Ofc every boss encounter is different and makes one role easier than another
Nonetheless it's generally easier to multibox range damage dealer in a raid than melees.
It seems like we agree on that point...
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Sure but not because range are easier than melee. That is definitely the case in other expansions but in vanilla melee is frequently the easier role, not having to deal with any of the movement, CC or support functions casters do.
If his intent is to box as part of a raiding guild then the only two real options are mages and warriors since it's not viable to stack any other class heavily. Bringing 8-12 warriors and 6-10 mages is standard. All of the other DPS classes are limited to 2-4 slots.
Then pls elaborate the reasons why you believe that mages are the better choice for raiding. It's a bit contradicting to what you actualy say here because according to you warriors would be easier to control in boss encounters and deal more dps than mages.
That are both solid arguments to pick warriors over mages for raiding as boxer.
I'm surprised how many people are doing melee's. IWT was added in WotLK, did they keep it for Classic? Old school melee boxing is pretty painful.
I think I missed this thread while I was traveling and found it a really good read with lots of great points from many different people from many different angles. This is a good point assuming "all Warriors being equal" but I don't see this as being a big issue depending on whether you have a "main" and what character you "drive" with...
In my case I plan to have one primary "main" Warrior who will get all the best Warrior gear/drops first in my group and I plan to "drive" from that Warrior. Our "main" Warrior is also the only Warrior I plan to be taken into Raids (at least until some Raids are on "farm") so likely that "main" Warrior will always be significantly ahead of the other Warriors on Gear/DPS/threat and thus should be taking the most/all of incoming damage. Anyone running a 3+2 setup in a similar manner can likely have a more simple rotation on the 2 extra/background Warriors as each should have similar rage build/expenditures because the "main" foreground warrior will be the one with the most variability. Initially you may need to be swapping defensively more on the "main" Warrior but over time as that Warrior gets higher Tiers of Raid gear he should be able to face tank more and more content in max DPS spec (especially with 2 Paladin's flash healing him) and thus you really should only need to be micro-managing & optimizing 1 Rage bar in that approach... Even if you find Threat ping-ponging aggro/damage more than you would like you may be able to use ISBoxer to quickly switch to the incoming damage Warrior and optimize his rage bar yet always send reduced rotation commands to the out of focus Warriors in the background.
Note that the above assumes that you would be only taking 1 Warrior to Raids and it is exciting to hear that maybe all 3 Warriors would be welcome in Raids at some point (at least to raids on "farm" and/or to raids for helping folk catch up on lower tier gear) as it would help the other 2 Warriors not be too far behind...
One question I have regarding maybe multiboxing multiple characters in raids:
If you were bringing 1-3 Warriors to Raids (maybe only the raids on "Farm" or what not) would it make sense to also bring at least 1 Paladin that stays up in melee range with the DPS?
My thought would be that Paladin could be keeping smite/judgements up on the primary DPS target and flash healing himself and the DPS melee (and rebuffing them periodically) and maybe be a backup healer for the Tank. It makes sense to me but I don't know if having one or more Paladins up with the melee DPS group was a thing in Vanilla or not. I also don't know, regardless if that composition was a thing, whether that group [1 Paladin+3 Warriors] would be something a semi-competent boxer could/should safely bring to the raid...
For reference part of the reason I don't know if that would make any sense is because my brother and I were not big Raiders in Vanilla because we mainly did our Paladins in BattleGrounds and focused on PVP gear instead of Raid gear...
One issue that's just occurred to me is that warriors are often expected to tank in raids. Even as DPS, you'll be asked to off tank quite often. That's one reason why warriors receive so many raid slots. Might cause issues if you're boxing warriors and aren't prepared to tank. Paladins are generally assigned a tank to heal anyway so dual boxing 1 warrior and 1 paladin and healing yourself should be familiar enough to manage.
A decent raid will have 4 paladins (for 4 blessings) and all will be holy. There's really no reason to bring a ret paladin to raids. Where your paladin positions depends on the raid encounter and raid comp. Sometimes you'll be stacked with the melee depending how many ranged characters are in the raid. In heavy melee cleave raids (MC speed runs, etc) you'll be spread out at range to minimize the number of boss mechanics that target the melee stack.
