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Thread: Druids vs Locks

  1. #1

    Default Druids vs Locks

    A few notes:

    1.) My main goal is a good BG team (rated eventually)
    2.) PvP is 90% of the focus
    3.) I'm really not that good

    I have 5 druids at 80.

    I don't have any locks.

    Here are my choices:
    1.) 5 (or less) moonkins. I have a feeling that playing 5 moonkins in a rated BG actually hurts your team and it may be better to play with less so you have more solo players or a healer following you around.
    2.) 1 moonkin + 4 resto druids that play in caster form. The point is that they still cast wrath, starfire, and moonfire, but have wildgrowth available at any time for some mana regen and quick heals. This team would hopefully have high survivability, though low offense (from a multiboxing perspective)
    3.) 4 locks. I'd likely spec my locks as a weird hybrid - Demo to get felguard and affliction to get siphon life. I'm hoping this would be a "highly" survivable team (from a lock perspective) that could also put out decent damage. One problem is I don't have stealth anymore which I found to be the greatest strength of the druids... I could choose when to fight in BGs and have the initial burst.
    4.) Other

    Any thoughts?
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  2. #2

    Default

    4 locks + resto druid
    5 moonkin
    5 feral
    ... really your most potent options
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  3. #3

    Default

    I think Warlocks are a little overrated, as is just about any multi-clothie team.

    You just can't keep people at range in BGs, and once melees infiltrate your group, you're toast.

    I'd say stick with your druids!
    Cranky old-timer.

  4. #4

    Default

    Quote Originally Posted by Boylston View Post
    I think Warlocks are a little overrated, as is just about any multi-clothie team.

    You just can't keep people at range in BGs, and once melees infiltrate your group, you're toast.

    I'd say stick with your druids!
    Would 4x Felguards help against the melee that charge in? I imagine they would take care of a rogue fairly easily, but they'd just feed a warriors rage.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  5. #5

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    the problem is never really 1 rogue or 1 warrior, it's the 3+ melee that get in and all around you that's a nightmare. Warriors will probably be a lock teams worst nightmare with several fear immunity ability's, mortal strike, and whirlwind. Being able to stealth your whole group in a BG can be a huge advantage. Cast from stealth behind a bush or tree or hill and they will be dead before they ever see you. If your feral, they get on you right away. I like the idea of feral, but the positional attack requirements make it useless imo. Also, being ablo to typhoon them off hills and cliffs is a huge thing too. The knockbacks seem to add up so 5 typhoons could easily carry someone 20 to 30 yards off a cliff. And doing it from stealth is nasty, you could probably knock 4 or 5 people off the lumber mill from stealth without problem, or even the bridge in AV, definitely the center of EOTS. lol, and I forgot about fire and forget treants. Also, a good healer can dispell a fear bomb pretty quick sometimes, but if you set up cyclone right (every druid hits tab one more time than the one before) you might be able to clone them and get away and you can't cleanse a clone. Nor do I think they will over write each other, ie, casting 5 cyclones on one dude = one 6 sec clone, casting 5 fears = instant fear immunity for 15 seconds...
    your actually making me wanna gear up my 4 druids just to see how it goes lol. I have enough arena points on them to get 5/5 relentless and maybe couple relentless off pieces... course with dual spec costs and such... hmm... i may have found my next project. 5x starfall from stealth with a bunch of allies on the flag would be pretty desctructive. Course, 5 resto druids in warsong gulch carrying flags could probably never be killed.
    Don't get me wrong, i love the idea of 5 locks or 4 locks/1druid, I just see so many useful things on druids it's just really hard to say locks would be better.
    You should try the 4 pally/1 dk thing at somepoint though. Its hella fun and easy for bad people like me lol. Run around spamming your kill button and sometimes shielding with 50% reduced damage for the rest of your group + smart passive healing. Interact with target makes for full blown hilarity most times, and sometimes some frustration lol.

  6. #6

    Default

    I have a DK + pally team around 65 or so. They're fun, but not as enjoyable as sniping people with my moonkins. I played my Owltoids for a good 6 months and had lots of fun in AV where I'd just hide and one shot people with 5x starfire. I just eventually got frustrated with arena (due to me sucking and not having a dedicated healer... not sure which was the bigger factor).

