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  1. #1

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    Quote Originally Posted by nodoze View Post
    I am curious what specs do you plan for your 5 Druid team and in what content do you plan to use them?
    For pve, 1 tank, 3 feral dps and a healer.
    For wpvp, idk yet. I will not respect, that's a given, but i don't know if i will make an alt set with arcane power stacked and blow thing up out of stealth or keep it feral dps.


    Quote Originally Posted by nodoze View Post
    If you do a team of 5 Warlocks to at least 20 you should be able to park them (with 2 level 1 alts) at upto 4 locations and use the 5th Warlock as a "floater" to get an entire party anywhere (by double summoning). In some ways better than a Mage as you can essentially teleport on demand to any 4 locations instead of being limited to just the standard portal destinations.
    Nice idea, i will borrow that one. Thanks.

    Quote Originally Posted by nodoze View Post
    I am not sure the rules/options around which professions are OK to drop and still keep the benefits so I am very interested in what other people's thoughts are. That being said why do you need enchanting on any of your mains? If you park a level 20+ Warlock at the entrance of the dungeon you are farming you can send a main to town to vendor/bank and give things to disenchant to an alt. If I recall correctly it only takes level 5 to be able to disenchant any item in the game...
    I was thinking about "bind on pickup" item droped by boss, so i could dez them. I don't know if it's an hudge money loss if i can't dez them.

    Quote Originally Posted by nodoze View Post
    Personally from a Power Leveling perspective I was planning on using a Prot Paladin or Druid Tank to power level up to 4 alts. I had thought of having a 6th account for mainly a Mage but assumed if I were to power-level that character I would only load 4 of my initial 5 accounts to stay in the 5 party size.
    Same. I was thinking of using an extra account to make portals for the whole team if needed (and provide food/water), but that's maybe not so usefull if i make a network of warlock arround azeroth.

    Quote Originally Posted by nodoze View Post
    I am interested in people's thoughts on pros/cons of running 6-10 characters in the lower instances. Since we are a community there may be an option for 2 5boxers of the same level to run together if the speed of that helps outweigh any XP penalties.
    It was just an idea who popup but i don't think that will be really efficient,in the worst case, i will keep my tank and boost only 4 other char.

  2. #2

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    Quote Originally Posted by Baltyre View Post
    For pve, 1 tank, 3 feral dps and a healer.
    ...
    Nice idea, i will borrow that one. Thanks.
    ...
    I was thinking about "bind on pickup" item droped by boss, so i could dez them. I don't know if it's an hudge money loss if i can't dez them.
    ...
    Same. I was thinking of using an extra account to make portals for the whole team if needed (and provide food/water), but that's maybe not so usefull if i make a network of warlock arround azeroth.
    ...
    It was just an idea who popup but i don't think that will be really efficient,in the worst case, i will keep my tank and boost only 4 other char.
    Thanks for sharing your team composition and plans for it. I am trying to work in at least 1 druid on my team for stealth fun like that.

    Glad you like the 5 Warlocks idea and glad to share it though there are some pain points with it (like getting the level 20+ Warlocks to the entrances the first time). Once a level 20+ is at the desired point the two level 1+ characters should be easy to summon there with 2 mains assisting. If I recall correctly using a Warlock to summon the full party (assuming only 5 accounts) involves 3 accounts (1 Warlock and 2 alts) summoning the 5th floater and one party main and I think from there you can take turns summoning the rest while the channeling is going on except for the main on the account with the initial Warlock. Once everyone is there except the main on the same account as the original warlock you log out the initial warlock and login the main and then use the 2nd "Floater" Warlock to summon the 1 main left behind... Something like that... Sorry my memory isn't so good as it has been a long time :-). When one of the 4 Warlocks gets low on shards you summon in the Floater and then hearth the low shard lock and grind some shards and then use the floater to summon him back... It is some pain at first but gets easy once setup and you get used to it.

    Ah good point on the BoP items. Maybe it would make sense to have drop engineering or blacksmithing on one Druid. Maybe someone will give a recommendation on which profession to drop on which Druid (the Tank, Healer, or 1 of the 3 DPS)... My gut would be one of the DPS and that maybe keeping Engineering provides the overall best value as the Druid should still at least have the PVP trinket if he loses the fear trinket by dropping blacksmithing. Maybe the Skull of Impending Doom can also help with that though I can't remember if it helps with Fear or not.

    Yeah the 5 Warlock idea keeps me thinking that I may not need the 6th account for a Mage. My team doesn't have heavy mana users and it may be easier to just pay for some ports initially until I get my Warlock network in place. Plus if we boxers are on the same server we may be able to help each other with things like that...

    Yeah I am interested in folks thoughts of the efficiency of 2 5man teams 10 manning the dungeons while we don't have much gear (or if we just like grouping with another human ). It might be less XP but should be faster clears so I am curious what the net tradeoff cost is estimated to be.
    Last edited by nodoze : 06-18-2019 at 12:33 PM

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