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  1. #71

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    I thought we already came to the conclusion that 4-5 individual healers had better survival as a team than 1 boxer.

    Multi-boxing simply offers the increased coordination to making 100% -0% possible on a kill target, and easier.

  2. #72

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    It's not about 4 holy paladins running around and healing your DK to outlast the opponents. The last I remember about someone trying 4-5 healers was with a bunch of trees that could last forever, but could never kill anything.

    The question is more about how much DPS a true shockadin can actually do. There's a lot of posts out there about the return of the shockadin in the 4.0.1 patch. Do a search on "4.0.1 shockadin" and you'll find tons of info. A quick youtube search gives a better idea of what kinda of damage and survivability that they have:

    http://www.youtube.com/watch?v=GSwsL...ayer_embedded#!


    All in all, the true test for the DK/Rets will be @ 85 when HP pools are way up. The problem right now is that level 80 pvp is so stupid and unbalancedis so quick. There's so many classes out there that have the capability of 1-2 shotting people right now.


    Now that DeathWing is ready to start changing the world, I may just give up on attempting to make this team work, and just focus on my shammys for world pvp as everybody on the server will likely be heading to any zones that get changed soon.

  3. #73

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    I'm running a DK team up right now. I'm just really interested in how difficult it is to keep your slaves on target and in melee range with IWT?

  4. #74

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    Quote Originally Posted by Mercbeast View Post
    I'm running a DK team up right now. I'm just really interested in how difficult it is to keep your slaves on target and in melee range with IWT?
    Just start the team up and try it for yourself. Spam the IWT button and the follow leader button to make slaves not run off into the distance.

  5. #75
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    Quote Originally Posted by Mercbeast View Post
    I'm running a DK team up right now. I'm just really interested in how difficult it is to keep your slaves on target and in melee range with IWT?

    In PvE play, it is fairly easy.
    Press the button once, maybe again if the target moves a bit.
    Then do your DPS stuff.
    Maybe press it again, when the target moves more.
    PvP is exactly the same as PvE, when the target is stationary -- ie, mashing is bad, as it causes your toons to swarm the target and sometimes run off in random directions, particularly when the target dies and you're still mashing IWT.



    When the target moves, the mashing of IWT will keep your character close to it.
    The circling about the target is confusing and annoying, which is to your advantage.
    You will be behind the target for a portion of the time, which negates their chance to dodge, parry or block (at least Players cannot do these against targets behind them).
    When swarming a target dummy, my DPS is not higher or lower, so the swarming action isn't a DPS gain/loss because of the movement.
    While swarming, you're restricted to instant casts or melee moves, because your movement will break spell casting.



    I'm using IS Boxer, and have two mapped keys for IWT.

    I have the IWT mapped key, which has a hotkey and sends IWT to all members of my team.

    I also have IWT (with an Action Target Group, as the target).
    This one has no hotkey and is built into my DPS 1-4 keys.
    I have all of my melee toons in this ATG.

    I also have a two step mapped key (a toggle, step 1 = on, step 2 = off).
    The toggle has a visual message on the active toon's screen.
    A simple MELEE IWT ENABLED or MELEE IWT DISABLED.

    So I can spam my 1-4 keys, as desired.
    And have my melee toons IWT/Spam the target.
    Or disable the Melee IWT, and still spam 1-4 but have no IWT presses.




    For a DK team...
    You have Death Grip.
    And you have the Frost Snare.
    And you have the same IWT as anyone else.

    Not going to be terribly hard to keep someone fairly close, in range.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
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  6. #76

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    Has anyone in PTR looked at the rets again now that we can use DS from mana. Just wondering if the extra healing makes much difference?

  7. #77

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    I guess the DS free heal is better than nothing. But the game maker here is really this

    http://wowtal.com/#k=ff3.a7t.paladin.

    Look at retribution's "Art of Sacrifice" Talent.

    "You cleanse will remove one movement impairing effect if cast on yourself"

    If I am not mistaken, this would remove nova/earthbind root etc. As they count as "movement impairing effect"

  8. #78

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    Quote Originally Posted by remanz View Post
    I guess the DS free heal is better than nothing. But the game maker here is really this

    http://wowtal.com/#k=ff3.a7t.paladin.

    Look at retribution's "Art of Sacrifice" Talent.

    "You cleanse will remove one movement impairing effect if cast on yourself"

    If I am not mistaken, this would remove nova/earthbind root etc. As they count as "movement impairing effect"
    ZOMG WTF ??!?!

    Talk about making hand of freedom useless. This talent is VERY OP! Can't wait for cataclysm Rets, although I can;t see this talent sticking around.

  9. #79

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    Quote Originally Posted by BrothelMeister View Post
    ZOMG WTF ??!?!

    Talk about making hand of freedom useless. This talent is VERY OP! Can't wait for cataclysm Rets, although I can;t see this talent sticking around.
    Well, give the freedom to DK, keep cleanse yourself. This is indeed OP because it bypass other debuff (all other magic debuff, walrock dots) on you, It strips the most important snare/root directly.

  10. #80

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    Ok, so it's been asked, but I didn't find anyone with a response, Is there a way to track Holy power on slaves? If not then the whole you have X% chance to generate holy power is worthless since you can't know if it procced or not.

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