| | #1 |
| Senior Member Join Date: Aug 2009
Posts: 195
| so i am wanting to know ppls thought on 5 man shaman and a 5 man druid team. first thing which team would be potentially better for pvp and which would be better for pve heroics. maybe they are both as good but i would be using a tank in the 5 man shaman team just in case ppl thought i was going to pve heroic with 5 shamans ![]() and how does tim scatter his teams about i was watching his druid team and it seems with one click all druids move to a premodified position. |
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| | #2 |
| Administrator Join Date: Jun 2009 Location: USA
Posts: 6,767
| For PVP, it is hard to beat the simplistic setup that Shamans can offer, especially with their near invulnerability to direct manage damage via 5x Grounding Totems, as well as fear not being a problem with Tremor Totems. However, Shaman multiboxing seems to be the "cookie cutter" build for multiboxing, which can sometimes be bland. Personally I'm doing 5x Druids myself because I absolutely LOVE the fact I can stealth, LOVE 5x Starfall, and LOVE the ability to make people invulnerable with ~20,000 heal/sec HOTs that you can apply. |
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| | #3 | |
| Senior Member | Quote:
for me after solo playing a shaman i got bored easily. druids were a lot more fun but i had never solo'd one before so it was all new to me. | |
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| | #4 |
| Senior Member Join Date: Nov 2009 Location: Vancouver, Canada.
Posts: 2,420
| Five shammies is pretty decent. You have all of the totems you could want, as well as a lot of passive healing from the totems. If you run four shammies instead of five, you still have the burst to take out just about anyone before a healer can react, but you then take up less slots in the smaller BG's. Also for arena, or if you can find a healer to follow you in BG's, four shammies leaves an opening for a final spot. As far as casters go, this is probably the premier composition. Four shammies (or three, plus a Boomkin or Warlock for the 13% spell damage buff) is sufficient healing for all 5-man content currently there. Add in a tank type character (Paladin has the most synergy with shammy teams) and you can do all PvE content too. Five Druids is far superior to five Shammies, for PvE content. Shammies can get you ranged or melee DPS, as Druids can do the same. Both classes get you a strong healer too. However, Druids have tank toons, which means they can do heroics at a point where heroics provide upgrades... while a full Shammy team that is upgraded by heroic/badge drops will have severe issues. As far as PvP goes... you can go either Feral or Boomkin (or Resto, if you want to be supremely annoying and helpful to your team, but likely unable to kill anything). Boomkin has a fair bit of damage. Insect Swarm, Moonfire and Starfire do not have a travel time on the spells, which means you could cast from concealment and not sacrifice the element of surprise. Starfall is massive AoE power on a one minute (glyphed) cooldown. This is your one huge trick. Feral (Cat) probably has a fair bit more damage then Boomkins, but lacks the Starfall AoE power. You have much better stealth, and take reduced damage from AoE attacks. You have the option of Bear form, for physical based attacks. You can pounce on the target of choice. Berserk (glyphed) gets you 20 seconds of Fear Interruption/Immunity, which almost every other composition is missing (except Shammies, with staggered Tremor Totems). Both have Battle Rez, a strong buff (MotW), a non-combat Rez, etc. Flight Form is very strong for gathering quests and such. I'd probably choose between Feral and Elemental, as Boomkin is fun but not nearly at the same level as Elemental Shammies. Still, play what is the most fun, not necessarily the strongest composition. |
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