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Thread: Paladin Tank

  1. #11

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    Quote Originally Posted by Nepida
    Quote Originally Posted by Remote
    You actually need 104% combined dodge/parry/block/miss to be uncrushable.
    It's actually 102.4%
    but again it only matters on lvl 73 raid bosses because lvl 70-72 mobs cant crush.

    And I thought there were some talents in prot that nehanced sword damage/crit/etc, but it was all 1h so n/m
    http://pewpewsquad.blogspot.com/ http://www.stage6.com/user/pewpewss/videos/
    Team 1- 5 shamans <The PewPew Squad> Team2 - <Y o u Lo se> 70 druid, 70 shaman, 1 paladin, 24 mage, 1 mage
    Team 1 -> <1--10--20--30--40--44--50--60--70>

  2. #12

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    avoidance is actually fourth on the list for me.
    with 1, defense 2, stam, 3, spell dmg. Although I do want a Block Rating/Value oriented tank. My problem was not being able to generate threats fast enough to pull a taunt immune boss off my dps. Speaking of defense, there comes another problem. All my characters are on follow from level 1-70. They have rarely TAKEN ANY HITS. So their defense is super low. So when they take a hits, it is usually a crit in the face. If I don't gain control of the boss, 1-2 shot and my characters are dead.

  3. #13

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    Quote Originally Posted by reman
    avoidance is actually fourth on the list for me.
    with 1, defense 2, stam, 3, spell dmg. Although I do want a Block Rating/Value oriented tank. My problem was not being able to generate threats fast enough to pull a taunt immune boss off my dps. Speaking of defense, there comes another problem. All my characters are on follow from level 1-70. They have rarely TAKEN ANY HITS. So their defense is super low. So when they take a hits, it is usually a crit in the face. If I don't gain control of the boss, 1-2 shot and my characters are dead.
    agro management is part of the fun You cant go balls to the walls dps as if you have 5 dps when you are tring to tank a taunt immune boss. You have to wait and let yourself gain agro before you start unleashing fury on your target for things like that. Hate management is a group effort and now its all in your hands instead of 4 or more random people
    http://pewpewsquad.blogspot.com/ http://www.stage6.com/user/pewpewss/videos/
    Team 1- 5 shamans <The PewPew Squad> Team2 - <Y o u Lo se> 70 druid, 70 shaman, 1 paladin, 24 mage, 1 mage
    Team 1 -> <1--10--20--30--40--44--50--60--70>

  4. #14

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    Quote Originally Posted by reman
    They have rarely TAKEN ANY HITS. So their defense is super low. So when they take a hits, it is usually a crit in the face. If I don't gain control of the boss, 1-2 shot and my characters are dead.
    I am facing the same issues. One of my activities for today will be to spend an hour or so with each of them on a different Servant of whatsitcalled in Blasted lands to both max out their defence and their weapon skills. Boring, but effective.
    Muraman/Muramar, Murmanela, Murmlena, Murmarula, Murmarina - Silvermoon EU
    Gnarlight, Gnarlon, Gnarlin, Gnarly, Gnarley - Silvermoon EU
    Fileta, Celestara, Floriana, Paleforth, Kyudo - Kilrogg EU

  5. #15

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    Quote Originally Posted by Kyudo
    One of my activities for today will be to spend an hour or so with each of them on a different Servant of whatsitcalled in Blasted lands to both max out their defence and their weapon skills. Boring, but effective.
    I did the same with my hunter... max skill on all weapons except thrown (because I would have to manually hit a button for each throw, unlike the auto-attack, auto-shoot).

    Does anyone know if INT stats help with increasing the speed of skilling up weapons, or is this no longer the case?
    [align=center]5-boxing - Paladin, Shaman, 3x Mages[/align]
    WC-20,VC-25,SFK-25,BFD-27,Stk-27,RFK-29,Gnm-31,SM (G-32,L-34,A-35,C-36),RFD-41,ULD-42,ZF-46,Mar(O-47, P-48, I-48],ST-52,BRD-54,62,LBRS-62,Strt-63,DM-63,Paly Mt Qt-63, Schl-63
    HR-63,BF-64,SP-64(2/3)68(3/3),UB-68,MT-67,AC-0/2,Seth-1/2,SH-1/4

  6. #16

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    Quote Originally Posted by kllrwlf
    Quote Originally Posted by Kyudo
    One of my activities for today will be to spend an hour or so with each of them on a different Servant of whatsitcalled in Blasted lands to both max out their defence and their weapon skills. Boring, but effective.
    I did the same with my hunter... max skill on all weapons except thrown (because I would have to manually hit a button for each throw, unlike the auto-attack, auto-shoot).

