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  1. #21
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    I'm personally excited for:
    - 5x Feral -and- 5x Resto
    - 1x Pally & 4x DK
    - 1x DK & 4x Pally

    From what I've seen, I'd really like for my Warlock team (4x Lock, 1x Priest) to already be leveled.
    And wasn't sure (at creation) whether to go 5x... or 4x + 1x.
    But, non-RAF leveling 5x Pallies (will sub the 80 DK in, when the pallies reach 80th)... well that is slower than I'd like...
    And another team to level (these from 22nd), isn't a fun prospect.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

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  2. #22

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    Fury warrior tank, 4 discipline priests

    Survivability - 8/10
    Tons of overhealing going on, but the fury warrior tank is prone to spikes in damage. In the expansion atonement will also work with penance, which means a LOT more healing. Also, all warrior abilities are available in all stances, so the fury warrior will be able to use all fury abilities in defensive stance, which gives more survivability.

    Damage - 3/10
    The fury warrior should be out DPSing most, if not all, tanks. However, the priests are significantly worse than a DPS. If you use the system where a typical tank is worth .75 DPS, a DPS is worth 1.00 DPS, and a healer is worth 0 DPS, then the total team score is 3.75 DPS. I'd say the fury warrior tank is about 1.25 DPS (unlimited rage), and the priests are 0.50 DPS, which leads to a team score of 3.25 DPS.

    Healing - 10/10
    I can't imagine a stronger healing team. However, the ability to use all the healing abilities is limited by skill level - the potential is there, though.

    Ease of use - 8/10
    Not quite as easy as a shaman team, but overall pretty easy to use. The passive healing allows for one button spamming for the slaves, except in emergency situations (which do happen often). The fury warrior is surprisingly easy to play once you're used to it, though not as easy as a typical pally tank.

    Synergy - 2/10
    Probably the only good synergy is Hymnn of Hope for massive mana regen every 6 minutes. I suppose the synergy is extremely strong from a passive healing point of view (i.e. the disc priests needs other disc priests so that they can atonement spam). However, no real buff synergy and not exactly an optimized team.

    Crowd Control - 3/5
    Although I rarely use it, pretty strong crowd control potential. Not as secure as a mage polymorph, but mind control and fears can do quite a bit if utilized.

    Longevity - 3/5
    The biggest limiting factor is enrage timers. With low DPS, if it's a race then the team will have difficulty. Mana issues can be present, but with smart use of shadowfiends and hymnn, it's not terribly bad.

    Flexibility - 4/5
    Although I like to stick to the formula of all disc and fury, the team could easily switch to prot tank, three shadow and one holy, which would be a very strong team. Lots of flexiblity.

    Recoverability - 4/5
    Surprisingly good. If the tank dies then often the priests can tank for a long time due to the passive healing and PW Barrier. Sometimes it makes me wonder if the fury warrior is really needed, but then I remember the "tank" is the main source of damage.
    Last edited by Owltoid : 05-13-2012 at 01:29 PM
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  3. #23
    Multiboxologist MiRai's Avatar
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    Is the above group composition for MoP or Cata?

  4. #24

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    MoP (I mention penance atonement and fury abilities being available in defensive stance)
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  5. #25

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    Quote Originally Posted by ebony View Post
    got some stuff to add to mages Guild res is still in game and working as it does today on live ... no changes so far to this (its have a group will thats been removed) saying that that makes mages even more useful as they have portal/telport that are free to use as well

    mages have a lot Survivability then they do on live in all specs.


    Ill try and make a one for warlocks that looking a very cool class to play in mop (well it is )
    cool to hear about the mages!

    I am in the middle of doing a warlock one right now, should be finished soon.

    Owltoid:

    That sounds awesome, I wanted to do a work-up on 5x priests, so this is a great start, thanks! I am kind of sad about the change to Vampiric embrace for shadow, but I suppose it's nicer to have larger passive heals on demand with the new way, and as disc healing is great!
    Last edited by Mokoi : 05-15-2012 at 02:07 AM

  6. #26

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    Is this a PVP or PVE setup thread? Dks should be much much higher if it is pvp.
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  7. #27
    Multiboxologist MiRai's Avatar
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    Quote Originally Posted by Shodokan View Post
    Is this a PVP or PVE setup thread? Dks should be much much higher if it is pvp.
    I would guess it's an average between both but, maybe the total scores should be separated from each other. /shrug

  8. #28

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    It's for PvP, but it has a section "flexibility" for some PvE aspects, such as completing PvE content with the team.

    DKs are very high. There is no team that can have a perfect score, or everyone would just run that team and win. Dks and a healer probably have the hghest score we will see. I just haven't had enough time to go over more teams yet

    I think Owl put his priest tank group up for PvP, and that's fine, but honestly any combination of tank healer and DPS will do fine in PvE, that's not my concern. PvP is much harder in some respects, and the classes themselves play a much bigger role. It's hard to move your DPS out of the fire in pvE while you are tanking and healing, but the DPS could be any classes. It's just as easy to move priests as it is to move a hunter.

    In PvP however, you have cooldowns you need to use, synergy in the team to help burst, etc. That's my focus, that's why I created the thread.

  9. #29

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    Are we rating this on a group of 5 or can i do 3? If so I'll list one of the comps I plan on running and the positives and negatives of it etc
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  10. #30

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    Shok, you are free to talk about the comps you like But, I think that you should talk about how it's good as a group with X number of toons. IE: a group of 2 Ret and a DK is pretty similar to 4 Ret and a DK, except for the arena viability. So I would just talk about X class and X class working together, and not get caught up with the numbers. I have been talking about 5-10 in my lists, because thats what I find most people are running a 5 or 10 man group. But we want to hear what you think, you are one of the top arena players.

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