All great points. I like the idea of starting with just my Paladin main and getting the feel of things and maybe from the beginning try to get the raid leader assigning me to be up with the melee group and ideally focused on those that typically stay with the melee core. Then once pretty comfortable & on an easier raid where we are short a Warrior maybe step up to also bring a single Warrior (duoing with the Paladin) and work up from there if things go well. If you are well known to the raid leader and show consistency and are clear up front with each other on the things we can safely do then things should have a good chance to go well. Until I got much more comfortable I would want to try to stay away from either main tanking or off-tanking while multi-boxing at first. Maybe I am over worried about that as off-tanking with a duo Warrior+Paladin may well be easier than running a full 5man team in a dungeon where you are doing all the DPS in addition to Tanking and Healing...
If you don't name all of your characters really obvious goofy names like bobone, bobtwo, etc. and just bring one healer and one DPS the raid probably won't even notice you're boxing. Play your main until you're comfortable enough with the raid and then just try to get your "friend" invited.
Good point. Yeah my brother and I have very distinct names for our mains as they are our original character names from back in our D&D/AD&D days growing up. The other 3 characters also have distinct names that mean something to us from years past as well. Odds are we both may be coming to raids some but with his health issues he likely can't be as consistent as me (plus he only wants to PVP and he is not one to grind or repeat stuff too many times so he maybe would do a progression raid until we conquered something new and then a few more times but likely he wouldn't want to keep coming back). I thus likely can do it for both of us pretty seamlessly when he can't/won't. I probably could work in a natural transition where they were used to my brother and I and then I could start by just taking over here and there and would just likely whisper to the raid leader something like "my brother had to go AFK so I am multi-boxing his character for now so please keep my Paladin and his Warrior together on the same team"... Over time that may allow it to naturally become the norm with my brother just showing up for the new raids and PVP...
I don't think lying to your raid, especially if the raid is all other members of your guild, is a smart long-term strategy. You'd be much better off being honest with the raid/guild leader. If they need bodies and you can bring two that you can play competently, I don't think they'd care if you are playing both. If they find out you've been lying to them, to the whole raid/guild on an ongoing basis, well I don't think you'd get invited back.
I am having a really hard time deciding on the 5th member of my dungeon group. It's a horde melee cleave, so 3 warriors + shaman is a given, but the last spot is giving me trouble.
Considering 4th Warrior, but worried if the shammy will be enough as a solo healer.
The Bad: Shammy has no backup rezz except for ankh, no spirit regen in combat. One more warrior to get the same gear as the other 3.
The Good: Chain heal is great. Significant increase in cleave damage and simple to control thanks to 4+1 setup.
Priest. Not very impressed with adding a priest atm.
The Good: Great healer. Dispell magic, Fade. Possibly Spirit Tap, but imo that's overrated.
The Bad: Doesn't bring much except the healing.
Druid. Feels like a versatile choice.
The Bad: Not the most efficient healer. Only AoE heal on a long CD. No regular rezz.
The Good: Brings Mark, Thorns, Innervate, Faerie fire, Decurse, Combat rezz. Can switch to tank at 60 for +3% crit aura, or anytime the healing from a shammy shows to be enough.
2nd Shaman.
The Good: Can supply more totems (most likely not useful anywhere but bosses or some big areas), easier to control thanks to 3+2. Having two alternating healing allows one of them to regen (and mana spring and tide become viable).
The Bad: Similar drawbacks as the 4th Warrior, but having two lessens some of the issues.
Atm I am leaning towards druid, mainly because of all the various stuff he brings. With the shaman throwing a chain heal here or there, healing shouldn't be an issue. Ability to switch to bear and start swiping seems to be handy pre-36 and at 60 especially. Second choice are the two shammies, mainly because of the simpler piloting and so I can balance their specs/gear depending on how much I need healing.
Am I missing some important Pros or Cons of any of these variations? Any input appreciated
Nessimon,
Ultimately it comes down to your goals. Do you plan to take your team into World PVP (WPVP)?
If yes you really should consider 2 Healers as it is much easier to focus 1 healer down and then wipe a healer + 4 Warrior group than it is to kill 2 healers and then wipe the +3 Warriors...
There are discussions of this elsewhere but a 4Warrior+Healer can work in dungeon clears but you really need to run warrior as a Tank and the other 3 DPS.
