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  1. #1
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    Prioritize buying a 2 minute re-use trinket to break loss of control effects.

    Once you're maximum level, you'll want the two-piece bonus for your gearing.
    Gloves have something extra on them, and if its useful for your class that's a good first piece (after the Trinket).
    Your helmet will have a Meta gem slot, so that's good to have early too.
    After that, whatever pieces have the socket colors to activate the meta gem.

    Even if you're not spending much on gems/enchants, they do add up.
    Socket your socketable gear and enchant your stuff, even if its lower enchants.




    The two biggest annoyances to PvP as a boxer are: a) Fear Bombs; and b) Sap.

    The trinket is one Fear break.
    After that they don't last that long.
    And then you become immune, due to diminishing returns.

    If your team has a Shaman, you can drop a Tremor totem, which counts as a raid-wide Fear/Sleep/Charm break.
    You could round-robin your Tremor Totems for multiple breaks (which can be used while Feared).

    Death Knights can Lichborne, to become immune to Fear/Charm/Sleep for 10 seconds or so.
    But it doesn't seem to work to break those effects while they're on you.
    So essentially use Lichborne when a Priest, Warlock or Warrior is running towards your group.

    With a Priest, you can Fear Ward.
    You can also Mass Dispel.
    If you're quick, I would round-robin (and Glyph) Fear Ward onto your Master character.
    Who, will then be immune to the first application of Fear...
    And will quickly... Mass Dispel the team, to break their Fear.
    Then hit your round-robin Fear Ward, to make the leader once again immune to the first application.

    As a Paladin, you can bubble which will break fear.

    I don't think other classes have tools against fear per se.
    But it isn't the end of the world either, as it won't last terribly long... and your characters will be in the same general vicinity.
    It you have Interact With Target keybound, and have Click to Move on, you can use that to regroup your toons.



    For Sap you just want a variety of AoE effects if possible.

    I have Blood Boil on round-robin, which is like Arcane Explosion for a Mage.
    I also have the ability to Death & Decay, on round-robin... meaning I can cover a large area.

    Other classes will have AoE effects.



    I really like to have the option to Rez.

    Druids and Death Knights can battle rez, in combat.
    Both have a reuse timer, but the DK's also need a fair bit of Runic Power.
    Meaning Druids are more reliable in the use of a battle-rez.
    They can also glyph Rebirth, to have the target Battle Rez at 100% health... which for a melee toon means, essentially ready to attack immediately.

    Shaman toons can self rez...

    Any of the healer classes can Rez others, once they get out of combat.
    And a split up group kind of sucks.

    On that note, its worth getting the Classic Warcraft trinket, for Alterac Valley.
    That will let you "hearth" to right outside of the area that your General is in, which can be used to regroup the team.
    It will also remove inactive debuffs if you're flagged as inactive.



    Healing is a very nice bonus to have, and in general is a larger impact than plain killing things.
    But the most fun teams have a balance of this.

    I especially like 1x Healer and 4x Damage combinations.



    Another consideration...

    The more classes that are the same, the easier PvP is.
    And the more diversity your team possesses, the harder it is to use the team at maximum efficiency in pvp.

    It might be nice to have: Paladin Tank + Priest Heals + Elemental Shaman + Arcane Mage + Destro Warlock in heroics.
    You have a lot of damage types, several crowd control options, class buffs etc.

    But the 1x Paladin & 4x Shaman team...
    Dual-Spec the Pally to be a healer as well as the tank in PvE.
    And the Shammies can all be Elemental in PvP (possibly with one as Resto in PvE).
    This team will do far more in PvP, because the shammies are essentially all the same... making them much easier to manage.




    In PvP, I've greatly enjoyed:
    1x Paladin & 4x Death Knights
    5x Elemental Shaman
    5x Feral Druids
    5x Resto Druids

    In PvP, I didn't like:
    1x Priest & 4x Warlocks (20 dots on someone is funny, but not enough burst; have only played this team in very low level BG's)
    Mixed Teams

    I'm leveling:
    1x Druid & 4x Shaman
    Tank + Resto + 3x DPS, for PvE.
    Boomkin (+Spell Power buff), 3/4x Elemental, Possibly 1x Resto for PvE objective maps like IoC/AV.
    Last edited by Ualaa : 03-21-2012 at 07:50 PM
    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


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