-
Fur is correct. WF has a hidden 3-second cooldown where it cannot proc again. This is why the highest DPS for DW depends on how fast your offhand weapon is. ;)
-
Oh i didn't knew this, thanks, thought it's like Crusader or something ;) I guess I should read more about it on Wowwiki ^^ Counts that only for the WF-Totem? or does it count for Weapon enchant too?
But I thought, it was Proccing 2 times after another. Seems like was to Confusing because the Talent Procced ;) Hm, a Main hand with 3,0 Speed would be great than xD
-
@my fellow multiboxers.....sigh...... :cursing:
DOGS OF WAR: A Melee Multi-boxing experiement
For removing the micromanagement of positioning your melee alts use /follow at the end of some if not all your melee macros. With this method I can control my melee characters very fluidly and have a feeling of total mobility.
To remove "Facing wrong direction" error messages it will require some practice on your part on using your main to get them to face the correct direction. It will be a bit tedious at first and you will certainly take longer to get use to it than you would a caster team but with a bit of practice and patience it will get to the point where you react w/o evening thinking about it.
5 Paladins-
In theory this is a great set-up option, it really is.
Pros:
BoSacnt - Tank
BoK - DPS 1
Imp. BoM - DPS 2
BoSalv/BoL - DPS 3
Imp. BoW - Healer
Imp. Concentration Aura - Tank
Imp. Sanctity Aura - DPS 1
Imp. Retribution Aura - DPS 2 (Yes you heard me right you don't need all 3 ret pallies to have imp sanct.)
Imp. Devotion Aura - DPS 3 (Yes again you hear me right, you don't need redoubt when you don't even have a shield or imp sant aura on this ret pally)
Resistance Aura - Healer (Which ever you need most atm)
JoW - Tank
JoL- DPS 1
Imp. JoCru - DPS 2
JoJ - DPS 3 (If you feel the need to use it for runners)
JoR - Tank/Healer
JoComm/JoBlo - DPS (Depending on faction and situation)
-All specs use the same basic mechanics of the judge/seal system.
-Easier to macro and time abilities with 5 of the same class.
-5xBoP/BoSac/Divine Shield/Divine Intervention/Healing/Resurrection. This is one very durable group if played correctly.
-Great Synergy. All group buffs are directly something each character in the party will benefit greatly from.
-Situationally 5x Paladins will have extra dps and synergy vs. Undead/Demons.
Cons:
-All specs are greatly gear dependent. Most notably Retribution spec especially post level 40. This isn't going to matter too much in Azeroth but once you hit outlands you will began to see what I'm talking about.
-Related to gear dependency, Retribution dps is quite low till well-geared especially in the higher levels. Fortunately however again this is a durable group and can last awhile.
-Lack of snares and interrupts. JoJ is not a snare and HoJ is a stun not an interrupt. While these abilities can serve useful in some stituations for snares and interrupts, In heroics they just aren't going to cut it as most mobs are immune in Heroics and certainly all Bosses are. Blood Elves do have the advantage here with their racial abiltiy Arcane Torrent. With a rotation of this ability you could effectively lock out an entire pull for several seconds from casting spells. (Screw Blizzard and their love of Horde :P )
There are probably a few more pros and cons and other notes I could add in but as I'm actually trying to play atm and was just coming in the forums to see what was up I wasn't really planning on writing this up :) However this and the link to my melee experiment write-up on the top should hopefully help you get started and onto a much better idea of what you want to do and how to do it.
P.S. Fursphere is actually a great guy but has been getting rather heated up about the topic of repetitive posts and the posting of them in the incorrect forums. Do as you like but to completely ignore him you would be missing out on some quality info. Genernal forums are more for the intermmeidate to advance questions and topics once you already have your team going. Start up and group make-up questions are more for the New Multiboxer and Support forums. Either way GL on your melee team and keep us updated if you stick with it :)
-
For the record on the flaming in this thread- I have no problem w/ Fur. If you are starting out on something, a bit of humility goes a long way- not flaming those who have been here and contributed for a loooong time. Esp when the flaming is just a refusal to admit there could have been something irking in your OP.
As an aside- I think I'm gonna try Shaman 4x Arms Warrior for fun ... sometime after other killer combos I've been wanting to box. >)
-
For the record, Windfury Weapon (Shaman Enhancement to Weapon) has a 3 second proc cooldown. Windfury Totem (Totem based buff to party weapons) doesn't.
-
Ah then I missed something and understand it wrong. Thank you. Thought the WF CD was for the Totem.
Edit:
Guess a 1,5 / 1,6 Offhand would be nice? but the Speed increase after crit sould make this wrong, so about 2,20 or something would be the best then?
-
I'll jump in here and relate a bit of my experience 5-boxing DW melee shammies up through 49.
Good things:
- Zero downtime unless fighting multi-elite pulls.
- Don't have to move to loot.
- No pets or other junk to worry about.
- Can still autoattack for good dmg when OOM.
- Eat casters for lunch.
- Eat rogues for lunch, clean teeth with tiny daggers and wipe mouth when done with used Cloak of Shadows.
- Did I mention killing rogues with this group is fun? It is. No really.
- Self-rez + regular rez + heals means even when things go bad, they never go THAT bad.
Bad things:
- Repair costs.
- Melee means you can't burn down those really hard-hitting elites before they get to you.
- No real tank (and even if you had one they'd have a hard time keeping aggro)
- Mobs that move around a lot can be frustrating. The satyr boss in Maraudon Purple side is a prime example.
- You can be kited by mobs and players pretty easily.
- Your DPS is directly related to how good your weapons (primary) and other gear (secondary) are.
- Very little CC available.
- If your melee dmg isn't enough, you usually can't burst with instants enough to make up the difference on elites or players where it would matter.
Overall, though, I'm highly impressed with their ability to run most instances and quest like no tomorrow. The princess in Maraudon was the only thing that's given me trouble so far aside from the occasional bored 70.
-
Due to the facts that I can't test it by myself, I can't say it know, but I'm gonna test it.
I said before that maybe the FT is for short Fights the Better choise, and for longer fights the one to begin with, then probably change? So you just get a high "safe" amount of threat, that's not depending on luck. It's the same with the Seal for Ally Palas, It's a DoT that has a Proccchance also, so start with Righteous to get "safe" aggro and then switch to this procc seal.
I read about it somewhere ;) But can't say something true, gonna test it some time ;)
-
Thank you to all who gave advice and info
it is all very much appreciated.
<--- Name Change Found me old Sig from the Old Ultima Online Days!
-
Regarding threat generation on pallies, consider that windfury scales with gear/spelldamage/talents on the pally, where flametongue does not.