Still trying to figure out how to stop random slaves from running off. I am missing something.....
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Still trying to figure out how to stop random slaves from running off. I am missing something.....
Use the follow strobing from Jamba. It kicks them into shape. This is actually insanely fun and having a blast just leveling.
follow strobing sucks for pvp. You have to constantly run in front of who you want to kill and good luck at guess where they will lagrun to next. Interact is pretty neat, but just yesterday I had a slave run off in the wrong direction for about 200 yards before finally turning around. WTFover.
spam manual follow when you kill a target
spam autointeract when in combat
I just beat AMERICOMP, if i'm not mistaken theyr'e the #1 team across all servers... unless there's another team with the same name and different caps or something... ugh i dunno now... their matchmaking rating was only 2150 so must be a different team =( i r confused
argh definitely wasn't them... =(
but i beat em just the same
Alot of respect for your skills, now that I know you have to do follow and interact along with all the other crap you have to press. I tried what you said and it works, just have to keep more of an eye on your toons. I guess once you get used to the follow/interact spamming it would become second nature.
Your right mutibocks, strobe sucks for pvp. I used it for about 5 mins before I had to turn it off during pvp. No disrespect to Jamba (Much Love). If you can ellay, try making PTR premades of pallies so you can get an idea of them at 80. Its a big risk of lvling all the way and then finding out its not what you expected ymmv.
Edit: there are 2 Americomp teams, grats nevertheless
I have got to see a video of this
where can I send donations
2nd what Heyaz said. Ready to reach in my wallet for that video to show paladin pwnage. And most importantly, ready to jump on the paladin bandwagon anytime now.
What weapons were you rocking before upgrade? Titansteel? Im wondering if I should put any effort into my DK + 4 rets. DK is way undergeared, but I could gear him as tank and damage sponge easily. Rets are in mostly deadly.
edit: Krom if you wouldnt mind letting me in on some strats. I have a couple questions: Do you rush the other team? Do you DA your pallies at any point, I mean is it worth it to make seperate DA binds for all 4 rets? I guess what I am asking is while pvping is your main focus:
A. To keep main free of all encumberances? (Roundrobin Hand of Freedom, Hand of Protection, etc on DK?)
or
B. Attempt to keep everyone moving (Hand of Freedom on 3 rets and DK)
Im just trying to figure out what battle plan is working for you and attempt to copy it. I'm not very good at pvp, but I can certainly waste a few hours trying, lol.
Oh, sorry, one more question: Do you save your deathgrip for a runner or use it right off the bat to pull someone in to gib them?
you save your DG for runners, charge in, have a "freedom your friend" macro to get almost all of them free at once and a typical /click macro for a ret first come first serve rotation
they were using titansteel weapons and a ton of honor farmed pvp gear
hmm I might have to try this, lol.
edit: I assume your "main" dk is a tank build with max sta and icy talons for haste? Armory is undergoing maint.
hmm... the realmpool plays a very big role too.
2098 rating on Shadowburn is #83
1600 rating on my pool is #73 .. that really sucks :(
GD this is so fucking impressive, mad props yo.
i lost like 7 straight against Theory of Nigdem, we were the only ones queue'ing... i knew i shouldnt keep queue'ing but you can't stop when you think there's a chance
As if 1800 wasn't impressive enough, Kromtor is now closing in on the 2200 weps :eek: (@2088 atm). Both epic and hilarious at the same time, I would love to hear what the other teams say on vent after they recieve a whooping from ZOMG REPORTED :D.
So now with the rockets do you pretty much immediately gib your first target?
I've been looking over your specs and noticed that all the pallies take divine sacrifice, do you use them all simultaneously or as needed in a rotation with divine shield? I'm a pally noob so i'm not sure exactally what happens when you use more then one at a time,but I can see a rotation with divine shield working very well. Also how does it work in conjunction with sacred shield (im guessing you ride in with 4 of them up)? Also i've been reviewing the 3.3 changes to divine sacrifice, looks like a great buff to your comp for 5v5....what are your thoughts?
Keep up the ownage, and congrats in advance on frostwyrms
U have no idea how badly i wanna see a movie of this
Or do this myself;)
i would for sure love a video aswell, ii do have a paladin team in the making lvl 40 atm, but the new sacred shield nerf wil hit you hard i gess?
you dont use seal of command! ? can you tell why?
seal of command is an aoe seal, does great damage clearing trash but when bursting down single targets you need to use righteousness or if you don't mind waiting for a bunch of stacks while you're healer keeps you alive you can use vengeance/corruption
Wow it would seem to me that SoC would be the seal of burst choice for arena? I mean dont you get the occasional time where all your guys are around 2+ enemies? Seems like by the time the first guy went down the second would already be down a good amount too. But then I dont have a 2100 rated team lol.
Oh sorry one question Krom, how do you do the dps sequence for your main DK? Do you /castsequence it or control it manually with the rets on a castsequence? Mind posting your macro? ;)
Half the fun of multiboxing is coming up with cool spam macros and I'd hate to rob you of that joy.
