I joined a new guild recently and was wondering whats some of the best ways to get guild rep solo?
I joined a new guild recently and was wondering whats some of the best ways to get guild rep solo?
2v2 arena with 100% guild tabard are like 800 guild rep per win lol, obv not solo, you need to be in a guild team
On Hagara heroic on lightning phase, we are having people just line up and create a basic circuit and just bounce lightning all the way to each pillar (we're on 25man so we can stretch it all) but it seems like sometimes the lightning just doesn't jump at all for us. Like we'll have someone 4-5yds from another person, and lightning just refuses to make the hop and we're not exactly sure why. Seems like this is the major brick wall we're reaching now on the fight.
Hmm seems we set up a method of killing the add in the center, making a giant X and then hitting all 4 pillars at the same time. Works great when it actually works and people arnt fucking stupid (which they are a lot of the time)
we're banging our heads against hagara right now too, but it's ice phase killing us. people just can't seem to handle move out of the shit.
I'm inclined to drop tank role for dps one, so I'm asking you : would there be any point in gearing a Retribution paladin (almost from stratch) while I already have a nice geared Frost DK?
I'd like to keep my paladin rolling, and not just leave her there collecting dust, but I have this feeling that dropping Protection for Retribution would simply make her weaker overall.
As a dps, she'd still be on par/weaker than my DK, and her solo capabilities would probably drop, a lot.
Unless I'm wrong and one can effectively use Retribution for solo purposes (mostly LK stuff I'd say).
One thing I've never tried on my Ret Paladin (main Tank) is to wear tank gear (which is piled with mastery) and just attain 16exp/8hit and see how much DPS I do (and how long I live for). Will still drop survivability, and with LK stuff I would imagine the damage intake will overcome your Glory healing. Use the "holy-power-free" procs for Templar's Verdict.
Why not stick with protection? Not sure what you are asking otherwise :/
We have all the ranged group up on Hagara with all the healers and dps from there, melee run around on the outside and if they get hit by snowflake them immediately run into the center, get a dispel and then move back out. This is on 25 though so not sure how well it would work on 10man. Doing this though made frost phases pretty good, other then terribads still dying to icewalls...no clue how the fuck they manage that.
What sort of "mostly LK stuff" are you wanting to solo? I find Ret far too low of survivability to do much of anything solo, let alone any actual raid type content. Mind you a great deal of it is pretty face roll with 2-3 LFR+ geared players.
Mind you, if you are only speaking of gear, then thanks to the new trio of dungeons and LFR its about a days work to get your ret paladin geared for DS so its not really a matter of gear. Just the fact that ret is far weaker than Prot or Blood/Frost DK for your purposes.
If you already have a frost dk just stick with it, ret can do quite a bit but nothing is topping dk right now for soloing, and if you have good dps gear it's even better.
I mean if you're looking for an excuse to go ret there's a few, but as far as firm reasons to go with a ret over a dk for dps and soloing old raids, nah, nothing worthwhile.
Is it possible for Blood DK to solo 10man Anub in ToC?
dunno if anybody's bothered, check youtube, raeg puts all his fights up there so if he's done it I'm sure it's up
From what I've seen it is, but Beasts is a gear check fight, if you can clear beasts you can do Anub.
Do you guys think it's wrong for a frost DK to roll on a 2h axe with a lot of mastery over a DK tank if the frost dk is only using it as a pvp weapon?
Just realised, the 4.3 epic gems don't have a ilvl requirement ...
Assuming I'm rich and just want to pwn BGs, I can make a monster of a character at level 70 ... !
If the pvp weapon is the 397 version, then probably, yeh. Best DK tank weapon until heroic version. Guntrak for fights where it's OK to lose the stats in trade for some extra DPS. To make your DK friend feel better, I lost roll to a guild War who went to star wars 1 week later/went back to hunterDo you guys think it's wrong for a frost DK to roll on a 2h axe with a lot of mastery over a DK tank if the frost dk is only using it as a pvp weapon?![]()
I was asking about solo capabilities because one thing I really enjoy about my toon is when their gear "matters" outside of raid environment, and that usually means elites/solo.
