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  1. #11

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    So changing one tank to another is outside of the box?
    20% extra crit chance sounds nice but lava burst got 100% crit chance so i dont think it will be that good.

  2. #12

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    Quote Originally Posted by Emenems View Post
    So changing one tank to another is outside of the box?
    20% extra crit chance sounds nice but lava burst got 100% crit chance so i dont think it will be that good.
    Wowhead says

    Throw down a war banner at your feet that increases the critical damage of party or raid members within 30 yards of the banner by 20%. Lasts 10 sec.

    20% crit damage, not chance - unless it's wrong?
    Last edited by Khatovar : 09-15-2012 at 01:57 AM

  3. #13

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    Quote Originally Posted by dancook View Post
    Wowhead says

    [COLOR=#FFD100 !important]Throw down a war banner at your feet that increases the critical damage of party or raid members within 30 yards of the banner by 20%. Lasts 10 sec.[/COLOR]


    20% crit damage, not chance - unless it's wrong?
    20% crit damage is correct, not chance.
    The Internet: We Know Drama
    If you're gona screw with my sig at least leave the thing bolded :P

  4. #14

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    Quote Originally Posted by Shodokan View Post
    20% crit damage is correct, not chance.
    Crit damage, not crit chance!
    Everything that is fun in life is either bad for your health, immoral or illegal!

  5. #15
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    Zenga, I'd be interested in seeing your Prot warrior macro's if you wouldn't mind sharing them.

    I've played around some with the changes using the old /clickmultiarbuttonright stuff, but it still seems like I'm missing something with them. It may be that I need to go and adjust with a priority set up then worrying so much about rage generation. (mind you, my prot tank is still level 80.)

    That being said, I love your ideas here man, and I recall the help you gave me a few months ago with the shadow priests.

    Stephen
    "You cannot exaggerate about the Marines. They are convinced to the
    point of arrogance, that they are the most ferocious fighters on earth
    - and the amusing thing about it is that they are."- Father Kevin
    Keaney, Chaplain, Korean War

  6. #16

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    Quote Originally Posted by F9thRet View Post
    Zenga, I'd be interested in seeing your Prot warrior macro's if you wouldn't mind sharing them.

    I've played around some with the changes using the old /clickmultiarbuttonright stuff, but it still seems like I'm missing something with them. It may be that I need to go and adjust with a priority set up then worrying so much about rage generation. (mind you, my prot tank is still level 80.)

    That being said, I love your ideas here man, and I recall the help you gave me a few months ago with the shadow priests.

    Stephen
    Currently I don't use any macro's besides one that fires off lava burst when it's off cd.
    Everything that is fun in life is either bad for your health, immoral or illegal!

  7. #17

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    Warriors are fine for a boxed group. Especially now that you don't have to micromanage rend/demo shout anymore. People often underestimate the power of shockwave as a mitigation tool.

    I think I'll stick with my druid tank. I've always found that being able to dual spec the tank to play 5 ranged DPS' simplifies things quite a lot if you're interested in doing LFR or Raiding with your team.

  8. #18

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    My comp has remained and won't be changing for MoP.

    DK blood tank
    WAR arms
    Hunter BM
    Hunter MM
    Shaman resto

    I have my hunters bounce a follow and leap backwards off the tank so they always face the intended target. Tank chooses targets unless I give him one. I open with an AE band of D&D and Explosive Trap x2. Send melee in with misdirects and then switch from single target dumps to multi target dumps. I do that by disabling and enabling keymaps with isboxer on the fly.

    So instead of this dump:

    /cast Outbreak
    /cast Slam
    /cast Arcane Shot

    I do this one:

    /cast Outbreak
    /cast Whirlwind
    /cast Multi-shot


    I find it to be pretty good. I've beaten the heroic end time runs and done some of them with pretty good measure. The only fight that ever gave me fits was baine and to a smaller extent Sylvannas. MoP will most likely have fights like that but we'll see.

  9. #19

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    Quote Originally Posted by MadMilitia View Post
    Tank chooses targets unless I give him one.

    You drive with the Shaman?

    I was very close to going with DK Tank, DPS Warrior, 2 Range DPS (Hunter, Mage), 1 Prime Healer for MoP... but just not super crazy with the Mouse click to Move/IWT mechanics. Mind you I drive with Tank, your setup is really interesting. I plan on taking 4 groups total through MOP so I might re-arrange two hunters for the next group to try this. Warrior is my favorite toon to play, but I'm lazy and love tanking with Blood DK.

  10. #20

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    Quote Originally Posted by Longshot17 View Post
    You drive with the Shaman?

    I was very close to going with DK Tank, DPS Warrior, 2 Range DPS (Hunter, Mage), 1 Prime Healer for MoP... but just not super crazy with the Mouse click to Move/IWT mechanics. Mind you I drive with Tank, your setup is really interesting. I plan on taking 4 groups total through MOP so I might re-arrange two hunters for the next group to try this. Warrior is my favorite toon to play, but I'm lazy and love tanking with Blood DK.

    Yep, I drive with the shaman.

    I find it advantageous to set up an AE action group and to issue the AE order prior to sending them out. This way with misdirect going and D&D already on the ground, nothing is lost. If it is, Shaman picks it up with Hex.

    I have a keymap pair that is dedicated to dumps as pointed out above. So you right click for single, or left click for AE. Left click AE, drop AE D&D + 2x explosive traps, set misdirect and let the pull happen.

    Usually warrior and DK will pick the same targets unless I tell them explicitly to grab the same target. After that it's just a matter of standing back and spamming the fireworks while healing.

    I also have a back step locked into a keymap that when enabled prevents runoffs. It is very reliable at 20 yards. You don't want to use it on melee in PvP however as they'll have trouble staying on target. This is why you put it in a keymap where you can toggle it disabled.

    The hunters have a step keymap that tells them to follow the tank and then the melee and then the healer in descending order. So it will favor to follow the tank but if the tank is too far it will follow the next best thing. Then, 1 second later they bounce backward breaking the follow but maintaining sight on the target.

    I've found this to make 5 boxing almost trivial.

    Mind, it works so good that I can faceroll Grim Batol across the bridges and never have to worry about one of them running off the side.
    Last edited by MadMilitia : 09-26-2012 at 07:18 PM

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