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Old 03-24-2011, 11:06 PM   #1
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Default Tims Priests

what happened to tims 3 priests? think i remember something about dead server is that what caused the death of the guys.
and tim why did you decide to do dks as you said many times that you thought they where crap
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Old 03-25-2011, 11:32 AM   #2
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Default Re: Tims Priests

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Originally Posted by Bobby79 View Post
what happened to tims 3 priests? think i remember something about dead server is that what caused the death of the guys.
and tim why did you decide to do dks as you said many times that you thought they where crap
Actually :P
He read Ualla's (or whatever hes called) DK/paladin reports, and fell in love with the idea
:P
And yes, Lothar is as dead as it gets
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Old 03-25-2011, 03:50 PM   #3
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Default Re: Tims Priests

lothar is barren as the barrens
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Old 03-26-2011, 02:52 AM   #4
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Default Re: Tims Priests

The team setup Holy paladin+four death knights is a really strong comp to run in BGs/arena and its extremely fun to play(watching your DK's cause havoc while you stand back and heal them!

And yes Tim hates Lothar, i think he said something about transferring them to blackrock and playing them later, since right now i think hes having a lot of fun with the death knights.
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Old 03-26-2011, 05:02 AM   #5
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Default Re: Tims Priests

Mosg2 was extremely enthusiastic of the DK's/Pally, towards the start of this expansion.
I really liked the idea of the 5x Feral team...



If Blizzard had stuck with their initial statement regarding talent points (ie, no new talents, and everyone gaining 5 additional talent points), the Ferals would have been extremely happy.
That would have given them five round-robin Nature Swiftness big heals and/or battle rezs, in addition to the 20% chance per combo point (97% chance, after four moves) of an instant cast nature spell with any finisher.

Unfortunately that was taken out.

The Ferals were still a fun team, up until the nerfed the power shifting and the berserk vs fear.
The power shifting will be remedied somewhat with 4.1 (the roar ability at 83rd, will be 8 seconds and give AoE break/immunity to root effects, which is 32 seconds every 2-3 minutes of root breaking).
The lack of fear immunity sucks... but every non-shammy team pretty much has to deal with that; the DK's have two fear breaks (trinket and Lichborne) while the Pally has two (trinket and bubble).

Anyway, dropped the Druids (still 85th, toying with the idea of going 5x Resto)... and started with the DK's.



Quite a few of the DK players are now in Rift.
But still have a bunch playing Warcraft.

I decided on a running commentary, blog style, on the progress with the DK team.

They don't quite have the DPS of the Ferals, and not just because it is four DK's vs five Ferals; four Ferals have a lot more DPS than four DK's.
The Ferals were able to kill all of the +1 level elites during the leveling up stage; the DK's died twice to mobs that the Ferals took out fine.

But the DK's can handle much larger groups of opposing players, and survive.
The healing from the Paladin is such a huge deal.
The Pally ends up top 3-4 in heals for both sides, almost every BG.

The DK's have a lot of defensive cooldowns, which nothing else has to compare with.
- Trinket vs Anything.
- Lichborne + Escape Artist vs Fear, Charm, Sleep (and breaks those too).
- Anti-magic Shell vs Anything that gives you a debuff icon (immune to Fear while this is up).
- Icebound Fortitude vs Stuns (and breaks Stuns too)
- Pillar of Frost vs Knockback effects.

The DK's have offensive toys too.
When the horde mass inside Galv's room, and the alliance decide to bypass him...
We take IBGY, Tower Point and IceBlood Tower.
The horde come out for the tower.
Popping Army of the Dead, with four DK's... can let me take out 15 horde on occasion; sure I don't always survive against 10, but on average 10 opponents is a pretty even battle... if anyone is at IBT with me, and I have cooldowns ready, its fun.

I've not seen Tim playing five.
He's got the four DK's, which is a fun portion of the team.
Four is easily superior to five, in the 10-man battlegrounds from a boxing perspective; 40% of the team in one place always instead of 50%.
But no healer...
That is a large portion of what makes the team rock.
Not sure if Tim has an 80/85 that will join for healing... or if he's planning on running only four.
Could also plan on having a friend play the healer...
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