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  1. #1
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    Default MoP - Retribution Team

    For a Ret based team, primarily interested in battleground style PvP....
    Not necessarily opposed to occasional Arena, Rated BG's... but primarily playing normal BG's or invading the other factions city...

    Would you run 5x Retribution Paladins, or 4x Rets + 1x Something else?
    And why would you do so?
    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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    I'd run 4x ret + dk because I enjoyed that comp. It also gives you a few more options as to making sure your rets stay on target and a means to do some damage. I think though that 4x ret + healer will be really good in MoP, but then again i'll be running double ret + dk in 3's.

    If you don't have a means to get rid of HoP or other similar effects its going to be hard to actually get a kill as a ret team even in MoP. Which is why I'll be using a DK due to their new purge mechanic as well as their grip, chains for root, silence, and ability to do 50k damage if someone is below 35% though I might try a warrior.

    If I do play MoP that is.
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    If you're gona screw with my sig at least leave the thing bolded :P

  3. #3

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    what's changed for rets? we didnt play them in Cata because their DMG was low, and it was hard to manage procs and resources, has that changed drastically? What's the draw to go 4ret and a DK instead of 4 DK and a healer for MoP

  4. #4

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    Quote Originally Posted by Mokoi View Post
    what's changed for rets? we didnt play them in Cata because their DMG was low, and it was hard to manage procs and resources, has that changed drastically? What's the draw to go 4ret and a DK instead of 4 DK and a healer for MoP
    Rets are looking good in mop because the rotation is simplified. For me the simple fact that word of glory has no cooldown, judgements provide hp and the ability to have 5 holy power. The 10 yard aoe blind ability will be nice also. I have yet to see the lvl 90 talents in action but the aoe dmg/healing could put them over the top. Especially with dks losing the dmg part of their 90 talents.

  5. #5

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    My lvl 87 elemental shaman with 174 k health and 0 resilience just got 3 hit by a lvl 87 holy paladin. He critt me for 88,4 k with either holy shock or exorcism. Paladins are badass on beta servers :P

  6. #6
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    Default

    Most likely my 4x DK & 1x Paladin team... will remain my main team in MoP.
    Nothing that I've seen suggests they'll be anything less than an excellent composition.

    I'm quite excited for 5x Ferals, with Round-Robin: 5x Nature's Swiftness (1 min, cooldown) + Healing Touch, without leaving Cat Form.
    Plus toys like Typhoon from any form, pulling Vortex to prevent characters running away, etc...

    What I've seen of Paladins suggests Rets will be very high damage.
    And they're already amongst the hardest characters to kill.
    I also like the caster Shock'adin/Healer... and with Holy Shock & Denounce (basically the current Exorcism) getting majorly buffed, that's an option too.

    Also, Warlocks are tempting me...





    I was leaning towards the DK as well.
    I do like the idea of 5x the same, which would allow the option of 4x Ret with 1x Holy.

    But the melee haste, from the DK...
    Death Grip.
    Purge via the glyph.
    Ranged snare.
    Chains for root.

    Cannot really think of another class that fits as well.
    But this thread was for ideas, if anyone was planning on running Rets + Something... or just Rets.
    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


  7. #7

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    I agree with Ualaa, I think DKs are going to be the "best" team in that they have everything. Death Grip, ranged snares, high survivability, good burst and ranged dps, easy to setup and PURGE. I know everyone's going to hate me for saying it, but my second pick is... wait for it...

    Hunters!

    No minimum range means you can IWT with them like a melee team against other ranged, but stay ranged vs melees. It's going to be http://www.youtube.com/watch?v=2R0oECCuN6I
    "Tact is for those that lack the wit for sarcasm."
    _________________________________________

  8. #8

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    Quote Originally Posted by Mosg2 View Post
    I agree with Ualaa, I think DKs are going to be the "best" team in that they have everything. Death Grip, ranged snares, high survivability, good burst and ranged dps, easy to setup and PURGE. I know everyone's going to hate me for saying it, but my second pick is... wait for it...

    Hunters!

    No minimum range means you can IWT with them like a melee team against other ranged, but stay ranged vs melees. It's going to be http://www.youtube.com/watch?v=2R0oECCuN6I

    hunters eeeeej...

    You know what this means, dont you..
    we need a hunter manifesto when you go live with this combo.. ;-)
    Greeeetzzz!!!!
    Multiboxing 10 accounts!
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