    I definitely love 5 moonkins, and popping 15 treants on someone guarding a flag in AB, or blowing them off the lumber mill, is good stuff. However, I'm not sure if it's the best team for rated BGs. Having 5 moonkins on a 15 man team really uses up a lot of resources (having 5 of anything does, really) but having less than 5 takes away any chance at bursting people down (moonkins biggest flaw... their burst sucks compared to other classes).

    My current thought is 3 locks + 2 resto druids. I'm really looking for a highly survivable team (can survive anything short of a coordinated 5 man arena team). I'd rather have longer battles that I nearly always survive instead of a burst war that I hope I'm standing after.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  7. #7

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    DK+4xPallies may very well be the next uber-team in terms of survivability. Healing Hands x 4... Could be fantastic...

    Druids are going to need to be played strategically making use of stealth to pick good fights and then return to the shadows.

    Locks are just too squishy. Pets are nice, but people don't have a hard time closing with anyone. You can freaking mount up and ride into the middle of anyone, really. A whirlwinding warrior will be a huge problem for you.

    It was said earlier... it's true. 2-3 melee classes at once will be a real problem for you, even if you tote along your own healer. Most folks don't multibox so they can be beaten in a 3 on 5 situation.
    Cranky old-timer.

  8. #8
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    Default

    You could try Demon Form, with Soul Link active, use your Immolation Aura and spam either Drain Life or maybe Seed of Corruption.
    That would be pretty nasty cleave type damage, against a group of melee near you. Not to mention the Felguard dps too.
    Still, caster teams want to maintain range.

    And the contest is not your five vs their one - well it is at times...
    But, you have to be able to handle at least equal numbers, or what's the point?
    And ideally, you'd like your five to be able to take a node defended by ten, or to break a choke point guarded by even more then that.
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  9. #9

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    both warlocks and druids will be AMAZING in AV. You will be able to utterly demolish much larger numbers if you wait and be patient, and catch them in the right spots. You will also have an easy time defending nodes and flags if you choose to in smaller BGs and can easily Ninja almost anything.

    I have both at 80 and I really like them both, they are different and both have their challenges and drawbacks, but play the one which appeals to you the most.=)

  10. #10

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    I have 5 locks and 5 druids teams.

    For the locks you need some decent gear to be viable. Heirlooms while leveling and vendor pvp gear when at lvl 80 makes them a team of facerollers.

    For my locks the build is demo til Demon form and then affliction.

    When a melee infiltrates your group it depends on what it is. If it's a rogue just leave the felguards kill it. If it's a warrior pop demon form and immolation aura and ignore it or fire 5 x death coil to replenish life. If it's a paladin, wait til bubble wears out and then dot it.
    For any ranged clothie, just send the felguards. They almost global mages and non disc priests.
    The good thing about demon form is that it also grants you an "escape" ability when you are swarmed by melee. Just pop demo form, immo aura and chrage the hunter that is trying to snipe.

    The druids are ok if you put one of them as resto and the rest as boomkins. That way you will not need to switch forms to heal and will be able to kill people much better.

    Anyways, I like more the locks because they can decimate entire groups very fast by popping demon form + immo aura, chairging in the middle of the enemy group and starting to spam seed of corruption. Usually that kills the entire enemy group in 5 - 6 seconds leaving only one stupid paladin in bubble looking at you for 6 seconds more before going down.
    The fact that demo warlocks pets can tank some BG bosses makes it even better. You can solo Galvanar in AV with the locks. You can also solo Drek if all the towers are down or take care of his tanking if two towers are down... usually that makes it a win.
    Sending 5 felhunters against a priest, mage or a resto druid is just hilarious. It's worth leveling a locks team only to see that... permanent spell lock and no way to keep a buff up for more than 1 second against 5 pets that you cannot kill because they heal eating your buffs... priceless.
    as for using fear, it's a very situational spell when you box locks. When you place 10 dots on someone fear doesnt last more than a second, so it's only good if the atacking team has two healers and you want to kill the healers before killing the rest of the team. I usually just spam seed of corruption and everyone dies with the healers included.
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