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  1. #11

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    Having just started multiboxing ill not be trying it for a long time. That being said if some of you boxing gods could come up with a way to multibox aoe spells this looks good.
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  2. #12

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    I didn't get a chance to play a DK yet. But from what I've read and heard another thing that might be tricky is keeping an overview of the runes and their cooldowns. Amirite?
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  3. #13

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    it seems to me to problem is in the followers not getting in range, so wouldn't a good solution to this be 4 pseudo spread out key binds. instead of spreading out the group, get them all to more forward, turn right, turn left, and back up.

    so you would basically be controlling the master with the 4 slaves following. than bind I=move forward, j=turn left, k=backup, l=turn right to make sure your slaves are all facing the right direction.

    would take some micro management on mobile mobs but would this work.

  4. #14

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    Melee multiboxing works great in PvE and to some extent it works in PvP but only if you can consistently stun the intended target. I play 5 ret pallies (well played, not too fun anymore with the judgements of the wise nerf) and they've always got a long duration stun ready on rotation. Rogues work too. You can't really rely on slows unless you have an incredible ping but theoretically you can just jog in front of a running enemy turning around occasionally for a swing while your 4 followers hit him. Latency is really what kills this, however.
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  5. #15
    Member Tdog's Avatar
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    [quote='Sam DeathWalker',index.php?page=Thread&postID=144095#p ost144095]Well wow...

    I was going to say that using more then one mellee multiboxing is asking for a lot of trouble but Tdog seems to have a viable solution ....

    All Tauren cept the leader ... good plan, seems very doable on its face.[/quote]Multi-Melee Boxing was one of the very first things I did when I started MB'ing.

    [url='http://www.dual-boxing.com/forums/index.php?page=Thread&postID=57395&highlight=dogs+ of+war#post57395']Dogs of War[/url]

    Tauren have a longer melee range


    It's been quite some time since I posted them but they still have relevant info in them. I have actually done quite a bit more multi-melee MB'ing since then and plan on eventually doing a new write up but for now I'm mostly concerned with getting my main team to gear up my Main rather than my experimental groups.

  6. #16
    Member Tdog's Avatar
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    Quote Originally Posted by 'Tsunami',index.php?page=Thread&postID=144426#post 144426
    it seems to me to problem is in the followers not getting in range, so wouldn't a good solution to this be 4 pseudo spread out key binds. instead of spreading out the group, get them all to more forward, turn right, turn left, and back up.

    so you would basically be controlling the master with the 4 slaves following. than bind I=move forward, j=turn left, k=backup, l=turn right to make sure your slaves are all facing the right direction.

    would take some micro management on mobile mobs but would this work.
    That really wouldn't work as well as your imaging it would. Take a look in my Dogs of War link I've described a few "Movement Methods" as I call them that make it much easier and consistent in getting your followers in range.

  7. #17
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    Quote Originally Posted by 'boxblizzard',index.php?page=Thread&postID=144189# post144189
    very resourceful post thank you.

    my original goals were to be able to do instances, im not sure exactly what instances you mean by major but i was looking at stuff slightly below level.

    also you mention about the dummies being taurens because of the size they stay in range of the main's target. Is there a solution for alliance? say a gnome for main and the biggest male char available to alliance for the dummies :thumbsup:
    Give my "Dogs of War" link a read and check out the "Movement Methods" as I call them for a better idea of how to more efficiently get your followers into range.

    As far as "Major Instances" I was mostly talking about heroics but I'm thinking same level bosses would probably be difficult as well. The reason being isn't because you're running a Melee heavy group but because you have no dedicated healer. I did not run any instances with my DK group but I have run tons of instances with my Orc Warrior group (4xorc warrior 1xorc shaman). With my shaman healing it was fine. Bloodthirst was usually enough to keep the following warriors healed while just spamming Chain Heal on my main warrior, but w/o an actual healer BT would never of been enough to have kept up my warriors. I'm guessing that it would be the same with Blood DKs, their blood talents would be enough healing for the followers but the Main would go down quick.

    As far as heroics go while I haven't yet run any on my current Warrior group (1xOrc warrior 3xTauren Warriors 1xTauren Shaman) I'm betting that you can do a a fair amount of heroic bosses but fights with lots of aoe dmg probably won't work out so well. Even on normal mode AoE boss fights things get quite dicey in a hurry with only one toon healing. (And i've really been fighting using 5xenhancement shamans or even 1xwarrior 4xenhancement shaman as shamans are alreadly so widely used in MB'ing)

    And lastly even though it would make sense that a gnome would have a short melee attack range and say a male Draenei would have the longest, they actually infact have the exact same melee attack range. Infact every race has the exact same, 5yd, melee attack range with the exception of Tauren having 9yd. They really should give Draenei a 9 yd attack range though as they are roughly the same size as tauren.

  8. #18
    BIGBADPRIME
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    ya that ranged frost attacks do seem like they have some death knight potential for hurting people.

    I must say ya there are some vulnerabilities alright. I wonder how having a stun lock combo for the ghouls (and the orc dam bonus) would help if you had a ranged macro in. a death knight could very easily ranged frost frost blood blood deathcoild and then have 4x frost at his finger tips

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