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  1. #1

    Default Need advice on a team composition

    I would like to have a discussion in regard to a team being composed of a Tank, Healer, and 3xDPS. At the moment all the characters are on one account so I plan on moving them to another account. All characters are level 60 due to RAF. I have 5 accounts. The classes in question are Paladin, Rogue, Priest, Warrior, and Mage.

    If the Paladin is the tank and I would make the Rogue, Warrior and Mage the DPS toons.

    I would like to hear what the pros and cons are for such a composition. I have imagined that the scripting, macroing and playability will be a challenge. Basically the Paladin draws aggro, the priest heals the pally, the mage does range dps and the warrior and rogue would melee DPS. One concern is the warrior drawing aggro away from the Paladin. I am sure there are other concerns/challenges that I cannot think of at the moment.

    I also have a DK that could be used in the mix as well.

    Thanks for any help,

    Drommon
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    Adamus - Azzeddar - Elistriel - Jazeela - Zimrinauth

  2. #2
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    Default

    If you want to make it work, it will work.

    Melee will cause follow to break, which is about the only real concern for the team.
    I've not seen single boxer ret-pallies or fury-warriors steal aggro in instances too much.
    In raids they get close, so once they're geared some it might be an issue to watch for.

    Personally, I would go pally healer, priest shadow, warrior tank... just to minimize the number of melee toons you are playing at once.
    I'm a big fan of one melee (tank), and no one else that needs to follow to dps, but people have had success with 5x melee too.
    It will work especially in PvE if you want it to.
    Multiple melee will not work in arena or battlegrounds because once the rogue and warrior are in melee, or pally too, none of them will /Follow.

    You can macro them very easily with /castrandom or /castsequence depending on the class.

  3. #3

    Default

    Quote Originally Posted by 'Ualaa',index.php?page=Thread&postID=190942#post19 0942
    If you want to make it work, it will work.

    Melee will cause follow to break, which is about the only real concern for the team.
    I've not seen single boxer ret-pallies or fury-warriors steal aggro in instances too much.
    In raids they get close, so once they're geared some it might be an issue to watch for.

    Personally, I would go pally healer, priest shadow, warrior tank... just to minimize the number of melee toons you are playing at once.
    I'm a big fan of one melee (tank), and no one else that needs to follow to dps, but people have had success with 5x melee too.
    It will work especially in PvE if you want it to.
    Multiple melee will not work in arena or battlegrounds because once the rogue and warrior are in melee, or pally too, none of them will /Follow.

    You can macro them very easily with /castrandom or /castsequence depending on the class.
    That's an excellent suggestion with the Pally as a healer. The priest is already shadow and the warrior is specced to prot. This does reduce the the melee types to 2 toons making it more manageable. I am boxing 5 pallys currently and I know what you mean by breaking /follow. I do use the "click cast" method mentioned by another poster here on this forum for my /castsequences and /castrandoms. I have found the best way for me to continue to have /follow in melee is the script it with /targetlasttarget to allow follow and melee, but it does require a bit a management and some predictability.

    Drommon
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    Warrior - Warlock - Druid - Priest - Mage

    Adamus - Azzeddar - Elistriel - Jazeela - Zimrinauth

  4. #4

    Default Melee boxing

    One thing to remember with melee boxers is positioning... I dont melee box but i have played around with it some with my Shaman. I've found if my melee toons are on follow run just past the mob with the tank and turn around... this should put the melee right behind the mob in range to attack and face the mob away from the grp at the same time. Its a little tricky but doable.
    Zod
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  5. #5

    Default RE: Melee boxing

    Quote Originally Posted by 'sliptrap',index.php?page=Thread&postID=191025#pos t191025
    [...] run just past the mob with the tank and turn around... this should put the melee right behind the mob in range to attack and face the mob away from the grp at the same time. Its a little tricky but doable.
    I just wanted to back up the poster on this - this maneuver works great and becomes very natural once you get used to it. I haven't personally tried it in PvP but it was awesome for leveling up a hodge-podge 5-box of alts.

  6. #6

    Default RE: RE: Melee boxing

    Quote Originally Posted by 'Chilkoot',index.php?page=Thread&postID=191052#pos t191052
    Quote Originally Posted by 'sliptrap',index.php?page=Thread&postID=191025#pos t191025
    [...] run just past the mob with the tank and turn around... this should put the melee right behind the mob in range to attack and face the mob away from the grp at the same time. Its a little tricky but doable.
    I just wanted to back up the poster on this - this maneuver works great and becomes very natural once you get used to it. I haven't personally tried it in PvP but it was awesome for leveling up a hodge-podge 5-box of alts.
    i agree with these two. even tho i haven't done much multiboxing, nor have had as much experience like just about everyone else here, one thing you want to keep in mind, make sure you watch the threat on your slaves. since the mobs backs will be turned to them like this, they can't parry their attacks as long as they don't turn to attack. another tip, if you run a team of rogues, WsG flag guarding can be fun. tuck them in the corners at the flag, stealth, then stun and attack the flag runners when they grab the flags. just watch out for AoE's

  7. #7

    Default

    I also used the "run-through" method when I was boxing a group of pallies {gods, they were fun}. It actually starts to feel natural and becomes good practice for tanking, since in almost every game I've ever played, it's up to the tank to turn the mob away from the group instead of the group positioning around a mob {Watch the tail!} :P

    As far as your concern about your melee stealing agro, as a paladin, you can make liberal use of the hand spells to reduce agro that your warrior is putting out. Maybe bubble-wiping, too. I can't recall if that still works or not.
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  8. #8

    Default

    Personally, I would use the pally as the tank (great tanks), spec the priest as holy and swap the rogue out for the DK.

    This would mean that all the melee are in plate, which may help with surivability a bit. Added AOE, silences, deathgrip etc.

    I think the complexity is added when you have 1 dps as melee. Adding a second DPS doesn't add to the problems. You solve your positioning for 1
    you solve them for all.
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