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  1. #91

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    Quote Originally Posted by Toned View Post
    I'm torn too between Holy Pal / Disc Priest + 3 DKs or Disc Priest / Rogue + 3 Dks
    I've been experimenting with different compositions this season. So far I've tried the following


    1. 4 DKs + Disc Priest

      This one didn't work for me as my priest partner would be trained into the ground. Nothing could save him.
    2. 4 DKS + Holy Paladin

      This still works fine up to 1750s, but my paladin partner tends to be chained CCed while one DK gets focused and dies.
    3. 3 DKs + 2 Holy Paladins

      This adds more survivability and having Might+Kings is nice, but the Paladins both get chained CCed.
    4. 3 DKs + 1 Holy Paladins + 1 Rogue

      This seemed to work fairly well, only did about one week of games like this.
      However, doing coordinated burst with a Rogue partner proved challenging and smoke bomb was easily overcome by good teams.
    5. 3 DKs + 1 Holy Paladins + 1 Resto Shaman

      This worked ok, but wasn't a huge improvement. The shaman would get trained and die to fast. The only trick it has to offer is the Spirit link totem, but once that is blown, the shaman dies.

    6. 3 DKs + 1 Holy Paladins + 1 Disc Priest

      Now this is the comp I'm most excited about. The Disc priest's jobs is mass dispel + shields. It keeps me from getting rooted and can get rid of those pesky immunities. The opposing team knows this, so the priest always gets CCed and trained first. This allows the Paladin to heal effectively. Secondly, when I really need a mass dispell (to make a kill) I call for it, my Paladin partner will BoP the priest, the priest will fear and mass dispells comes raining down while my DKs dance on a corpse.

      With only 3 DKs, kills are harder to come by so games tend to last longer. Good teams will survive the initial burst and onslaught. By the time 1 minute has passed, their healers have blown all their cool downs and the mana is low, just in time for all my cooldowns to fire again. This is when I get most of my killing blows. I do a lot of hard switches to keep them guessing and use a focus Death grip macro to keep one healer busy and always in range. Also, mass death + fear is awesome.





    Last edited by daanji : 07-26-2011 at 07:54 PM

  2. #92

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    Quote Originally Posted by daanji View Post
    I've been experimenting with different compositions this season. So far I've tried the following


    1. 4 DKs + Disc Priest

      This one didn't work for me as my priest partner would be trained into the ground. Nothing could save him.
    2. 4 DKS + Holy Paladin

      This still works fine up to 1750s, but my paladin partner tends to be chained CCed while one DK gets focused and dies.
    3. 3 DKs + 2 Holy Paladins

      This adds more survivability and having Might+Kings is nice, but the Paladins both get chained CCed.
    4. 3 DKs + 1 Holy Paladins + 1 Rogue

      This seemed to work fairly well, only did about one week of games like this.
      However, doing coordinated burst with a Rogue partner proved challenging and smoke bomb was easily overcome by good teams.
    5. 3 DKs + 1 Holy Paladins + 1 Resto Shaman

      This worked ok, but wasn't a huge improvement. The shaman would get trained and die to fast. The only trick it has to offer is the Spirit link totem, but once that is blown, the shaman dies.
    6. 3 DKs + 1 Holy Paladins + 1 Disc Priest

      Now this is the comp I'm most excited about. The Disc priest's jobs is mass dispel + shields. It keeps me from getting rooted and can get rid of those pesky immunities. The opposing team knows this, so the priest always gets CCed and trained first. This allows the Paladin to heal effectively. Secondly, when I really need a mass dispell (to make a kill) I call for it, my Paladin partner will BoP the priest, the priest will fear and mass dispells comes raining down while my DKs dance on a corpse.

      With only 3 DKs, kills are harder to come by so games tend to last longer. Good teams will survive the initial burst and onslaught. By the time 1 minute has passed, their healers have blown all their cool downs and the mana is low, just in time for all my cooldowns to fire again. This is when I get most of my killing blows. I do a lot of hard switches to keep them guessing and use a focus Death grip macro to keep one healer busy and always in range. Also, mass death + fear is awesome.
    Holy Pal + Resto druid is pretty solid as well.

    I may try Holy Pal + Mage. Mage isn't there to do damage. He is there to CC and protect the Paly from melee trains.

  3. #93

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    I've tried Holy Paladin + Mage before, didn't work too well.

    Since I spam Howling Blast and since IWT causes my toons to circle, I end up breaking all the CC.

    Sure, I could adapt and use a Obliterate rotation, but that decreases our pressure by a huge amount.

  4. #94

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    Hpal/disc + 3 dks works great if your healers are good... if not then you're going to end up doing far worse.

    I ran double healer + 3 dks to about 2300 last season as well as quad dk to 2200.... this season with our severe lack of CC other than silences it is possible double healer may be better.

    Also your paladin can coordinate Aura mastery for when you need mass dispels most.

  5. #95

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    I'm leveling up warriors at the moment. In the 3 DK team, I am wondering how effective it would be to go to 2 DK's and drive as the warrior.

    DK's are IMO easier to manage as drones since so much of their DPS and effectiveness is ranged. The warrior on the other hand has wreckstorm for huge burst + mortal strike to reduce healing effectiveness even further.

    Or maybe even go to a 3 DK 1 War + healer team.

    While the MS debuff is only 10% right now, Bliz has admitted that 10% is too low right now with 200% crits for healing and they have dropped a hint that 20% MS(all MS style debuffs) would bring it in check.

  6. #96

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    Quote Originally Posted by Mercbeast View Post
    I'm leveling up warriors at the moment. In the 3 DK team, I am wondering how effective it would be to go to 2 DK's and drive as the warrior.

    DK's are IMO easier to manage as drones since so much of their DPS and effectiveness is ranged. The warrior on the other hand has wreckstorm for huge burst + mortal strike to reduce healing effectiveness even further.

    Or maybe even go to a 3 DK 1 War + healer team.

    While the MS debuff is only 10% right now, Bliz has admitted that 10% is too low right now with 200% crits for healing and they have dropped a hint that 20% MS(all MS style debuffs) would bring it in check.
    warriors are super gear dependent, and even driving with one... is annoying.

    gearing them now... i want to cut my wrists.
    Last edited by Shodokan : 07-27-2011 at 05:22 PM

  7. #97
    U JELLY?! Toned's Avatar
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    Wars with gear = good... Wars without max gear = failboats and easy train targets.


  8. #98

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    Quote Originally Posted by Toned View Post
    Wars with gear = good... Wars without max gear = failboats and easy train targets.
    40 hours of afking AV incoming.

  9. #99

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    Warriors sucked, back to dks... playing 3's again with friend for fun.

    I went back to 2h weps (because i didnt feel like spending an absolute assload for dual wield + 2200 dual wield weps)

    I'll keep people posted on how it goes.

  10. #100

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    DK's are solid. It always comes back to grip making that team.

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