The Fifth Man
I'll assume the team runs as four Paladins, plus a fifth character.
Since this team will run as both Retribution and Holy, we need to look at what the fifth character contributes to each role.
Paladin
- This is the simplest and easiest choice, as every character is the same.
- You won't need to manage a different set of resources and/or cooldowns, and in general are more efficient on your own resources when every member of your team is the same class.
- While a DK or Warrior looks to be an attractive choice to compliment Ret Paladins, they don't add a whole lot while you're running the team as Holy.
- Conversely, you lose out on the addition edge that something else can bring to the team.
Death Knight
Holy:
- You would likely run the DK as Blood, and lead the team with this character... meaning the toon in the front has massively higher survivability than any of the healers in the back; non-boxers at least initially target the lead toon and focus their attention there.
- In any kind of a PvE encounter, whether Heroics or killing a General in AV/IoC, you bring a legitimate tank to the encounter and have plenty of healing to keep it alive.
Ret:
- The DK would likely run as Frost, which brings Howling Blast to the table (30 yard range, 10 yard AoE, snares to 50% movement) which will greatly increase the ability to close to melee with kiting classes.
- Death Grip (or Gorefiend's Grasp, which pulls every enemy within 20 yards), effectively negates almost any root or stun effect.
- Icy Touch (glyphed) also purges the target of one effect; not sure if this will break a Bubble/Iceblock immunity effect, as a Mass Dispel or Shattering Blow... if it does, this will allow kills on basically anything the Rets are attacking... even if it doesn't, the removal of a Pain Suppression like effect is huge.
- Chains of Ice, essentially root a target, which means that target dies once the Rets are in range.
Warrior
Druid
Priest
Shaman
Connect With Us