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  1. #1

    Default Looking for help with setup

    Heya people,

    Last few days I`ve been trying to get back into wow + boxing again. Got my accounts activated, bought me aditional cata`s and got ISboxer active. I am however not sure what to roll.

    The 4dk + holy pala got me really really interested in boxing again but this team looks fun from a pvp point of view and not from a pve view.

    So now I`m deciding between 5druids and a mixed team warrior(tank), priest(healer), warlock, hunter, shaman. My main focus is pve and getting achievements. I`m looking forward to doing all new quests starting from level 1 without raf or heirblooms. Maybe some loremaster .

    Fun part on 5 druids is the fact that I can spec 5x feral and do some BG`s as well, something that seems nearly impossible for a mixed team I guess. Downside to that team is the fact that I`ll still have 5 of the SAME classes, something that eventually got annoying (pala+4shaman team).

    Anyone did a mixed team WITH questing? Would like to know what to expect. Same classes seem logical, just spam the same dps key and loot. How does it go with mix. I somehow have a feeling that I just spam my dps key and use my warrior to loot? having 4 casters in the background doing the nuking should be allright I guess?

    As a future plan, once getting to cata I`d like to be able to do normals and heroics. A mixed team looks like the best for me, esspecially with 3x cc classes, something that a druid team would lack I guess. Their CC seems not nearly as good as that of hunters, mages, locks and shamans.

    Besides that I am horde and taurens and trolls are the shittyest looking races, rather not be them as druids and roll a full mixed goblin team

    Anyone can help me, give me some info, some feedback or experiences to pull over to the right team?

  2. #2

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    Questing is insanely easy as far as the kill aspect of it. It doesn't much matter what you attack with or what classes you use, things will die faster than you can loot. In most cases, most of your "DPS" will be overkill. You're not likely to ever have to stop, so there is no need for "setup", just leave everyone on follow and keep on going. 90% of the time, I don't even bother spending talent points while leveling up. Maybe once every 10 levels or so I'll get around to buying skills and spending talent points.

    You will, however, need to manage looting with slaves, as there are more than a few quest objectives that require collecting of some sort. http://www.dual-boxing.com/showthread.php?t=34350
    Last edited by Khatovar : 02-08-2011 at 11:40 AM
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  3. #3

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    I just ran out of the RAF bonus. I leveled six full teams plus an all DK team. No matter what you choose questing will be like Khatovar described. I leveled two 5x same class groups and the rest were mixed. The mixed class groups were more fun to level.

    If I was starting over without RAF and was making ONE group I would probably choose:

    Paladin tank
    Mage
    Warlock
    Cat druid
    Priest

    Paladin, because they're they easiest boxing tank. Mage because portals really help you travel when you can't chain summon yourself places using other toons' RAF summon. Lock because soulstone helps for wipes on bosses. Cat druid because they do great DPS. Priest because they're the best healer in the game.

    This group has flexibility later. The paladin can tank, heal, or dps if you can get a ret rotation working. There's also the shockadin option. The druid can basically be a mage, rogue, warrior, or almost-priest. And the priest can be DPS, healer, or dps/healer.

    Some people might switch out a shaman for the priest so you have a mail wearer for drops. I hate shaman though. Mages nuke better, rogues & druids melee better, and everyone else heals better. This has just been my experience. I've always preferred priests for healers and I always will.

    You will need a healer and a tank class (according to blizzard) to use the dungeon finder.

  4. #4
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    Default

    Feral is a fun composition for leveling.
    The Mangle damage has been increased in this patch, with the Bleed damage reduced; with five of the same class, that is probably a buff... most things are dead before we reach the 5x Rip portion of the rotation.

    You basically kill things as a Cat, and Leader of the Pack is sufficient healing most of the time.
    Since mana is not important for much, you can heal afterwards if you need topping up and then go back to Cat form to continue killing things without needing to wait for mana.
    Leader of Pack will quickly restore your mana anyway, through crits while killing things.

    Once you get flight form, any kind of a ground-spawn item that is collected becomes a joke in how easy it is to collect.
    Fly over the item, two feet above the ground and you won't aggro a mob that stands five feet away, at least not most of the time.
    Even if you do aggro, you'll frequently loot it without interruption and then press spacebar to reach safety.
    I will frequently park the group sixty feet up and then break follow and do ground collections with one toon at a time.

    The underwater quests are much easier with this composition too.
    Cat Form to kill anything and instant cast Aquatic Form (definitely glyph aquatic form) for traveling underwater and bypassing the need to surface to breath.
    Even in Hyjal with the 450% speed Seahorse, I did 75% of my travel as Aquatic Form... not needing to get out of combat, which can often take 5-6 seconds after a mob is dead on one toon out of the five...

    Flight/Aquatic Forms really speed up questing dramatically.

    I've gone with a Mangle, Rake, Mangle, Mangle, Rip rotation.
    Shred is slightly better than Mangle, but Mangle doesn't care about positioning.
    With four moves and then a finisher, you have better than a 95% chance of an instant cast nature spell on each toon, if you reach the Rip portion (a 20% chance per combo point, of an instant cast nature spell with any finishing move, and a high chance of two combo points from a crit on any of the four combo point building moves).
    Primary choices for instant nature spells would be Healing Touch, Regrowth or Rebirth (battle rez).
    The instant cast is more relevant for PvP than PvE play.

    The composition has lost Berserk as a Fear Break/Immunity for 15 sec every 3 minutes. It has also lost the ability to break root effects via shifting.
    This patch has reduced Rake/Rip bleed damage, increased mastery effectiveness on increasing bleeds and really increased Mangle and Shred damage.
    I have not tested the changes for PvP yet, but have a feeling they will really suck; pretty sure Blizzard will patch something back in to compensate the class/spec, but that won't be for a couple of months.

    Ravage x5, with Feral Pounce - Cat, is essentially an auto kill against anyone at similar gear levels. But you need a stationary target. A moving mounted target is impossible to hit with the skill, and even a running character will not be hit that often.




    For PvE play, you might be better off with dual-specs.

    Give your Bear all of the PvE talents, and a totally different set of glyphs.
    Give one of your Druids a total resto spec.

    You could try to run 3x DPS as Cats.
    That has the advantage of one set of gear for both PvE and PvP play.

    But then a lot of fights are much harder with melee toons, compared to ranged toons.
    You could go with 3x Boomkin who never heal and don't need to drop forms.
    If you don't take Sunfire, you can macro their rotation through Solar and Lunar eclipses.
    That gets you one toon (tanking bear) in melee, a dedicated healer with all the tools and three ranged DPS with a lot of AoE power.

    Your CC effects are Roots and Cyclone, which aren't as effective as Sheep/Banish/Shackle etc, but should do well enough.
    Root will be great against any melee type mob.
    You also have Hibernate against animals.
    And a bear is a durable tank that is relatively easy to macro; probably not as easy as a Prot Paladin, but easier than a DK or Warrior with less procs/randomness to worry about.

    The Cats/Boomkin can also give their Innervates to your healer, which could be infinite mana or close enough to that.
    Boomkins can glyph Innervate to receive 50% of the effect when they Innervate someone else.

    Take a look at the "Moo's" series of videos in the movie section.
    They're a little older, but show Bear + Resto + 3x Boomkin in a ton of instances from the BC era, which will give you an idea of the composition for PvE runs.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
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