With 2 Healers the 3 Warriors can all focus on DPS and a given warrior can switch to be more defensive in situations where the incoming damage gets too high.
Both should be viable and somewhat comparable for PVE but the 3+2 should be more surviable for PVP...
If I recall correctly Druid Healers are interesting in that their single main heal actually varies significantly in cast time. That variability allows the same heal to be like a flash heal when you down rank it and like a deep heal at the higher ranks and the mana costs scale (plus you have some HOTs and what not). With Druid you could go bear or get heals, ranged DPS, or some stealth options, or a PVP Flag Carrier depending on what gear you equip (and all fairly decently from a single spec).
2 Shaman may actually not be bad. If I recall correctly 2 sets of totems can stack pretty well and they can cure each other plus their totems can help cure well. It is also nice that both are semi-tanky in mail+shield & they can both chain heal and chain lighting.
If PVP is a focus, one thing you may want to consider is what debuffs your two healers can clear and a cheat sheet is HERE. 2 Shaman can cure poison & disease on each other or the warriors but have no counter for Curses or Magic debuffs... Adding a Druid allows you to also remove curses & adding a Priest allows you to also remove Magic debuffs but that assumes the shaman are not CCed... On the Horde-side it is kinda a 'whack-a-mole' catch-22 scenario which is part of the reason duo-Paladin in PVP is OP as BOTH can remove 3 types of debuffs...
Hopefully some Horde folk can chime in. My Shaman experience was mainly BC+ so others can likely give you their thoughts on 4+1 and 3+2 (or 3+1+1) in both PVP & PVE...
How come? You shouldn't do orange dungeons and after that you're wasting a slot. The damage in classic is insanely low.
https://www.youtube.com/watch?v=W1Fu...ature=youtu.be
Most people running warriors will run a shaman so they get Stoneskin totem like shown at the start of this video. 15 damage/hit means this tank needs 71 hits with 0 healing to die. A tank is a wasted slot.
Private servers aren't Classic servers and I doubt the Private Servers are limited to ~1.2 Tier gear like we will be in Phase 1. We won't even get 1.4 Tier gear till Phase 2. I suspect many private servers are at 1.12 gear Tiers which means they have tons better world drops and BoEs available.
Bottom line is no one knows for sure what will be doable in Classic WoW at launch and what will be capable with the gear we will restricted to until Phase 2...
It is better to be pragmatic and conservative and plan for the worst than caviler and definitive that things are doable.
A 4+1 with at least 1 Warrior geared for and practiced at Tanking will have a much better chance of clearing dungeons on the way to, and at, cap than a 4+1 that is only setup and practiced to run all as DPS. Once you have run a given instance enough times that you have it on farm and/or have typical upgrades from it that you should get from a fairly new dungeon to your team then certainly you may find that all in DPS is better.
Warriors have always leveled by just equipping a shield in 'PUGs' while leveling. Running around with 2500 hp, prot talents and a shield is a waste when enemy mobs hit you for 30-40 damage/hit. This is my last reply on this one, because it is a pointless discussion if you ignore numbers from 3.5 months of stress- and betatests.
If you are saying that at least 1 Warrior will be Sword & Board (S&B) then we may not be that far apart on what we are saying. I don't believe most of are saying a DPS warrior is running S&B and/or in Defensive stance regularly...
From memory I am pretty sure in the 4+1 config the recommendations were having just 1 Warrior more defaulted to Sword & Board (S&B) giving taunts and pushing aggro and the other 3 defaulted to 2-Handing initially and later dual-weilding. The designated S&B tank may go deeper in Prot than the others but still has some DPS talents and can switch to 2H/dual-wield on trivial stuff but for bosses and harder content he is keybound, practiced, & designated to pull in S&B & push aggro while the other 3 come in as 2H (or dual-wield) not pushing aggro...
In the 3+2 all warriors are pushing DPS with 2 handers/dual-weilding and no one is pushing aggro and the higher incoming damage is less of a concern as you have 2 healers flashing & the aggro should be ping-ponging spreading it out more... If you try to run a 4+1 that way (all 4 DPS with no shield defaulted and no one controlling aggro) the concern is that either the spike damage will be too much for a single healer or the single healer may go Out of Mana (or both).
