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  1. #1

    Default M+ 5 man on live

    While waiting for classic, since I fired up boxing - I was debating configuring a team on live.

    What would be an easy to build and execute team that can do 5-mans? I got access to most classes close to 120, but not well geared - so would need to start from easy mode before I go hard.
    5 boxing on Chamber of Aspects, EU (Horde) and Soon on Classic.

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  2. #2
    Member JohnGabriel's Avatar
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    Its much different from the fun we had boxing m+ in Legion.

    Dungeon mechanics are brutal for multiboxers this expansion. Brutal on melee, brutal on non-mobile ranged, just brutal. The people boxing mythics such as SerKensington are using a traditional trinity setup. But he needs tons of VideoFX and custom setups to get through everything, its lots and lots of work. But if you want to go the furthest you need a trinity.

    If you want an easier time and have fun, 5 hunters. You can live without a healer if you pick the survivability azerite traits instead of DPS. If you only want to do mythics then this is the team I would concentrate on.

    If you want an all-around fun team, 5 Blood DK. Their DPS is too low to do really high mythics but their survivability is top notch allowing really big pulls. They are also God Mode in WPvP and World Quests. If you want to play the whole game then this is the team I would concentrate on.

    I stopped at end of season 2, but I doubt much has changed since then. Good luck and have fun.

  3. #3

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    With these 5 hunter teams and 5 Blood DKs, I guess you would have to run to the dungeons?

    How would you handle when to use the Blood DKs heal on the toon that needs it?

  4. #4

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    Three main things you need in M+ retail 8.2.5.

    Interrupts on at least 3/5ths of the group and short cooldown interrupts.
    High mobility specs like melee. You will be moving a lot. In some fights the entire time.
    A lot, a lot of patience.

    I would stay away from casters in general. If I had to do it over again I think my group would be all melee with 2 focused on trash and one focused on boss.

    Also the dungeons are loaded to the gills with trash you don't need to kill in order to beat the timer. So utilities like shroud on rogues are essential.

    Unholy DK has monster AoE damage. I was actually blown away at how good it was at 400 ilvl. So you could go that route, two unholy DKs and something like assassination rogue for boss killing. Pick your choice of tank and healer based on your own perceived needs.

    For M0 you can run anything you like. None of what I said above applies in that scenario.

  5. #5
    Multiboxologist MiRai's Avatar
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    Quote Originally Posted by Jalerian View Post
    With these 5 hunter teams and 5 Blood DKs, I guess you would have to run to the dungeons?
    For Mythic dungeons, you already have to do that.

    If, on the other hand, you're asking about leveling the teams, then... Yes, you'd have to run to the dungeon if you wanted to level via dungeons.
    Do not send me a PM if what you want to talk about isn't absolutely private.
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  6. #6

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    Prot palas can easily do m+4ish on any week, and with an appropriate ilvl (425+) up to m+9 is doable, but requires good affixes. past 425 its pretty easy to do +7 or +8, but honestly i don't really care, m+ is an absolute dumpster fire.

    also, the seasonal affix is just not doable. (eventually its possible, i guess, but not within timer.)

    the whole experience is just too frustrating and there's no sense of real progression, unlike with Legion when i wouldn't mind grinding 70+ m+ on a good affix week, now i just push one key halfassedly and log out for the week.

    Mixing essences with CC and some cheese is the way to go. once you know the dungeons and time your usage of Concentrated flame all pulls have effectively -2 mobs in them. (Repentance one mob, then nuke the other.)

    5x anima seems pretty brutal, and at 550k hp it is.. but the cooldown is WAY too long.

    5x Crucible is the way to go, specially when combined with 5x [Jes' Howler] and Wings. the 30 sec CD is great, the two charges means you can use it when available and not waste a second of CD. on a Boss fight it can be 35%+ of the damage., and overall on a full dungeon its about 15%. (+5% ish from the passive dot)

    currently im running Concentrated flame as primary and Worldvein as passive. 5x lvl3 worldvein is a passive mainstat buff with 100% uptime.

    unlocking 3rd slot this week, still debating between Lucid Dreams or Nullification, most likely i will go with lucid... but overall the whole thing is woefully underwhelming.


    Doable dungeons are:

    Manor: easy trash, only hard boss on high tyranical is the wicker man, but doable with practice. (must be BELF to aoedispell fuckups)

    Temple: Easy trash, once you figure out the third boss you can do it at pretty high key lvls fairly easy. spread, make a circle around him, then cycle taunt as you take the pylons. don't do this and he will become an impassable wall. Last boss can be cheesed by casting more than one LoH at the exact same time.

    Tol: Medium trash at low ilvl, but it gets pretty easy with ilvl. last boss is a bit of an asshole, using the stairs to lock yourself can help, but you need lots of damage, otherwise you run out of def cds and he ends you. priest duo on the way to last boss needs CC.

