Has anyone tried doing a 3 rogue + tank + healer team? Obviously not ideal and no aoe outside of blade flurry but it could be fun to mess around with. Really simple dps too with just sinister strike while keeping up slice and dice on the rogues
Has anyone tried doing a 3 rogue + tank + healer team? Obviously not ideal and no aoe outside of blade flurry but it could be fun to mess around with. Really simple dps too with just sinister strike while keeping up slice and dice on the rogues
Whitemane - 2 paladin 3 mage - Zurn/Everflow
Arcanite Reaper - 2 Pal / 2 War / 1 Lock - Everlock
The sentiment was that managing combo points efficiently would make them less effective than warriors, and that their AoE is limited to 2 targets. Definitely viable, but i wouldnt find them effective unless the tank and healer also had stealth. Then the benefits would begin to shine.
I think folk have talked about all Stealth team with 2+ Druids (DruidTank+DruidHealer) with the DPS being Rogues/Druids as well as 5 Druid teams but I am not sure if anyone got them to cap in Classic. If they did it would be great to hear how they are for farming bosses.
Having some trouble on the more melee damage heavy mobs. Shaman is full pre-raid BiS in mp5 gear to be able to spam lesser + chain heal effectively.
Warriors all have Treant's Bane, and the best pre-raid DPS oriented plate gear (no leather / mail). Along with stam enchants.
DM:N the Ogre packs with more than 4 are completely unrealistic in melee damage. They can easily take down one of the warriors. Especially due to the enrage that the ogres do.
UD:Strat the 5 pack of super elite skeletons right before Baron, is very difficult to get by and almost always requires one of the warriors putting on full Molten Core prot gear just to down them.
UBRS - Rend runs require a second healer, but otherwise runs go pretty well. with just 5 warriors + 2 healers.
Anyone else run into a hard time with these places? Any tips? Seems like I hit a ceiling gear wise unless I can gear out the DPS warriors in Molten Core loot.
Last edited by onsit : 01-20-2020 at 07:00 PM
One thought I had in those kind of scenarios would be to have a modifier that allowed all 4 Warriors to attack their own/current target and NOT assist until after you have built up solid aggro on each mob on a single warrior such that the incoming damage isn't too high on any single warrior. After you solidify the aggro you can then turn off the modifier and focus DPS on one target at a time until they all go down. Even against a 5 pack a given Warrior should have at most 2 mobs on him and you could try to make the 5th mob could be the mob focus fired down first to keep the incoming damage spread as evenly as possible. You could even try having the Shaman cast a slightly delayed shock on the 5th one to give each mob a different target to DPS on.
If a modifier was setup it should, in practice, be kinda like how Mage groups target a different mob to sheep before starting an engagement except that everyone continued to attack their designated until aggro is solidified (and then the modifier is turned off)...
If you didn't want to mess with a modifer you could maybe have some DPS keys that were not FTL/assist enabled and use those keys initially and then switch to your regular assist based DPS keys.
Please try this and report back if it helped or not.
Last edited by nodoze : 01-20-2020 at 07:57 PM
Ended up swapping talents on the shaman from 22/29 (imp WF totems) to fuill on resto HW/LHW spec. Seems better for single target healing, but DPS did drop by quite a lot. Going to focus on 5/8 and 8/8 on Tier 1 in the coming weeks on the Resto Shaman.
22/29 seems to be good for Rend runs, and Live strat due to the AOE packs and needing to burst them down fast. Was able to clear DM:N comfortably with a proper resto spec.
Other considerations are getting TuF on all warriors to help CC. Maybe even multiple earthshakers for AOE stuns.
What race has everyone picked for their warriors and why? I noticed Quiding has Undead and Swydi Orcs, neither of which would have been my first picks. Assuming a use case of just dungeon farming here is what I think they each bring, but I'm having trouble making the final decision on my team.
Undead
Sleep/Charm break, maybe useful for some dungeons?
Orc
Blood Fury has good up time for easy content, but the healing debuff could be very difficult to deal with depending on the instance/pack. Also the gear set I'm simulating as a starter set has a lot of attack power and not strength on it which devalues Blood Fury somewhat.
Stun resist off the top of my head is stronger than Undeads Sleep/Charm break, just because of the stunning mobs in Strat Live.
Axe Racial, good for raiding (if one of the warriors is a main/primary alt) but not all that useful in dungeons where there aren't any level 63 mobs.
Tauren
Health passive could potentially save a death here or there by giving that extra little bit of time for a heal to land.
War Stomp seems pretty interesting but maybe also counter-productive? I assume you could do a round robin with a re-cast delay to chain these which would be pretty hilarious. But from what I've read so far in this thread is that you want to be getting hit to generate rage and proc Enrage which only makes this useful on lethal packs without stun immunity.
Troll
Berserking is a great cooldown and works well in a damage sharing environment. It's biggest drawback is the short duration and long cooldown, is it really going to make that big a different over the course of a dungeon?
So there we have it, thoughts?
Mine are Orc because they could start in the same spot as my Orc shaman. I've played with Blood Fury but yes, it is IMO too perilous to use in a fight where your healer already has to work carefully to keep the team alive. I don't have it on any of my bars or in any of my macros at the moment (team is level 56).
Now playing: WoW (Garona)
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