Here's some basic tips/ideas though:
-If you can get /click macros to work use them. first come first serve works well for ret
-Have a "long distance" spam button without divien storm seperate from your "in range" spam button to prevent wasting your best ability
-Have a macro that will have each pally cast sacred shield on the next pally and keep it up at ALL times. pray they don't nerf it too
-Same macro type for several other things like hand of freedom
-Have a divine shield, divine sacrifice round robin macro. this wont work well vs good groups with priests which is nearly everyone
-Have a seperate button for flash healing each member of your party for optimal use of the insta flashes
-Obviously use different judgements, preference for judgement of light
-Consider having a macro with arena1-5 target specified for repentencing the entire other team, can do same thing with HoJ. Doesn't work well since you have to be facing but the fact that auto interact spam makes you run in circles helps
oh the joy of macros, lol. I figured you would use unitids for the repentencing. As for divine storm, ya I frequently have that go off when someone is juuuuuust out of range. Arrrg!
Fingers. Mostly.
The nerfs to Ret are going to suck if they go through:
In 3.3:
Flash of Light - no longer heals for an additional 100% over 12 sec if the target has the Sacred Shield effect.
Divine Guardian - This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
Divine Sacrifice - Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, damage which reduces the paladin’s health below 20% now cancels the effect early.
In the current game:
- The HoT from the Flash of Light (FoL) stacks. It also stacks with Sheath of Light procs. This means a FoL crit (and note that Sacred Shield increases the chance of FoL to crit by 50%) will heal the target for an additional 160% of the amount healed by FoL over 12 sec. This can create a nice buffer for a target being focussed.
- Divine Sacrifice (when talented with Divine Guardian) redirects 40% of party/raid damage to the caster up to a maximum of 150% of the health of the caster. However when the caster also casts Divine Shield, the Divine Shield effectively negates the redirected damage, which means the 150% health of the caster is never reached - the net effect is 40% damage reduction for the party for 10 seconds.
Cheers,
S.
Eh thats ok, im going to try taking a healer and running 4 paladins + shaman
Do same judgements stack? Obviously with only 3 judgements, on my little pally team I have to repeat two of them and wondering if there's any benefit in using light on 3 of them.
Having most auras and all blessings is awesome though... And the first few tiers of retribution allowing for three different specializations to benefit the group (improved might, improved aura, and 3% crit from judgements on 3 different paladins) is lovely.
Grats on 2200+ Kromtor. Hopefully these paladin changes dont hurt you too much. Got alot of bandwagons jumpers here.:D
thanks. had a few games vs. ropefist uranus a top 10 global team and they beat me down pretty bad but the rest got zerged pretty hard today with my new relentless shoulders. i still have more relentless to acquire plus 2200 weaps if i can stay above it while i sloooowly save up but i'm feeling pretty good about the team. sometimes i wish i had an extra DK for an extra DG or a feral druid for the leader of the pack heals but i can't complain
heyaz, afaik the 3% crit bonus only counts on one of the judgements regardless of whether they are different ones or not. also, judgements do not stack, the one i double up on is light because it's the most important in case one fails
ya when I ran 5 paladins it was lightx2, wisx2 and justice x1. I would dust these guys off with my old DK tank, but that will be 3 80 groups that Im trying to gear and damn if that doesnt make this game feel like a job.
You think your setup would work if it was all DK's instead? I suppose it's more wishful thinking than anything but it seems like it takes too long for a DK's damage to get started, where the Paladin is all about the BAMBAM done.
My Paladins are 69 after two weeks of boosting and leveling (with an engagement party thrown in) and I can say that the initial 2 seconds of engagement is ridiculous. The burst is insane. It's like FS+Insta LB but every 10 seconds or so.
I would love for DK's to work but I'm skeptical. Less burst and less healing and less survivability=Sad panda.
Ya it was just the inner me being lazy because my play time is less, and I'm only lvl 28 on the new set. I definitely see why Ret > DK for now.
One thing I do like about the DK's is that no target is going to get away from you, period. 4x Death Grip on a 15 second cooldown plus more Chains of Ice than you have cooldowns before they go immune.
I guess one would have to calculate if the DPS of 4x DK's is enough to overcome two healers output. I mean, if so... Yeah, it could work. You need two cooldowns to get your diseases up but after that you're going to be rocking them something fierce. Maybe if you prioritized their healers first so you could ensure keeping at least one locked down with Strangulate, BE silence, Ghoul Stun, etc etc.
The more I think about it, the more I think it could work. Hmmmm.
I wonder how much the comp would differ if the 5th was a prot paladin (in ret gear). They do about 80% of the damage as full ret (if not close to the same from the numbers I've seen), and you get a 30 yard snare + silence on 3 targets, and a couple other goodies.
The role of the 4 rets is obvious, but I still haven't quit pictured exactly where the DK and its spec fits in. I know there is death grip and chains of ice, and the blood tap heal, but I guess what I'm wondering is if it's the DK that ties the whole thing together, or if that just happened to be the 5th you already had. I'll probably try both eventually, I got 4 new pallies at 60 and an older DK there as well, will level them together, either way I'll have a 5th paladin if that works. Of course... death grip + instant death on the most dangerous DPS (warlock, ele shaman?) could be a real game winner, like the shaman IWIN button. I imagine most other classes' damage can be much better mitigated by paladins than shaman (warriors, other ret paladins, rogues).
4 geared DK's plus a pally healer or ret for might would kick ass. I'd go all blood spec since 4 mark of bloods (pick two dps and do two at a time), abominable might, group healing rune taps, vampiric blood, hysteria, dancing rune weapon. unholy presence for the GCD reduction. the damage would be comparable to ret pallies. take the time to pestilence the first target and your overall DPS will be way higher than a ret pally.
might also be tempted to do unholy since 4 AMZ and 4 gargs would be nice too. way more disease damage.