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  1. #11

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    Quote Originally Posted by Purpleflavor View Post
    bruh that's good stuff
    Thanks and glad to help. The health funnel trick gets you to face your target at that point time but won't keep you facing your target if it is on the move (unless you keep your pet on it and redo the trick). There is another action you can do to stay/keep facing your target no matter how fast they move around you...

    One other tip buried 0n the discussion above is that once you are at least somewhat facing a target (target in front 180 degrees) you can make sure you stay facing your target even if it tries to run behind you by casting the Warlock Drain Soul spell (and possibly other spells like that).

    When a higher level rogue kept taunting me to attack him (I was in a lower level safe zone) I sent all 4 pets on him and then dotted him up and then cast Drain Soul on him as a final/last dot. He kept trying to get behind me to kill my locks but could not because Drain Soul kept me facing him (my locks kept spinning real fast so he could not get behind them). Less useful if you are trying to be mobile/run but in my case I don't generally like to move my team a lot and I was just killing him over and over till he left.
    Last edited by nodoze : 09-05-2020 at 03:24 PM

  2. #12

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    Quote Originally Posted by nodoze View Post
    Thanks and glad to help. The health funnel trick gets you to face your target at that point time but won't keep you facing your target if it is on the move (unless you keep your pet on it and redo the trick). This is another action to stay facing your target...

    One other tip buried 0n the discussion above is that once you are at least somewhat facing a target (target in front 180 degrees) you can make sure you stay facing your target even if it tries to run behind you by casting the Warlock Drain Soul spell (and possibly other spells like that).

    When a higher level rogue kept taunting me to attack him (I was in a lower level safe zone) I sent all 4 pets on him and then dotted him up and then cast Drain Soul on him as a final/last dot. He kept trying to get behind me to kill my locks but could not because Drain Soul kept me facing him (my locks kept spinning real fast so he could not get behind them). Less useful if you are trying to be mobile/run but in my case I don't generally like to move my team a lot and I was just killing him over and over till he left.
    I believe i can report back on this in STV lol


    Paladin Team: Holyalpha, Holybravo, Holycharlie, Holydelta, Holyecho
    Warlock Team: Pantafive, Soxisix, Setteseven, Oktoeight, Novenine
    Shaman Team: - Twiz, Twjz, Twlz, Twrz, Twfz
    Hunter Team: Unaone, Bissotwo, Terrathree, Kartefour, Janmoon
    -------------------------
    Ashbringer - Horde

  3. #13

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    after releveling a new team, the warlocks after the hunters hitting a IWT issue that will kill me in pvp, the new team i have found in dungeons dps/general tactical mechanics and general tanking worse than the hunter group after getting to thier matched level. The hunters blow the competition away but they are not going to work in pvp.

    So i have decided to withdraw from the warlock team and hunter team, and do the fail-safe team and roll with it to the end. the shaman x5,(my original team i moved away from to try something different) with a dedicated healer. i wanted pets for the control aspect but unfortunately game mechanics prevent me for having what works for me.

    So i have grinded for past 10 days 3 different teams up to lvl 25 to find the original team i always did was actually,simply the best in the end.

    i dont think any other team has matched the overall effectiveness of a shaman group, and whats very important is IWT, facing targets. i have many tools in pvp with them and movement.

    its been a horrible grind but the truth is, original is always the best!


    Paladin Team: Holyalpha, Holybravo, Holycharlie, Holydelta, Holyecho
    Warlock Team: Pantafive, Soxisix, Setteseven, Oktoeight, Novenine
    Shaman Team: - Twiz, Twjz, Twlz, Twrz, Twfz
    Hunter Team: Unaone, Bissotwo, Terrathree, Kartefour, Janmoon
    -------------------------
    Ashbringer - Horde

  4. #14

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    Quote Originally Posted by boxblizzard View Post
    after releveling a new team, the warlocks after the hunters hitting a IWT issue that will kill me in pvp, the new team i have found in dungeons dps/general tactical mechanics and general tanking worse than the hunter group after getting to thier matched level. The hunters blow the competition away but they are not going to work in pvp.

    So i have decided to withdraw from the warlock team and hunter team, and do the fail-safe team and roll with it to the end. the shaman x5,(my original team i moved away from to try something different) with a dedicated healer. i wanted pets for the control aspect but unfortunately game mechanics prevent me for having what works for me.

    So i have grinded for past 10 days 3 different teams up to lvl 25 to find the original team i always did was actually,simply the best in the end.

    i dont think any other team has matched the overall effectiveness of a shaman group, and whats very important is IWT, facing targets. i have many tools in pvp with them and movement.

    its been a horrible grind but the truth is, original is always the best!
    I almost hate to say it but did you try 4MP?

    It has been praised as pretty much the best composition for both PVP and PVE with uncapped AoE damage and the highest burst of any team. It is the best team for wiping an entire enemy raid (just in ghost form all rezzing at the same time and popping LIFS & sappers and just spamming AoEs till everyone is down can even wipe an entire raid with world buffs).