    Freehold: Easy trash. the shark ogre is brutal on tyranical, you should be doing 50% of his HP before you run out of Defensives and his shark forces you to start running around. if you cant, then don't bother. (30kDPs per tank, not hard to do if you engage with one stack of flame buff and pop all CDs + ilvl)

    Shrine: unforgiving trash, and the MC boss gets bugged if the fight has more than one tank spec. but using bubble to pop the second set of spots will unfuck it. last boss is pretty easy, but you have to plan properly to bait his zone casts.

    Kings rest: if you can burst the first boss, its doable. if adds stay up, the fight will quickly end in a wipe

    Motherlode: easy trash, set up your nameplates and don't let cc casts get trough. Last boss is a joke even on high tyrannical. only fluxflame can trash you on tyrannical.

    Underrot: it should still be possible to kill Cragmaw with Last Defender and cycling Blinding lights. don't care to test it. since spore caller is a gamble. you have to time the dispel RIGHT before the first tick after explosion... 50% chance of losing half the party unless you bubble. cant be assed to do it, fuck this place.

    Atal: not doable, 2 bosses are a gamble and besides, VolKaal is an asshole.

    Siege: you have to re-talent to prevent Lockwood from escaping, last boss is a gamble... first boss can be a wall unless you overgear it. avoid unless its a low lvl key.

    Mechagon: lol

  7. #7

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    Kind of impressed the Paladins are again able to do so well. I think they may be a fun alternative to play as you probably do really well pvping with them too.
    I am decently happy with an all druid team so far but always trying to tinker with the best layout.
    Ilvl is 417-420.
    1x Guardian, 4x Boomkin. This past week was the first time I tried anything harder than a +2, and did two different +5's with a pretty bad affix of sanguine.
    The benefit of this team is that you can fully stealth and skip stuff you don't want to face, I'm thinking that may be a huge advantage to pull off a +10 in this season if possible.
    The team does struggle with mobility dps though as well as large aoe is not as effective as other classes.
    Sargeras - Alliance

  8. #8

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    Quote Originally Posted by Ellay View Post
    Kind of impressed the Paladins are again able to do so well. I think they may be a fun alternative to play as you probably do really well pvping with them too.
    I am decently happy with an all druid team so far but always trying to tinker with the best layout.
    Ilvl is 417-420.
    1x Guardian, 4x Boomkin. This past week was the first time I tried anything harder than a +2, and did two different +5's with a pretty bad affix of sanguine.
    The benefit of this team is that you can fully stealth and skip stuff you don't want to face, I'm thinking that may be a huge advantage to pull off a +10 in this season if possible.
    The team does struggle with mobility dps though as well as large aoe is not as effective as other classes.
    yeah, that sounds really good too, but the problem as i see it is that currently the game is ridiculously alt unfriendly. so i had to pick one team and stick to it. i have Monks, hunts, locks and druids besides palas... i had to pick one. druids looked really nice (all feral in my case), same with monks... but palas is the only sure thing thanks to all their Defensives and utility skills.

    they have lots of tools like bubble, HoF, Sacrifice, real CC with repentance, AOE Hard CC with blind (interrupts all casts even uninterruptible ones), AND access to Jes' Howler. so i went with palas. (also, belfs have AOE dispel)


    5x Howler will give a +25%ish damage and can be used at the same time you do wings for another +20% damage, crit + pot and Flame with 2 stacks... the end result is a burst of 150k+ team dps for 20seconds. pretty op for tanks. even better with drums.

    on AOE situations it can make crazy pulls possible. ( Like pulling all the mobs up to the boss on Freehold possible on low keys), and also a lot of big pulls can de achieved by Cycling the AOE blind CC, you can still deal 100% holy damage and the CC wont break. so that's almost 28 seconds of no incoming damage or abilities while you can burst down priority targets.


    i can see Monks being completely broken next tier, but currently palas seems to be the way. we still need to see if new essences will be added.

  9. #9

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    CMKCot,

    Interesting to hear your perspective on Mythic+ dungeons in BFA. I posted some videos running various teams in Mythics recently - feel free to check them out in the Movies section.

    Your thougths on the difficulties of various dungeons are different from mine, perhaps because you run an all melee team and all my teams are ranged. I'd be facsinated to see some videos of you running your melee team through various dungeons. It is always helpful to see how other folks deal with various mechanics that can be difficult for boxers. I have enough decent ilvl melee toons to form an interesting team, but haven't messed with them much.

    If you are able to post some videos, throw a note in this thread and I'll be sure to check them out!

    Thanks, and have fun!

    Mercurio
    10-boxing Alliance Sargeras and Kil'jaeden

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