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  1. #1

    Default Just one question thus far

    Crap, edited and now have 3 QUESTIONS lol sorry:

    hey all.. so about 4 days into my WoW game (retail) - Having fun... really blown away by how multi-boxer friendly the game is, sheesh. Wish Sony did that for EQ2 and EQ, they would probably have 5X the subscriptions... So let me just get to the questions:

    1. I am at 30 with my Dru/Hun/Hun/Hun/Hun group. I didn't realize by not having Tank/Healer and DPS in group I would have to run to every dungeon. Well, I guess I knew that but didn't realize what that actually meant. Now, as I have never played WoW, I do want to experience as many dungeons as possible to see the entire game.... but I just can't see how in the love of god I can run to each one. I just spent 25 minutes running to the nearest dungeon according to HandyNotes_DungeonLoations - It took me 25 minutes to run there and go through all the MOBs before you get in the dungeon ... I am looking at the other dungeons all over the world and I would spend more time running/flying to them than actually in them. SO before I ditch my 4 and 5 man teams and make some queable teams, am I missing something? Is there a much easier way to do this? I can't imagine every multi-boxer spending 15-20 mins or more to run to every dungeon, every day, day after day after day for years on end. Little help here? I really want to learn Class mechanics in the lower level dungeons so I am dialed in once I hit the new ones.

    2. I have read literally every thread going back a few years on group makeup. The one thing I seem to be seeing is group composition must be very mobile to clear higher end dungeons/instances... Like everyone I see that conquered the highest level clears (under time limits) seemed to be all very mobile (like 4 BM's and 1 restro druid). Is that absolutely necessary or can just tank 'n spank groups (War/Priest/ and 3 casters) or similar get just as far?

    3. I am like dyeing to do something with 3 rogues, like Tank, Healer and 3 Rogues but I have literally seen ZERO posts with a Rogue included that got far... I get it, very positional to maximize DPS, but with the right amount of practice and macros/add-ons could it work well at end game?

    Thanks in advance.
    Last edited by StephenMB : 03-05-2020 at 01:34 AM

  2. #2

    Default

    Quote Originally Posted by blazicks View Post
    Crap, edited and now have 3 QUESTIONS lol sorry:


    1. I am at 30 with my Dru/Hun/Hun/Hun/Hun group. I didn't realize by not having Tank/Healer and DPS in group I would have to run to every dungeon. Well, I guess I knew that but didn't realize what that actually meant. Now, as I have never played WoW, I do want to experience as many dungeons as possible to see the entire game.... but I just can't see how in the love of god I can run to each one. I just spent 25 minutes running to the nearest dungeon according to HandyNotes_DungeonLoations - It took me 25 minutes to run there and go through all the MOBs before you get in the dungeon ... I am looking at the other dungeons all over the world and I would spend more time running/flying to them than actually in them. SO before I ditch my 4 and 5 man teams and make some queable teams, am I missing something? Is there a much easier way to do this? I can't imagine every multi-boxer spending 15-20 mins or more to run to every dungeon, every day, day after day after day for years on end. Little help here? I really want to learn Class mechanics in the lower level dungeons so I am dialed in once I hit the new ones.
    Sadly, there is no easy solution. You can only use the que for dungeons (which would teleport you to an instance) if your group is able to fill all the 3 roles. As your hunters can only que as DPS slots, that team composition is unable to do so. Classes with access to multiple roles can que as any of them, but not be stuck actually playing that role, so some teams can sort-of cheese the que. E.g. 5x Prot Paladin could que as 1 tank 3dps and 1 healer and all play tank spec once inside. That is about the extent of it though... However it is worth nothing that at the end game level all teams have to travel to the instance entrance. You can not que for Mythic+ dungeons, which is what you'd most likely be running if you are focusing 5-man content.

    I think most boxers have been playing the game for a while now and have fairly little interest in the low level instances, or were aware of the limitation and rolled a team accordingly if they see it as something they want to focus on.

    Quote Originally Posted by blazicks View Post
    2. I have read literally every thread going back a few years on group makeup. The one thing I seem to be seeing is group composition must be very mobile to clear higher end dungeons/instances... Like everyone I see that conquered the highest level clears (under time limits) seemed to be all very mobile (like 4 BM's and 1 restro druid). Is that absolutely necessary or can just tank 'n spank groups (War/Priest/ and 3 casters) or similar get just as far?
    Depends on the definition of "just as far", how good you are and how much time you have to dedicate to pushing it. The highest level mythic+ keys (within time limits) have indeed been cleared with teams consisting of mainly BM hunter DPS, a healer and a tank. For the current meta, this seems to be optimal as there are a lot of movement mechanics, where other ranged would lose more output. That of course does not mean you can not clear instances with some other comp, just that it's that one bit harder.


    Quote Originally Posted by blazicks View Post
    3. I am like dyeing to do something with 3 rogues, like Tank, Healer and 3 Rogues but I have literally seen ZERO posts with a Rogue included that got far... I get it, very positional to maximize DPS, but with the right amount of practice and macros/add-ons could it work well at end game?
    Rogue has generally been considered a class that is not optimal to multibox due to it requiring more individual attention to it's rotation than other melee classes. I think it's just a case of them not bringing anything extra to the party to justify the extra difficulty. Nothing says you can not do it. More a case of you do want to or not. They've been simplified greatly in the last few expansions, so perhaps it's better nowadays.

  3. #3

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    It's really interesting because Rogues have been almost required for the meta comp for a real team where everyone is playing just 1 character. If you look at the leaderboards they always have a rogue due to their utility/dps they bring to the table. For us though it just doesn't pan out like that.

    As the expansions go on it's similar to EQ, the mechanics of the boss fights get more and more complicated. It's just the evolution of the game. Anything up to lvl 60 will be basically a tank and spank fight, then they started adding more to it. It wasn't until I'd say WoD that it gets even trickier - then Legion expansion and now at BFA it's full blown mechanics mechanics mechanics for fights.
    Doing these are 1 player - super easy. As a group - it's a bit of a cluster.

    Additionally for your team of 4 hunters and a Druid - since your using the hunter pets as a tank I'm assuming I would go with a Resto Shaman, their chain heal bounces on the pets and keeps them up. It was an extremely powerful comp in Legion but pet tanks don't scale to that degree anymore in BFA (I've tried it
    Not to say switch your comp, your first one, just ride the wave and enjoy. Also don't worry about the dungeons and missing things.
    To note!! Vanilla dungeons (10-60) are actually harder than the next expansions of TBC or WoTLK. Going from one of the last dungeons in Vanilla to the beginning dungeons in TBC is a complete joke, the mobs have like a third of the HP and give triple the XP. It's been like this way for a while, so if you feel like they are getting too hard in a bit, don't worry they ease up.

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