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  1. #11

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    Restorative Potion shouldn't work against priest fear btw. Psychic Scream is not dispellable in vanilla wow (not a magic effect). Same with warrior fear.
    Would work good against single target CC and Howl of Terror (2 sec cast) though.

    3 war, 1 druid, 1 shaman should probably have quite good sustained dps.
    I think the hardest things in pvp would be:
    Frost nova would disable all characters for 8 seconds preventing you from dealing any damage.
    Cone of Cold, Frost Trap, Entangling Roots etc would make it hard to deal damage.
    No counter to CC except WotF and tremor totem.
    No way to keep opponents away from healer.
    Risk of getting stuck in terrain.
    Risk of shaman getting CCed and opponents fighting from long range forcing you to run out of healing range.

    In vanilla wow I had a green geared mage that beat a High Warlord warrior without taking any damage. That is how easily warriors gets kited, but with multiple and a healer it might not be as bad. Warrior also get no rage when attacking an absorption shield, stacking multiple and focusing ofcourse makes that not a big issue compared to only 1 warrior trying to get a shield down with no rage.
    Last edited by xandorz : 06-04-2019 at 05:40 AM

  2. #12

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    One of the big things it seems some people are missing is the starting zones. If you start in 3 different starting zones, you will be spending a good amount of time just getting your team together. This is more of a concern if you are starting boxing, but if you plan to level a solo main first then it won't be as much of a consideration as you can get a friendly warlock to help summon your team together.
    As well, warriors already have a 10 second fear immunity on a 30 second cool down, since that seems to be one of your big issues, undead really won't gain you anywhere near as much as orc (AP on demand, extra stun resist) for your warriors.
    Additionally, the one thing I will always suggest to any boxing team, have at least 1 mage in your group if at all possible. That will save you a lot of gold on food/water and give you portals to travel later.

  3. #13

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    Thanks for the input.
    It's not gonna solve the issue anyway but do you know if the Gyrofreeze Ice Reflector works against Frost nova ?
    https://classicdb.ch/?item=18634#comments

  4. #14

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    Quote Originally Posted by Baltyre View Post
    do you know if the Gyrofreeze Ice Reflector works against Frost nova ?
    Can't reflect AoE effects with reflectors. It works on some private servers though but I assume blizzard will do it correctly so it won't work in classic.

  5. #15

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    Quote Originally Posted by Xyl41 View Post
    One of the big things it seems some people are missing is the starting zones. If you start in 3 different starting zones, you will be spending a good amount of time just getting your team together. This is more of a concern if you are starting boxing, but if you plan to level a solo main first then it won't be as much of a consideration as you can get a friendly warlock to help summon your team together.
    As well, warriors already have a 10 second fear immunity on a 30 second cool down, since that seems to be one of your big issues, undead really won't gain you anywhere near as much as orc (AP on demand, extra stun resist) for your warriors.
    Additionally, the one thing I will always suggest to any boxing team, have at least 1 mage in your group if at all possible. That will save you a lot of gold on food/water and give you portals to travel later.

    I don't think the starting zone is a real issue, 2 or 3 hours lost does not mean much in the long run.
    You made a valid point about the orc vs undead.
    I will really miss a mage, but i want to stick to melee as much as i could.
    Last edited by Baltyre : 06-04-2019 at 08:40 AM

  6. #16

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    For the teleport, after some thought, i'm thinking of this :

    I will make an alt team with 5 warlocks level 20.
    I will make 2 others team of level 1 character to have two of them stay side by side for each warlocks.


    1 will be on the same account than my druid and stay at Moonglade.
    1 will be on the same account than my shaman (the only one with goblin engenering and Everlook Transporter) and stay at Everlook
    3 others will be on any of my 3 warrior accounts and stay at Gazedgan. (who have gnome engenering and Ultrasafe Transporter: Gadgetzan)


    So when i want to make my team go somewhere, i log the warlock, 2 level 1 character, and summon all my team (except the player on the same account than the warlock, i can disconect the 2 level 1 when the 2 other players of my main team are summoned.)
    For the last character who share the account with the warlock, i use his own teleport spell/tricket.


    So that mean, i've got : Teleport to Moonglade at will, 3 teleport to Gazedgan every 4 hours, Teleport to Everlook every 4 hours.
    From time to time, i will have to farm soul shard thought.

    Do you think that can work ? Or it's not worth the hassle ? Or maybe i miss something and it's not doable.

  7. #17

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    Quote Originally Posted by Baltyre View Post
    1 prot war (Undead)
    2 fury war (Undead)
    1 hybrid dps/tank druid (Tauren)
    1 resto shaman (Orc)
    Feral druid would add MotW, -500 armor debuff plus 3% crit aura. Pretty solid DPS buffs for a warrior group. One problem is that you don't benefit from windfury totem in druid forms.

    Overall though, 4 warriors and a shaman would be better DPS or 3 warriors and 2 shamans. 2 Shamans spamming downranked chain heal on 3 warriors would allow you to cleave pretty hard through most dungeons.

    Also, you actually don't need to spec prot for tanking dungeons in classic. You can tank fine as arms or fury and do a lot more DPS/TPS. You don't even need defense. In fact, being crit helps since it triggers enrage. All you need is gear with a decent amount of armor/stamina. Just make a macro to swap to 1H/shield+defensive stance when necessary. 2H Fury is pretty solid DPS at low levels before you get enough hit rating to DW.
    Last edited by Apatheist : 06-04-2019 at 09:54 AM

  8. #18

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    I'm a noob about vanilla, and i missed an important point with druid. I need positioning to use it as a dps effectivly. Not a big deal in dungeon but it will be hell in wpvp.

    If i drop the druid to take a warrior, will my shaman have enought mana with this build to heal efficiently ? (i'm talking dungeons not raid)
    https://classicdb.ch/?talent#hZE00bhgZVf0poea

    Initially, when i wrote it, i was counting on the druid innervate for long fight.

    Bonus question : Totem twisting is something i need to consider ?
    Last edited by Baltyre : 06-08-2019 at 05:52 AM

  9. #19

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    I wouldn't bother with improved weapon totem. The DPS gain is minimal and you lose a fairly significant amount of utility. Just go full resto and the rest in enhance with improved guardian totems and instant ghost wolf. Mana is more based on gear and smart use of downranking than which talents you choose. Even as full enhance you can heal dungeons fine as long as you have decent resto gear.

    Something like https://classicdb.ch/?talent#hZxbbZEfotVeqo

    Also wouldn't bother with totem twisting. Huge headache for minimal gain and it nukes your mana pretty hard.
    Last edited by Apatheist : 06-09-2019 at 10:08 AM

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