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  1. #1
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    Holy Pally can provide Freedom to one toon.
    Can also cleanse a lot of stuff off of your toons.

    A DK doesn't provide a lot of buffs that Enhance does not already have.
    But Death Grip is huge; it brings someone into the kill zone, even when you're rooted.
    As I'm gearing up my 4xDK/Pally team, mages with freeze or hunters with entrapment die with 2-3 pulls and then the root effect is gone fairly fast; the inability to move is not a drawback at all.

    Warriors have spell reflect.
    And put out sick damage, for a very brief burst on a typical cooldown (2-3 mins).
    If you want to go with them...
    Play to their strengths.
    I'd see them as similar to the Feral Druids... in that root sucks, but when you're on something it is dead.




    Lots of combinations.
    A general choice is Ranged vs Melee.

    Ranged generally don't survive too well with melee on them, especially cleave classes.
    But ranged can attack from further back and run away much easier.
    Depending where you're pvping; ranged cannot force range play in a tower/bunker in AV.

    Melee generally destroy most ranged classes, if you close to melee.
    They might be rather vulnerable to spell cleave; my Ferals did not like 5x Demo Warlocks with Immolation Aura, Hellfire and Felguard-Cleave.
    My DK's have AoE attacks, and would kill the Warlocks as quickly as the Warlocks kill them, not to mention things like Mind Freeze, Strangulate and a Healer.

    Snare (to a lesser degree) and Root (more so) are an issue to be aware of as melee.
    Either you need something that can break Root on demand.
    Ret pallies could with self cleanse, via talents.
    Ferals cannot anymore, but powershifting use to do this.
    DK's are as weak in escaping as others, but Death Grip others to them.
    Even if you cannot escape the root, if they cannot kill you, it is just a breather for everyone.
    Anyway, this is one major issue for melee.

    Second issue is AoE fear.
    But that is something ranged have to worry about too.
    Tremor is a party-wide trinket.
    Lichborne is 10 seconds of immunity every 2 minutes.
    Warriors go Berserk (forget the ability name) for a short duration.
    An IWT Key, with movement afterwards (to break the movement from IWT) is a recovery tool.
    Plus we have the trinket.
    And diminishing returns.
    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).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  2. #2

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    The reason I`m looking into a nice setup is where I can have a real MAIN char. One to farm achievements and follow quests since the story is sweet now.

    I played with my shamans for a short while now and it seems that I`m really burned out on pve with a box team. It`s new places with the same don`t stand in the green stuff events. Difference that you have to move out now while you outhealed it in wotlk.

    One of the best, if not the best box experience for me is leveling my 4 rets in pvp. I just loved bashing skulls. Untill I reached 80 and getting rolled, guess the gear difference is big like beeing discussed in a different topic atm. So my focus for a box team is PVP.

    My characters with achievements worth continuing are:
    Mage:4600points and some fancy mounts and such
    Paladin: 4000points and 2 legend weapons
    Warrior: old tbc char, has like 25-30 factions on exalted or atleast revered and only 1600points
    Yea, maybe i`m a bit picky, I know that ain`t much points compaired to others hehe

    Mage is 80, warrior 75 and the pala is 85. Only reason I played the pala because he had the sexy feats while hating every bit about him.

    Right now I`m thinking of going either:
    4 warrior and a druid or shaman healer from lvl1 and replacing one warrior at 75 with my fancy one, think druid because he can be the guy with the remote controlling the warriors in stealth and only popping out when heals are needed, besides that the speed in forms helps TONS with kiting people on him while warriors take them down. Not sure if druids can do offensieve dispels these days to remove roots.
    This setup seems like it could be a LOT of fun, esspecially with all 3 warrior specs beeing decend in packs. Think with the healing on warriors these days they could work.
    Guess I have to swap out the druid or shaman healer at 85 with the paladin because he still is the better healer.

    Second choice is leveling 4 dk`s and at 75 replacing one or adding the warrior. Then at 85 add the paladin. The warrior adds sick dps, the 10% healing debuff + he benefits from DG as well

    Maybe a small third option: 3 warriors, 1 dk and a healer, the DK for atleast one grip and his slows and silences

    For me personally I feel like the warrior at 75 is something I should add to my team, he has by far most time invested and the reps he has with outland factions are quite a grind for other chars.

    I don`t feel like I need an out of the box setup, I`m willing to try something out. A 4 warrior with a healer setup sounds like a LOT of fun in bg`s(while leveling) on paper but in reality it can suck with boxing.
    Last edited by David : 03-09-2011 at 05:42 PM

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