    Does anyone know if INT stats help with increasing the speed of skilling up weapons, or is this no longer the case?
    It was never the case, it was just a running joke

    Now in FFXI on the other hand.... orz
    http://pewpewsquad.blogspot.com/ http://www.stage6.com/user/pewpewss/videos/
    Team 1- 5 shamans <The PewPew Squad> Team2 - <Y o u Lo se> 70 druid, 70 shaman, 1 paladin, 24 mage, 1 mage
    Team 1 -> <1--10--20--30--40--44--50--60--70>

  7. #17

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    You should be able to push 1000 tps quite easily at level 70 with paladin in blues. Not until you're maxed out in defense and uncrittable/crushable you start to worry about spelldamage and stamina. Before that 2-300 spelldamage will be plenty. With Avenging Wrath even my main can dps pretty hard without taking aggro from the tank.

    On the second boss of Shattered Halls try this.

    I would start the encounter slow. Judge Crusader and apply Seal of Righteousness. Dps him down to about 80% then just wait for the aggrowipe. When he runs for a new target, cast Avenger Shield on him, and BoP whichever target he chose. He should be heading back for you immediately. Activate Avenging Wrath and go to town.

    Second boss of Shadow Lab is similar, with the added problem of the fact that you're oom after the first mind control phase. Pot mana and cast Avenger Shield when he becomes tankable after mind control, and dps hard. Positioning is key. Your dps need to be outside 30 yards to avoid the warstomp/knockback. Tank with your back to the wall (I favored the dirt patch to the left of the door, with my dps huddled together in the opposite corner by the door). Depending on the situation you may allow your dps to pull aggro after a warstomp, and range taunt him back, just to be able to do as much dps as possible in a short timeframe, but this can be very risky. Very hard encounter for pala tank.
    WTF? RUN! Wow Multiboxing Blog

  8. #18

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    You should be able to push 1000 tps quite easily at level 70 with paladin in blues. Not until you're maxed out in defense and uncrittable/crushable you start to worry about spelldamage and stamina. Before that 2-300 spelldamage will be plenty. With Avenging Wrath even my main can dps pretty hard without taking aggro from the tank.

    On the second boss of Shattered Halls try this.

    I would start the encounter slow. Judge Crusader and apply Seal of Righteousness. Dps him down to about 80% then just wait for the aggrowipe. When he runs for a new target, cast Avenger Shield on him, and BoP whichever target he chose. He should be heading back for you immediately. Activate Avenging Wrath and go to town.

    Second boss of Shadow Lab is similar, with the added problem of the fact that you're oom after the first mind control phase. Pot mana and cast Avenger Shield when he becomes tankable after mind control, and dps hard. Positioning is key. Your dps need to be outside 30 yards to avoid the warstomp/knockback. Tank with your back to the wall (I favored the dirt patch to the left of the door, with my dps huddled together in the opposite corner by the door). Depending on the situation you may allow your dps to pull aggro after a warstomp, and range taunt him back, just to be able to do as much dps as possible in a short timeframe, but this can be very risky. Very hard encounter for pala tank.
    That was really helpful. Up until now I would have to swap my 70 MS/Arm warrior with paladin for tanking the second boss in shattered hall. Once I get a spell sword, I'd try again with my pally tank.

    For the second boss of shadow lab, that was whole new game. Biggest problem I have was with positioning after MC. My guys would eat the warstomp/knockback. After I heal back with priest, the priest would gain too much aggro and get pwned soon after that. and If I were to move my guys individually, I would spend too much time moving and when I am ready to DPS again, the next round of MC would start. Same story with Nazan's fireball in heoric rampart and Hydromancer Thespia's Lighting Cloud in heoric steamvault, I just couldn't dodge them in time. I guess more repair bills needed.

  9. #19

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    If you are just doing heroics/5mans (aside from ZA) you do not need to worry about being uncrushable because only mobs that are 3 levels above you can crush. So go for uncritable then go for lots of stamina and spell dmg.
    http://pewpewsquad.blogspot.com/ http://www.stage6.com/user/pewpewss/videos/
    Team 1- 5 shamans <The PewPew Squad> Team2 - <Y o u Lo se> 70 druid, 70 shaman, 1 paladin, 24 mage, 1 mage
    Team 1 -> <1--10--20--30--40--44--50--60--70>

  10. #20

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    It was never the case, it was just a running joke
    When the game was first released INT did in fact speed up weapon skilling :)

    Also 1000 tps is too high for a pally in blues.
    Tamas, Inirra, Jamac, Cereixa, Tetria

    http://www.youtube.com/tetriaeiou

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