There are a lot of interesting challenges that becomes available once your DK hits a certain item level, for example, and those make wonders for a bored players.
My main concern was to stop being a tank, as a role, but it seems Prot is the way to go, for Paladin, if you want an all-around, versatile character.
This said, they really need to make the class more intuitive and plain fun. DK plays itself so nicely, it's a joy to use
I wonder... is there any ideal tank for madness?
my groups using a prot and dk tank, and they randomly tend to die on madness.
and tanking the 2 horrors seem to be ass raping them pretty hard even if they use dream when they may be nearing death/having some dot on'em.
There is the other thing.. the groups been wanting to do... green -> yellow -> red -> blue... (usually finish the 4th tentacle with 10sec or so left)
I suggested maybe green -> red -> blue -> yellow
Been wiping alot at like 8-10mil on deathwing (2nd set of adds, mainly when the 2nd set of 2 horrors are up.
2 tanks , 3 healers
http://www.neko-sentai.com/images10za/recountDS.jpg
were changing a few members up next week though (like the lock obviously), and supposedly getting a better geared one that does as much as me and the mage being the top 2.
if that war stayed alive he would have another 8-10m just on him... I'd say keep everyone alive and you're already real, real close, replace that lock and you're golden
Honestly, DK tanks and Bear tanks make things easier for Madness. Merely because a DK tank can correctly time DS to absorb a HUGE chunk of an impale. Combined with a CD and your DK tank can laugh them off while your warrior will drop significantly more. Toss in the fact that impale is mitigated by armor and the two higher armor tanks do better by default.
That being said, we Pally/War tank and do just fine. Our make or break is merely having a BR to pick up a tank if one dies to Terrors at the end. The key with the Terrors is to kill the first one fast enough so that the first tank can taunt the second terror off as soon as their debuff drops. Remember Warrior has shit all for decent CDs outside of Dream and a Shield Wall they can use a single time in the final phase. LS may help them live for a single tick of the debuff, but really isnt helping much. Same with DK. Army can help mitigate damage during the Terror phase as well (or so I hear, since our former DK is now our warrior tank.)
I'm curious, are you having any deaths prior to the final platform? We tried your order and had issues with Elementium Blast, so we do Green>Red>Yellow>Blue and only have to take the blast a single time. Our one shotting it or not all comes down to that single Blast being survived. If we can get past that point without having any stupid death's we win. Doing Blue before last, will pretty much stop you dead in your tracks. The 20% damage increase is what is propping your dps up as high as it is. Until you are far better geared, do not try Blue before last.
The biggest thing to remember is that you have 2 "get out of jail free" cards in terms of impale damage on your tanks. I see you are running with a ret paladin and a holy paladin. BoP blocks 100% of physical damage for its duration and impale is a channeled spell. So, BoPing your tank is not only a safe idea, but a good one. Just make sure your other tank is second on the threat list so a random melee doesnt get their face bashed in after impale. (Or have your tank click off the BoP as soon as Impale lands.) Use your BoPs on the impales that occur during the Elementium Blasts and you should see less tank deaths. Your tank should still use a cd to mitigate the Blast damage, but that huge damage from impale will be negated, keeping your tank far from a risk of dying.
Green > red > yellow > blue is our order. For p2, make sure your tanks are inside Nozordomu's bubble when tanking the big adds, as it slows the accumilation of the debuff they put on them. Make sure one of the horrors is being marked with skull asap so it can be focus fired down. It takes complete priority. Once the first is down the tanks can swap the 2nd one around while you kill it, so a bit of the pressure is off. We have a prot war / dk tank as well and they do fine, you just really need to coordinate with your healers for CDs at the right time. Like when the bolt is coming on the last platform that isn't being slowed (if you follow my kill order) a bubble from your healer is a great way to mitigate the dmg.