    The comp gets it's main spell Arcane Explosion at 14 and rank 2 at 22 so it would be easy to get a feel for the main play style (level by gathering small to medium clumps and AE them down mostly avoiding bosses to cap and once at cap you just use your huge burst cool-downs+trinkets to smoke bosses). It should be the fastest team to level to 25 if you want to compare apples-to-apples with your other compositions. It is also one of the easiest to level from the standpoint that you have free food/water that you can create quickly on 4 characters and just trade once to fill up the Priest and go... The one thing I hate about 4MP is not having a Warlock for the utility but you have 4LP team past 20 already so you can place Warlocks wherever you need them to summon your around the world and soul-stone your Priest before you start your run. For example parking 2 Warlocks+Alt near a dungeon can get your 4MP team there quickly... I use Warlock alts for this even when I have one or more Warlocks on my team... For example I parked a level 20 warlock and two level 1 rogue alts at SM to allow my team to get full rest between grinding sessions (including my higher Warlocks that I was leveling to 45 there).

    Many people swear it is the fastest to both level with and to clear all end game dungeons with and can do all bosses once in pre-raid BiS but even if it can't you can always power-level a single Tank to flesh out a tank-and-spank option. Even if you don't want to learn the blizzard-kiting power leveling stats (or don't like them once you try/learn them) worst case you farm gold with 4MP and pay to have your PVE Tank power-leveled quickly...
    Last edited by nodoze : 09-08-2020 at 10:17 AM

  5. #15

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    MMMMP is the SSS tier of dungeon farming. Nothing even remotely comes close for ease of leveling.

    MMMMP using only holy nova, arcane explosion, conjure water, and drink is more effective than practically ever other team. The gap widens when you actually put effort into playing well.

  6. #16

    Default

    Quote Originally Posted by nodoze View Post
    I almost hate to say it but did you try 4MP?

    It has been praised as pretty much the best composition for both PVP and PVE with uncapped AoE damage and the highest burst of any team. It is the best team for wiping an entire enemy raid (just in ghost form all rezzing at the same time and popping LIFS & sappers and just spamming AoEs till everyone is down can even wipe an entire raid with world buffs).

    The comp gets it's main spell Arcane Explosion at 14 and rank 2 at 22 so it would be easy to get a feel for the main play style (level by gathering small to medium clumps and AE them down mostly avoiding bosses to cap and once at cap you just use your huge burst cool-downs+trinkets to smoke bosses). It should be the fastest team to level to 25 if you want to compare apples-to-apples with your other compositions. It is also one of the easiest to level from the standpoint that you have free food/water that you can create quickly on 4 characters and just trade once to fill up the Priest and go... The one thing I hate about 4MP is not having a Warlock for the utility but you have 4LP team past 20 already so you can place Warlocks wherever you need them to summon your around the world and soul-stone your Priest before you start your run. For example parking 2 Warlocks+Alt near a dungeon can get your 4MP team there quickly... I use Warlock alts for this even when I have one or more Warlocks on my team... For example I parked a level 20 warlock and two level 1 rogue alts at SM to allow my team to get full rest between grinding sessions (including my higher Warlocks that I was leveling to 45 there).

    Many people swear it is the fastest to both level with and to clear all end game dungeons with and can do all bosses once in pre-raid BiS but even if it can't you can always power-level a single Tank to flesh out a tank-and-spank option. Even if you don't want to learn the blizzard-kiting power leveling stats (or don't like them once you try/learn them) worst case you farm gold with 4MP and pay to have your PVE Tank power-leveled quickly...
    I have not considered this setup before, historically I have run priests with great results but raw damage or sudden onset I found can kill off a member quickly if on cd.

    don’t get me wrong I found warlocks to solo with more reliable and stable just the damage was not brutal enough in some fights but I had the power to live for a long long time.

    the other issue was fear, the totems for me will be the ticket, also I found shaman aoe from CL and fire totems was mental along with round robin Tauren stomps to create hell on earth for melee.

    i used to run a team of mages for farming from memory and it was fun, but I worry about squishyness. I prefer for the passive mail and shield with totems to prevent ranged damage.

    main thing was being able to burst few people dead in 2 seconds before I get cc’d or worked on. the chain lighting and shocks make it instant kill, chain healing also a nice touch with mana totems etc

    i have made a lot of teams so I will put the 4mp into consideration, I’ve just ran shaman for too many years and they are great but I like to mix it up!

    Quote Originally Posted by strokes View Post
    MMMMP is the SSS tier of dungeon farming. Nothing even remotely comes close for ease of leveling.

    MMMMP using only holy nova, arcane explosion, conjure water, and drink is more effective than practically ever other team. The gap widens when you actually put effort into playing well.
    agreed, done this 10 years ago, it’s crazy good lol

    through my goal is burst, protection and kill or be killed. PvP then pve, that order.

    the shaman just burst bosses
    Last edited by MiRai : 09-09-2020 at 01:54 PM Reason: Merged


    Paladin Team: Holyalpha, Holybravo, Holycharlie, Holydelta, Holyecho
    Warlock Team: Pantafive, Soxisix, Setteseven, Oktoeight, Novenine
    Shaman Team: - Twiz, Twjz, Twlz, Twrz, Twfz
    Hunter Team: Unaone, Bissotwo, Terrathree, Kartefour, Janmoon
    -------------------------
    Ashbringer - Horde

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