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#1 |
Join Date: Dec 2004
Posts: 21
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Basically I want to start a small guide on to handle playing the paladin class properly. A few different fighting tactics posted into one forum would give people a good idea on how to play the class right. I am only lvl 22 but as of now Solo I will usually start off fighting with righteous anger, pulling from far away. As the mob is running towards me I will click on demonstration of faith and already have my HO starter in que. By the time it goes off the mob is on me. I will usually charge, then power cleave, then blinding light. I will wait a bit and swing, let my HO starter re-appear. I will then start the H-O, by that time my DoF has wore off, so i'll recast it. After the recast i will faithful swing or righteous blow, then inflame. I will continue this pattern until the mob dies, healing if needed between DoF's. If I get below 1 1/2 mana and the mob isnt past half hp I will run. If I get below half hp and the mob isnt, I will run. (if with sword and sheild, use that here and there between other casts) Basically, keeping a rune on and doing chain H-O's while squeesing in other skills between castimes. Group, I will basically do the same thing. At first we will discuss an order of heroic opportunities. The tank usually should go first, that probubly is you. Basically, start the battle the same way, finish your HO, then wait for the other peoples to complete. You can also talk to group members about the group HO's and discuss a stratagy to go abouts doing that. While fighting, cast DoF, it will go onto the person with most agro. Great for the healer whom takes agro alot. Also throw in some heals to help the main healer out. Stun as much as possible, and while not doing H-O's keep doing blinding light and inflame to keep agro, along with other dammage skills. (i dont use anything that is blue)
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#2 |
Join Date: Nov 2004
Posts: 396
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![]() HOs are a powerful ally to any group. If you are in duo situation a fighter started HO is usually best--not always, many two man HO opportunities exist outside the fighter started HOs. However, for holding aggro well, the fighter-mage HO duo is quite impressive. Both the common and uncommon duo HO ends with our taunt (hate) or shield bash (hate). I've gone hours without the DOF line and never lost aggro using just two man fighter/mage HOs. In a trio situation (or more) it's usually/not always best for a scout to start the HOs. If the scout starts the HO, the fighter should be next in the sequence to control where / how the HO will advance. Scout (starts) -> Fighter (taunts) -> opens a quick 3-man to the mage -- If the group is patient and willing to let a healer go third (fighter still taunting as above) then the mage last, there's a chance for a few 4 man HOs. Scout (starts) -> Fighter (kicks) -> opens a quick 3-man to the priest. HOs can be nasty to explain and even harder to coordinate. I've found the best way to explain them to a new group is as follows: 1. Hey guys lets try to do some 3 man HOs -- I'll walk us through a scout->fighter->mage for starters -- just stop mashing buttons and I'll coorindate in group chat until we get one down good. 2. I pull then say ... "Scout start an HO" 3. Then I say ... Ok pushing it the mage now. 4. Then I say .. Ok mage open our combat wheel. Most players are more then ready to complete the combat wheel when it opens, they just struggle on how to get it to open with 3 or more players. You'll likely fail several times, but be encouraging to the group and keep trying. Usually within 5 encounters, the group will roll through them. Next, get tricky on them and mention you're going to open a new kind that includes the healer. Walk them through step by step and eventually you'll get the three man with a healer working. The tricky part is having a scout that doesn't understand the green coin in the bottom of the combat wheel. This means they have a hot key (not flashing) that will have a chance to "flip" or change the events. This is required a lot on the scout->fighter->priest to turn the single combat wheel event form the sole chalice to a three person event if flipped properly. You will get to a point where the scout will start an HO immediately as one is completed or expires and you'll start pushing them without evening mentioning to the group what you're doing. I mix em up for a range of buffs, wards and extra dps, but often times, I tend to cycle through the ones that pick it up the fastest. It is always a learning curve for one or two, but many more are picking it up faster these days and it's amazing what you can accomplish with them. On the occasion my healer needs to pay special attention to me (so I don't die), I'll revert back to two man, scout/fighter HOs with me starting them and the scout flipping for the extra high-end piercing damage. Everyone should spend time learning more about HOs and what they have to offer. Thanks, |
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#3 |
Join Date: Jan 2005
Posts: 9
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I agree with Kalen, but if you find yourself in a group where then HO's aren't going too well just keep taunting =). -Jeauno Level 41 Paladin of Nektulos
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 644
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![]() I mostly play solo.. at 40.99 I do the following I start with my lvl 30 trait nuke.. kasines something(Upgrade to Divine Vengeance), then follow up with Omen of battle while I get in a safe fighting ground. I then hit my Smite Prayer to debuff, and follow up with Refusal of Grace and then Oath strike. And then a Doom Judgement to show em who's the boss. I hit one HO with holy sunder(blazing faith if shield) and taunt. By then my two running nukes have refreshed and I do them and another refusal of grace. Then another HO and then just keep going on whatever is refreshed. 2 nukes, blazing faith, holy sunder, refusal of grace, oath strike and an ocassional vengeance if fighting casters.
For groups I do my nukes, bashing/holy sunder, smite prayer and buff taunts.. I leave the heroics for the others in my group.
When I duo I follow the path as solo. My partner do HO when Im done with mine. And visa versa.. We had 2 fighters lvl 6 duo Grimgash the Orc in IoR by coordinating the HO's.. |
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#5 |
Join Date: Nov 2004
Posts: 396
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![]() Good call Jeauno! Don't let yourself be standing around waiting for HOs to advance. That's a great way to loose your aggro and fast (and guilty as charged--but not often I still tend to pull a mob with a solo HO and Call to Glory before I bring a mob back to a camp. If I have a good scout, they are starting the HO as I'm finishing the cast. A few more tips regarding fighter-mage HO combinations. After the HO starts you can continue to add in attacks when it's not your turn on the combat wheel. I tend to skip our shield bash and Refusal of Grace so they'll be ready since many of the HOs that are duo fighter->mage conclude with a shield bash. Likewise, if I'm working fighter->scout duo HOs, I tend to skip over our kick line so that's always available to complete the piercing damage HO. If you are in a very tight bind and need to complete a flexed arm icon HO, go with Demonstration of Faith as the cast timer is 5x quicker then anything else we can throw. Often times I use that on 3 man HOs that must be completed in order where we go last and I have just seconds to complete the wheel. I do suggest you be careful using DOF to finish an HO when OT'ing. You will often steal the MT aggro with only one ward. Some groups really struggle with HOs. They eventually pick it up but sometimes it almost seems like more trouble then it's worth. I tell my groups not to worry about missing an HO it's just a bonus anyway when completed (but they sure are nice bonuses However, as previously stated don't just be standing around waiting for them--keep tanking! Thanks, Message Edited by SanJun on 06-02-2005 09:56 AM |
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