The gear and specs can be fairly close for all the warriors to cap though if you are designating one to push aggro his spec will be more defensive & you could tilt his gear more defensive and tilt the DPS warrior's gear more offensive... That isn't saying your Tank has to be one big meat marshmallow and cant also focus on DPS from time to time.
I noticed a blue post that impacted my choice of DPS for ranged.
https://us.forums.blizzard.com/en/wo...e-shout/249633
I'm running Warrior, Priest, Lock, Lock, Mage. It probably won't have much real impact but I settled on a second lock just to get a 7th target of battle shout to help with warrior AoE threat. I imagine hunter pets benefit too?
You're underestimating the irrational dislike for boxers many people have. Just mentioning you're boxing will get you kicked out of many PUG's. Or they wait until after the boss is dead and try to pull the, "you only get to roll on one drop playing two characters" or some such nonsense. I've found it's better to just not mention it. As long as you pull your weight, it's not an issue.
Raiding with a guild is obviously a different story. If you're in a guild for a while people will notice you boxing whether you tell them or not.
All dungeons on private servers can be cleared using a tank in DPS spec/gear so the same should be true on retail considering private server dungeons mobs are significantly overtuned. There may be a few situations where having a macro to swap to a shield and defensive stance will be useful. For example, to pop retaliation, AE taunt and then BoP. In general though, as long as you're pulling sensibly you don't need a shield equipped or defense gear. In fact, you don't want defense gear because it reduces your enrage uptime.
Something to consider is that, since all of your warriors will act as both tank and DPS, it will impact your preraid BiS choices. You don't want too much leather/mail gear on a character that will be taking damage regularly. In classic all you really need to tank is effective health and threat.
Question on group comp:
I am intending to 5 box with two main goals, in order of priority:
1) Being able to 5 box for attunments and gear and cash at 60
2) Being able to level in instances (as I find this more fun than questing)
My original intent was a warrior+3 mage+priest comp - With one of the mages being my raiding main (I do not intend to box anything raid related).
But, due to various reasons I am now considering a shaman main.
How do I fit that in with the 2 above goals?
1) Shaman swapped in for healer in place of the priest - I think that might hurt at least the leveling process, as I'm not sure the shaman can heal AE situations
2) Shaman swapped for 1 of the mages - Not sure if the mages will be strong enough to do AE in instances - And, if feels like the boxing setup will be wonky (think shaman would be elemental in this scenario)
3) Warrior swapped to shaman tank - Might work ok, but thinking that from princess and onward, this will be hard (and not sure what this would do to my raid spec at 60, granted I can probably raid as enhance)
4) Change group to 4x warrior + shaman - But have no experience with the melee groups (at all) - So not sure how this would meet my two goals? Also, no mage for water and travel will impact gold income, as well as convenience of ports
5) Mixed group - Thinking war,shaman (elemental or resto), mag, lock, priest - But this would be harder to execute, and reduce AE potential vs pretty much all of the scenarios
6) 5x shaman - easy to setup, but how would it meet the goals?
Long post, but really looking for input and advice - Thanks!
Perrigin,
For 1) the 4 Warrior+Shaman in a melee-cleave would likely be the most efficient at cap assuming a single shaman would be fine healing that group to cap, at cap, and from a single spec that allows you to do all the other content besides dungeons (if any) you want your Shaman to do at cap. From 40+ the Shaman has Rank 1-3 Chain Heals which should be very nice AoE-ish heals for the party (downranking for efficiency when appropriate). That is all assuming the Shaman can do all of that without going OOM. Unfortunately I didn't play Shaman in Vanilla and have never played on private servers so hopefully others can chime in. That group should only ever need Water for the Shaman so it shouldn't be too costly and the gold from 4 Warriors cleaving though dungeons with WindFury should more than cover that!
Since frequent repecing can get very costly one key will be finding a spec which can do the role(s) you want for the content you want at cap.
What content do you want to use your Shaman Main in besides dungeons, if any (WPVP,BattleGrounds,Raids,etc)?
For each type of content, what role(s) do you want your Shaman Main to be able to do effectively without respecing between content?
Once you answer those questions the key will be specing into a single spec that meets those goals yet still allows you to heal your melee-cleave team. Most likely that will put you in some kind of Elemental-Resto spec and hopefully someone with more experience can chime in with recommendations once we have more context.
