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  1. #1

    Default 110 boost... wPvP suggestions?

    Hi All,

    Running mainly Blood DK in wPvP, they do OK for ilvl. Struggle with healers due to lack of DPS but was wondering how other people are playing in wPvP?

    Tempted to get the BoA pre-order on my accounts so got a set of 110 boosts.

    I'm really tempted by Warlock (x8) but just don't know how anything other than tanks is viable in wPvP without very good gear?

    Also, anybody an idea of the fresh ding ilvl on a boost to 110? - found sorry 870 so going to die in 1 shot to anybody

    Thanks

  2. #2

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    Locks or hunters would do fine picking off single target. If a tank gets on you though, I'd imagine you'd be basically done.

    With the changes to leveling I'll personally keep my boosts until I've seen beta and have some sort of idea as to what could work in BFA.

  3. #3

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    I was going to sit on them but couldn't wait, so bored in game at the moment and can't get the energy to try and gear up my first team.

    Went with locks, they are actually very fun, will be interesting to see how they are around the 920 ilvl mark as they seem alot more powerful than the DK did at 870!

    Dan

  4. #4

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    save them for xpac or class of the month or xpac.




  5. #5

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    Quote Originally Posted by ebony View Post
    save them for xpac or class of the month or xpac.

    I'm saving mine for that reason.
    Currently 5 Boxing 5 Protection Paladins on Whisperwind Alliance
    The Power of Five!!! ( short video )

  6. #6

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    just dont except any wonders in wpvp like it used to be in WoD
    a small group can kill your group easy if you dont watch out

  7. #7

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    Nothing does well in a ball like tanks do. MB is basically a ball as you'll never truly master positioning on more than 2 characters. Dual boxing though I've done at the highest levels of raiding in the past. Also did pretty good in 2s. It's hard but doable.

    WoW is basically disco fever. You have to dance to win. Learning is one thing and being clever about moving a 5 man team is another. Most MB just run tanks to avoid the dance. The dance matters in PvP, too. Stand in too much bad and it doesn't matter how big your ball is. For wPvP probably best to run 3 healers in a 10 man team and 2 healers in a 5. Just because balls will take enormous damage under the usual circumstances of a counter.

  8. #8

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    Quote Originally Posted by MadMilitia View Post
    Nothing does well in a ball like tanks do. MB is basically a ball as you'll never truly master positioning on more than 2 characters. Dual boxing though I've done at the highest levels of raiding in the past. Also did pretty good in 2s. It's hard but doable.

    WoW is basically disco fever. You have to dance to win. Learning is one thing and being clever about moving a 5 man team is another. Most MB just run tanks to avoid the dance. The dance matters in PvP, too. Stand in too much bad and it doesn't matter how big your ball is. For wPvP probably best to run 3 healers in a 10 man team and 2 healers in a 5. Just because balls will take enormous damage under the usual circumstances of a counter.
    My main team is 6x BloodDK and 2x Holy Pally (sometimes swap to Protection).

    They do very well and fun for their ilvl.

    I made a huge mistake choosing lock, I can see now. Wish I'd gone Druid tank (

  9. #9

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    Quote Originally Posted by mrdsp View Post
    My main team is 6x BloodDK and 2x Holy Pally (sometimes swap to Protection).

    They do very well and fun for their ilvl.

    I made a huge mistake choosing lock, I can see now. Wish I'd gone Druid tank (
    Guardian druid balls are a nightmare for anyone in wPvP, with the lone exception of an affliction lock ball. Ironically enough. AF lock can fear bomb, plant dots on everything and heal quite a bit. Seems to be kryptonite for the GDruid ball.

  10. #10

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    Quote Originally Posted by MadMilitia View Post
    Guardian druid balls are a nightmare for anyone in wPvP, with the lone exception of an affliction lock ball. Ironically enough. AF lock can fear bomb, plant dots on everything and heal quite a bit. Seems to be kryptonite for the GDruid ball.
    Now that I've got them set up, they are actually pretty fun.

    They can damage very well, and seem to hold their ground considering they are only ~3 million HP (ilvl 875-880). Think I will invest some time getting them to around 920 and see how they play.

    I really struggle to gear to be honest, seem to get stuck at 920 or so.

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