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  1. #1

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    Quote Originally Posted by Mosg2 View Post
    16/4 split I drive with a DK. The Paladin's put their Beacon of Light on themselves and I use @targettarget macros unless someone needs focus healing. My experience with Paladin, Druid, Monk, and Priest healers is that the Paladins are far and away better for boxing. Shrug.
    Nice. I am curious how those @targettarget macros work. I haven't used those before, I am guessing that will make it alot easier to heal the tank.

  2. #2

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    Quote Originally Posted by smk View Post
    Nice. I am curious how those @targettarget macros work. I haven't used those before, I am guessing that will make it alot easier to heal the tank.
    They're as simple as they sound. They simply direct the spell at the target of your target. Meaning that if you're targetting a mob/boss, you'll be healing whoever it is attacking. In most cases this will be your tank due to the aggro mechanic, but it's in theory a bit more flexible since it'll also work with mobs that ignore aggro tables.

    Think both Mosg2 and I use a focus conditional at the beginning of our healing macros to also be able to direct healing where we want to. Naturally you then also need a way of setting and dropping focus, but that's easy enough. So a basic one could look like:

    Code:
    /cast [taget=focus,help] Flash of Light
    /cast [target=targettarget,help] Flash of Light
    This would mean that if you have a focus set, flash of light will be cast on it. If there isn't one, it'll skip that line and go to casting flash of light on the target-of-target. The "help" is there to make sure you don't try to heal hostile targets in case your focus / targetoftarget happens to be one.


    As to your initial question, it's kinda impossible to say. We only have anecdotal evidence from a few players pushing high level M+ with their teams. It would appear that all of them are viable to around +10 atleast (and more as gear progresses), so I would put emphasis on what you want to play rather than a minute power difference that's going to count for far less than how well you actually manage your team and instance mechanics.

    On a personal level I liked the 4x Blood, 1x Prot Pally comp. I'm a sucker for a bit of flare which the pally brought, as well as some of the additional recovery and spot healing it offers. I felt that having the DKs hold aggro and having the Pally work as a semi-healer worked better for my playstyle than straight up 5 Blood DKs. However, I was relying on my pro-config for both setups, so I probably was not getting nearly the same efficiency out of the DKs as I could have with a traditional setup.

  3. #3

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    The DK's seem to simplify the most healing, the paladins seem to fluctuate more, but have flexible healing options and a very powerful Hand of the Protector skill as well not to mention multiple shields and find a blend of the two would help. I would like to add a healer into the mix myself. I like having that back up.

    It does seem with good reason, the all tank teams will have the hardest time advancing up the mythic charts. I don't know how far anyone has taken the all dk team, but davidmage did manage to do EN I beleive with his all palaladin team, the all hunter teams seem to be doing really well, followed by the warlocks.

    I personally feel the hunter team is very hard to manage, i have had more success with the warlocks due to their self healing constantly. although they of course have to ramp up their dps.
    Last edited by smk : 03-11-2017 at 10:34 AM

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