Note that most of the above is centered on PVE boxing dungeon efficiency... If you do plan to do WPVP with your group may want to look at swapping in a 2nd Healer and/or even switch to a different group if doing WPVP (with your full group and not just your main) is a big priority.
@nodoze - thanks - I should have mentioned, on a PVE realm and will only PVP in BGs (and then not boxing).
And to expand my question - Do you think the 4x DPS warrior + Heal Shaman would clear 60 instances better/easier/faster than a 3x mage, war, priest setup? I know that wasn't my original question :P
Yes that is my understanding and that is big part of the reason many people are running with "Melee-Cleave" setups over "Spell-Cleave" setups. There are great videos on youtube showing both in action and contrasting and comparing pros/cons.
For motivation purposes you can read the following regarding some relative bench marks which among other things compares the DPS of Warriors vs Mages:
https://www.dual-boxing.com/threads/...l=1#post420038
The thing I like about the melee-cleave approach is that it is based on an endless resource (Rage) instead of Mana and the DPS scales to good size mob packs (ideally max of 6 or so if my memory is correct?) so you can just be a buzz saw and keep running (as long as the healer(s) keep up). Paladin healer(s) make a great complement with melee cleave as they are the most mana efficient healers in the game with the right talents. At first glance a single Paladin is a little scary with no active AoE (or even AoE-ish) heal but this can be offset by the Warriors running with Crusader Enchants using BloodThirst on targets judged with Seal of Light giving lots of healing on Warrior hits helping soften healing spikes (especially when they work up to dual-wielding!). If incoming damage still seems too high even with all that you could swap a DPS boosting Blessing for 'Blessing of Light' on the Warriors until the gear improves. Personally if I was on a PVE server, with no other goals except dungeon grinding efficiency & feeding my Paladin gold/drops, I would try to go with 4 Warriors and likely tilt one Warrior toward being more Tanky & push Aggro on him (in gear/talents/stance/etc) and let the others go full out ham on whatever gear/spec/etc is best for DPS (though all would be doing as much DPS as the Paladin could handle). With that in mind were I to be running a Shaman instead of Paladin on a PVE server, provided my assumptions in my previous post are valid, I would still run 4 Melee-Cleave Warriors with Crusader and instead focus on totems that boost & maybe heal the warriors (including WindFury) & trying to get away with rank 1 Chain Heals (the most mana Efficient) and see if i can mix in mana totem without sacrificing warrior efficiency. In the end if you have to sacrifice a totem &/or talent that would otherwise boost your Warriors but instead use it to regen your Shaman's mana and that keeps you from stopping to drink you may find you prefer that more and the sacrifice is worth it.
The above being said, I am on a PVP server and want 2 Healers for PVP, which pushes me toward 3 Warriors+2 Paladins and while that will certainly drop DPS for the group and I will likely have more spiky damage (as I run all 3 tilted DPS) both will be partially offset with 2 Flash Heals & 2 Blessings/Auras/Judgements & running both Paladins up with the melee and attacking as well. After 5boxing & 10boxing Shaman in BC+ in many ways I would prefer WPVP with 4+ Shaman with Turret style Chain Lightnings, Chain Heals, and instant Ghost Wolfs but since my disabled bother's and my focus are historically tanky Duos in BattleGrounds (traditionally duo Paladins) I really have to go multiple Paladins & at least 1 Warrior to support that.
Since you confirmed you are on a PVE server the remaining questions that come to mind are what roles (DPS, Heals, or both) do you want to push in BGs, WPVP (main only), & in Raids?
Once that is known you hopefully can get a good single spec that does what you want to do on your main at cap in the desired content yet still allows you to efficiently support your dungeon grinding (non PVP) Warriors.
Since I only boxed Shaman on the Alliance-side in BC & WoTLK I found the following Guide to be interesting and likely would be a good starting point for you:
https://classic.wowhead.com/guides/s...ds-classic-wow
If you were solely focused on dungeon grinding and gold making efficiency with a Melee-Cleave group you may want to look into the something around the 'PVE Deep Restoration (tank / melee / Hunter group)' spec.
Since you want to also do PVP, if you want to be the best healer you can be in PVP, I would think you would want to look more at something based on the 'PVP Deep Restoration' spec.
