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  1. #1

    Default Death Knight Boosting

    For those of you that have played them - how are they? Comparable to a Paladin for pulling large groups and AoE down?



    thanks.

  2. #2

    Default

    They take more attention. Fun though. Dunno about boosting with one, try it and tell us.

  3. #3

    Default

    I'm able to take quite a bit larger pulls in ZF and SM Cath with my 64 Unholy DK than I was with my prot pally when she was level 65.
    Horde: 80 Hunter | 70 Pally | 2x70 Shamans | 70 Resto Druid
    Alliance: 80 DK

  4. #4

    Default

    DKs are amazing AoE

    If you can get Pestilence out sucessfully, you can easily just Death Strike your way through the entire fight, not to mention Icebound Fortitude, and other useful tanking spells.

    They're AoE is also a lot more powerful than a pally's.


    At 80 if I put my mind to it, I could easily take 15+ mobs at one time. Let alone way more lower levels.

  5. #5

    Default

    I have a fairly geared DK, And can 1 pull ramparts with a lvl 56 healer

  6. #6

    Default

    How does DK AOE work, as far as boosting goes?

  7. #7

    Default

    Quote Originally Posted by 'homerjunior',index.php?page=Thread&postID=162008# post162008
    I have a fairly geared DK, And can 1 pull ramparts with a lvl 56 healer
    Uh how do you one pull ramparts?

  8. #8

    Default RE: Death Knight Boosting

    Quote Originally Posted by 'gankzer',index.php?page=Thread&postID=161927#post 161927
    For those of you that have played them - how are they? Comparable to a Paladin for pulling large groups and AoE down?


    thanks.
    For Multi-boxing, I still prefer a paladin tank, but the death knight sure has a lot going for it. They DO require a bit more attention than paladin tanks, but they have advantages too.

    The following is my OPINION, subject to correction by FACTS that may make my opinions worthless:

    1. Paladin enhances mounted speed for the group, DK enhances run/walk speed for the group = Advantage DK, especially in instances.
    2. Paladin can rez if the healer goes down, DK can't = Advantage paladin
    3. Paladin shield blocking is more effective against hard hitting boss mobs = advantage paladin
    4. Paladin suffers against ranged magic attackers, DK can safely ignore them or pull them into his anti-magic zone = advantage DK
    5. DK does a lot more damage while tanking than paladin = advantage DK
    6. From level 60 to nearly 70, the DK is likely to be better geared, but equals out by mid to late outlands = equal
    7. The DK can cast a spell, even while mounted and moving, that allows the whole group to run/walk on water, even mounted = situational, but advantage = DK
    8. At level 80, the DK can get a spell that is the best "oh darn" spell in the game for PVP or boss fights, which summons an entire army of gouls to swarm the victum = advantage DK


    Bottom line: Paladins excel at tanking hard phyical hitting mobs, D-K's tend to be somewhat better dealing with magic attacks, but the D-K does a lot more damage than the paladin. Nealy equal overall, but they play much different. Since you asked about paladin vs D-K's, I didn't discuss warrior or druid.

  9. #9

    Default RE: RE: Death Knight Boosting

    Quote Originally Posted by 'Spook',index.php?page=Thread&postID=162166#post16 2166
    Quote Originally Posted by 'gankzer',index.php?page=Thread&postID=161927#post 161927
    For those of you that have played them - how are they? Comparable to a Paladin for pulling large groups and AoE down?


    thanks.
    For Multi-boxing, I still prefer a paladin tank, but the death knight sure has a lot going for it. They DO require a bit more attention than paladin tanks, but they have advantages too.

    The following is my OPINION, subject to correction by FACTS that may make my opinions worthless:

    1. Paladin enhances mounted speed for the group, DK enhances run/walk speed for the group = Advantage DK, especially in instances.
    2. Paladin can rez if the healer goes down, DK can't = Advantage paladin
    3. Paladin shield blocking is more effective against hard hitting boss mobs = advantage paladin
    4. Paladin suffers against ranged magic attackers, DK can safely ignore them or pull them into his anti-magic zone = advantage DK
    5. DK does a lot more damage while tanking than paladin = advantage DK
    6. From level 60 to nearly 70, the DK is likely to be better geared, but equals out by mid to late outlands = equal
    7. The DK can cast a spell, even while mounted and moving, that allows the whole group to run/walk on water, even mounted = situational, but advantage = DK
    8. At level 80, the DK can get a spell that is the best "oh darn" spell in the game for PVP or boss fights, which summons an entire army of gouls to swarm the victum = advantage DK


    Bottom line: Paladins excel at tanking hard phyical hitting mobs, D-K's tend to be somewhat better dealing with magic attacks, but the D-K does a lot more damage than the paladin. Nealy equal overall, but they play much different. Since you asked about paladin vs D-K's, I didn't discuss warrior or druid.
    If you have a shaman team with reincarnate + rez ... I couldn't see any reason why you would go pally.

  10. #10

    Default RE: RE: RE: Death Knight Boosting

    Quote Originally Posted by 'sqeaky4100',index.php?page=Thread&postID=162197#p ost162197
    Quote Originally Posted by 'Spook',index.php?page=Thread&postID=162166#post16 2166
    Quote Originally Posted by 'gankzer',index.php?page=Thread&postID=161927#post 161927
    For those of you that have played them - how are they? Comparable to a Paladin for pulling large groups and AoE down?


    thanks.
    For Multi-boxing, I still prefer a paladin tank, but the death knight sure has a lot going for it. They DO require a bit more attention than paladin tanks, but they have advantages too.

    The following is my OPINION, subject to correction by FACTS that may make my opinions worthless:

    1. Paladin enhances mounted speed for the group, DK enhances run/walk speed for the group = Advantage DK, especially in instances.
    2. Paladin can rez if the healer goes down, DK can't = Advantage paladin
    3. Paladin shield blocking is more effective against hard hitting boss mobs = advantage paladin
    4. Paladin suffers against ranged magic attackers, DK can safely ignore them or pull them into his anti-magic zone = advantage DK
    5. DK does a lot more damage while tanking than paladin = advantage DK
    6. From level 60 to nearly 70, the DK is likely to be better geared, but equals out by mid to late outlands = equal
    7. The DK can cast a spell, even while mounted and moving, that allows the whole group to run/walk on water, even mounted = situational, but advantage = DK
    8. At level 80, the DK can get a spell that is the best "oh darn" spell in the game for PVP or boss fights, which summons an entire army of gouls to swarm the victum = advantage DK


    Bottom line: Paladins excel at tanking hard phyical hitting mobs, D-K's tend to be somewhat better dealing with magic attacks, but the D-K does a lot more damage than the paladin. Nealy equal overall, but they play much different. Since you asked about paladin vs D-K's, I didn't discuss warrior or druid.
    If you have a shaman team with reincarnate + rez ... I couldn't see any reason why you would go pally.
    Just spent the last few days getting my pally from 60 to 68. You think a DK is a more viable tank than a pally? I plan on putting together a team of DKs down the road anyways.
    Dana Pain
    Legion of Boom
    Kil'Jaeden



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