3 ret. Best set up I could find as far as buffs go is auras as Sanctity, Devotion, Retribution, Concentration, and one of the elemental ones. You cap out on judgements, the only 4 being Light, Wisdom, crusader, and Justice. Best I could some up with for blessings was Might, wisdom, Kings, with the other two being a personal choice between Salvation, Sanctuary, and Light,
Would theoretically work well in that you are basically immune to magics, poisons, and diseases, with some pretty nifty synergy going on with holy damage. AoE damage should be fairly manageable as everyone can heal themselves. I would imagine you would want to set the AoE healing up to do "the next guy over" as someone being hit could interupt them enough to get them killed. That's just my initial impressions at 22 though.
Ebola
04-30-2008, 04:28 AM
My Pally group is level 32 and they dont die often.... but I stopped playing them because my hunter grp was soo fun. I will go back to the pallys when the hunters are done. They are currently halfway through lvl 69.
5 70 Locks 5 70 Priests 5 70 Druids and 5 69.5 Hunters
Woot
not sure why you would try this, the burst damage that is whats so fun with 5 of the same class boxing just isnt here.
As for PVE it would be interesting actually, 5 different buffs going around, plenty of tps on your prot tank compared to your alts. I'd do this lineup for pve over pvp endgame.
Jaws5
04-30-2008, 07:28 PM
My thoughts where to play def on tower flag def. grp should never die. ( key should) now they may never be able to kill anything but it sure would piss off pvp server gankers.
other thoughts is then would have a good of tank/healer on each account
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