Alternatively for PVP, if you want to be more Hybrid with good damage yet still have good heals, you may want to look at something based off of the 'PVP Hybrid' spec.
Note that while I liked that above guide I linked I don't feel qualified to evaluate those builds so hopefully others will chime in and indicate whether they agree with those builds or not and/or offer some alternative builds.
Personally I like the playstyle of big front liners face-tanking over frost kiting &/or sheeping before pulls when multiboxing so I would personally choose the melee-cleave approach over spell-cleave approach (plus the only thing I hate more than having to stop to CC prior is having to stop to drink after)... In the end I don't have a choice with my goals factored in as my brother will only play a tanky melee with me so I am just glad that the combo that meets our goals happens to be very efficient.
I haven't tested it myself, but I'd imagine 4 warriors with crusader enchants plus a shaman would destroy pretty much anything in their path. Even if the shaman gets aggro, they are beefy enough to stay alive until one of the warriors picks up the aggro (I tanked every dungeon in vanilla with my guild as an enhance shaman).
Dropping WF totem with 4 warriors each equipped with the hand of justice just sounds hilarious to me.
wow u just crushed my dreams after reading that, and I was going with one warrior ,3 mages and a priest... For an unexperince boxer i think melee would be hard for me
Ill stick with my guns thou
Are you worried about the warrior? If so, just drive him him, the mages and priest are super easy to control. There's a bunch of ways to set it up, the way I first did it was when I pressed one, the warrior charged while the rest tapped 's' to stop moving, gathered aggro and started blasting away, it's super easy.
Both Tank+3 Mages+Healer & Tank+3 Warriors+Healer are very strong. One advantage of Mage based groups is that you can keep the Mages+Healer back and avoid them getting even splash damage from most things on the Tank. You also can see Aggro switching off the Tank better and have a little more grace time as targets turn & move between the Tank and the DPS group. Instance-wise I mainly 5 boxed & 10 boxed and my group was typically more of a Spell-Cleave group as frankly I found it safer & my default class for most roles were Shaman with Chain Lightnings and Chain Heals & Earth Shield and my favorite Tank was a Consecrating Protection Paladin with maximum reflection damage. Since I had 10 accounts but mainly did groups of 5 I usually had both Warlocks & a Mage to provide summons/stones and ports/water before my sessions to the 5 box group I was working on (I had 5 Warlocks at cap that I used with alts to summon places that ports were not convenient to. Between my 10 accounts through BC and WoTLK I had multiple characters per account at cap and had at least 1 character of every class capped (and 3 plus of most classes) so that I could mix and match and definitely found spell-cleave(ish) great so I don't mean to put spell based groups down or dissuade anyone from them. For mass WPVP I actually wish I was 5boxing or 10boxing a spell based group :-)
Am I crazy for wanting to run a 5 Pally team to clear dungeons? I know DPS won't be stellar but it seems as if all dungeons including UBRS might be a possibility with the high armor, healing, buffs, etc.. The 5 free lvl 40 mounts also are appealing. What do you all think?
My brother and I have been playing Paladins since the 70s and play them in every game that has one. Huge fan of Paladins, including in Vanilla WoW, but I wouldn't run a 5man Paladin team for clearing dungeons. I would do at most 2 (1 Tank & 1 Healer or both Healers). The following is a discussion why:
https://www.dual-boxing.com/threads/...l=1#post420038
I had an idea while trying to think of something I haven't done before. Is catform swipe a thing in vanilla? What about a tank with 3 angry little kittens on autofollow spamming swipe(cat)?
I think only bear have swipe in classic. (there is no cat form swipe when looking at the databases)
3 Rip wouldn't be too useful since you should only be able to get it off against raid bosses basically, with 4 characters dpsing you shouldn't really have time to stack combo points and have the enemy survive during the dot duration of rip.
I think you are supposed to use Shred with cat form also, which requires being behind the target so not great that you should use positioning.
I think druid dps is very low compared to other classes. I think they don't scale well with gear. I think in pvp they mostly do a dot up the target and kite while healing tactic.
I might be wrong ofcourse, I didn't play a druid. I remember they just tried to dot up in pvp then heal and I remember they they wasn't scary to fight, it was just that it was hard to kill them with their kiting so some fights could turn into a stalemate.