[align=center]Project: Dogs of War
A Melee Multi-boxing Experiment
[/align][align=justify] As the title suggests I’ve decided to start up my own little experiment using multiple melee classes in an attempt to create a melee multi-box team to successfully complete instances at a very effective level. For anyone new to multi-boxing or to melee multi-boxing, there are a few obstacles that need to be overcome that caster groups simply do not need to worry about.
Some will ask why even bother to create a melee boxing team given some of the complications when there are already several proven caster team set-ups. The answer is simple, for FUN. For some, such as myself, melee classes are much more fun than caster classes. My favorite class/spec in the game at the moment is a Fury warrior which while my 5x shaman team is a blast to play, I still enjoy melee more.
THIS IS NOT A “HOW TO” MELEE MULTIBOXING THREAD!!! If that is what you’re looking for you are looking in the wrong place. This is a work in progress. As far as I know there is no such thing as of current. This is simply a fun experiment and a place for intelligent discussion on the possibilities that may hopefully open the way to a whole new aspect of multi-boxing. Constructive comments and suggestions are welcome!
Picking the Classes
First things first, team set-up and class selection. I actually had quite a large section here discussing the advantages and disadvantages that each melee class would bring to a melee heavy team. It is however taking quite a large amount of time to put together really well and to be honest would probably be longer than the rest of my post. For the sakes of getting on with my project I will simply say that after much thought and comparison I've decided to go with a 4 Warrior + 1 Shaman team set-up. Below is an example of some of the things I took into consideration with both warriors and shamans.
Warriors
Pros:
· Heavy armor, the ability to take hits will be important with melee teams due to the increased amount of hits you’ll be taking vs. caster classes.
· Lots of HP, again important for the above mentioned reason.
· Multiple mob attacks, while not very strong at lower levels the mid level open up Cleave, Whirlwind, Sweeping Strikes, some very powerful moves when used at the right time.
· Rage, using rage instead of mana keeps the warrior going indefinitely.
· Charges, Snares, and interrupts, all of which keeps targets in close range of the warrior again something very important in melee teams.
· Shouts, Battle shout, commanding shout, demoralizing shout, intimidating shout, piercing howl, taunt, thunder clap, etc... lots of buffs and debuffs that when used wisely would directly benefit the entire group.
· Execute, sexy ability with just one warrior, imagine the burst damage with Multiple synced executes.
Cons:
· Berserker stance debuff, certainly berserker stance is a great buff to the warrior, however their greatest DPS stance also makes them take 10% additional damage.
· No heals, save Bloodthrist
· Rather easily snared and kited
Shaman
Pros:
· Totems, Windfury, strength of earth, and a fire totem will make up quite a bit for not having a 5th DPS while Healing stream + Bloodthirst should help with some of the micromanagement on healing. Tremor totem, while not as vital with warriors will help out for fears which can be devastating to multiboxing especially melee.
· Resurrection and Reincarnation, One big down fall of druids as a healer choice is the lack of a constant resurrection. Imp. Reincarnation will give you wipe prevention every 10 mins.
· Chain heal and Earth Shield, healing stream, Blood thirst + Chain Heal should eliminate a lot of the micromanagement for healing.
· Mail armor + shield, may not be plate armor of a paladin but still makes for a non-squishy healer.
· Purge, Frost shock, Earth Shock, dispel, snare, interrupt
· Bloodlust/Heroism, increased attack speed by 30% for 40 seconds.
Cons:
· Lack of HOTs, not a huge deal for boss fights given some of the other passive healing however melee is constantly on the run and dropping totems all the time can be a drain on mana.
· Immobility of Totems, some of the best buffs the shaman offers are immobile. Even with a 30 yard range of Totemic Mastery totems usually only last a few pulls before needing to be redistributed which can also be a drain on mana and add to micromanagement.
Setting up the Team
After I had reviewed all the class choices I decided to go with a 4 warrior 1 shaman team. The temptation of WW, SS + Cleave combos with a side of WF to top it off was just too much to pass up. If this works half as well as I am hoping it will be like tossing a group of mobs in the garbage disposal and letting it rip! :evil:
Obviously there is a ton of class combos you could go with but again I love fury warriors and that is what I decided to go with.
[/align][align=center]Dogs of War – The Experiment
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Current Level: 42
Instances Cleared: RFC, SFK, DM, WC, SMlib, SMarm, SMcath
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I will be going up to at least level 30-35 with this experiment win or lose. The team I have decided to begin with, 4x Warriors + 1x Shaman, will not be twinked or out level the instance. I will be going into each instance with quest rewards and auction house greens. If this can’t be done successfully without having to over gear the instance then in my opinion this project will be a failure.
Goals: Take the largely dismissed idea of Melee Multi-boxing and successfully figure out a way to not only complete but conquer instances, especially the melee unfriendly boss encounters.
*This next portion will be in a journal format based on every few levels and each instance I encounter.
Level 1: Just started the team and now it’s time to figure some of the basic macros and placements. Every time your alts land a melee attack they will automatically stop following. A member, whose name I cannot remember, mentioned a few weeks back that he puts a /follow command at the end of each of his melee abilities to have the alts constantly following. Having tried this out myself I find this to be very useful. I have yet to lose an alt using this method with the exception of extreme lag.
Taking this idea a bit further I have come up with this macro…
Melee Assist
#showtooltip Attack/assist party1
/startattack
/follow party1
Shows the current item equipped in your main hand, assist’s the party’s leader so you can have a target to start attacking, turns on auto attack, turns follow back on if your alt as stopped following you.
*NOTE: You can simply replace /party1 with /focus if you wish. Some prefer to use /focus for pvp purposes.
Now that we have our alts in constant follow we have another problem to address. The range on melee attacks is only 5 yards. Simply running up to the mob and begining to attack on your main will not work as /follow will keep your alts just out of range causing them to receive a "Out of Range" message. This means we must adjust our main's position in order to get all the alts in pursuit to be in melee range.
Simply running straight through the mob with your main and turning around so that your main is facing the mob and your alts are at the mobs' back will eliminate probably 80% of the problem...
On occasion the mob will move off to the side instead of staying in place, to counter this move your Main making an angle like so...
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