Actually in my setup my Paladins will be able to do up to 2 instant heals on demand on the go every 30 seconds via Holy Shock.
I think 2 Paladins are by far the best for WPVP but I am finding they are also great for 3 PVE Warriors giving both improved Might and Kings blessings and up to 2 good auras and the Warriors & Paladins will all get heals every-time they hit a primary target with Seal of Light (which should be crazy-good when the Warriors are dual-wielding) and the Paladins should be getting mana from Seal of Wisdom. If heal-delay is an issue the Paladins are the only healers to easily get > 100% immune to losing casting time due to incoming damage... For many scenarios the Paladins in mail/plate+shield have the best mitigation and by far the highest survivability with their multiple "oh shit" buttons and the only class able to cleanse 3 types of debuffs...
Paladins are also by far the most mana-efficient healers in the game (except for maybe situation-ally when a Priest can be fed kills) making them less likely to hold up the Warriors due to the healer(s) needing to drink. Until Seal of Light I would be a little wary of a single Paladin though as, due to no AoE heals you have to heal single target and I have had multiple times where I would have lost one or more Warriors had I not been able to double the healing throughput via 2 Paladins... That being said I have been a little aggressive in my pulls and have been doing yellow mobs probably too often and so maybe a single Paladin would be OK if I were to go a little less aggressive and/or focus on green mobs... If I find that true I likely will add a 4th Warrior in the future when focused on PVE dungeon grinding though I have liked having 2 rezers in PVE...
I like my 3Warrior+2Paladin group & drive from my 'lead warrior' with the entire team following in melee range attacking. My lead warrior gets all the best gear and I slant him with best 1handers and spec'ed him arms so he can stance dance with minimal, if any, penalty. He lead charges in getting body pull aggro with the other 2 Warriors charging in next and the Paladins have to run up since they don't have charge.
The lead warrior ThunderClaps and then shifts to Defensive stance while the other 2 Warriors stay in BattleStance and both shout (one speced for improved battle shout and the speced for improved demoralizing shout).
Up to 19 for large mob pulls I would Thunderclap & initial Rend (I would triple dot a target or two and then focus DPS on other targets till dead while typically the first mobs or two would die to dots).
At 20 I switched to Cleave and am still trying to figure out the rotation I like best. I am thinking of dropping rend and going (on tougher pulls):
- -All 3 start in BattleStance & Charge (Lead first as he is a few steps ahead and gets in range first getting body pull aggro);
- -All 3 pop BloodRage;
- -Lead ThunderClaps & others shout (1 battle, 1 demoralizing);
- -Lead shifts to Defensive Stance & others ThunderClap (when enough rage) then focus on DPS rotation and controlling aggro via:
- -Lead Warrior (Defensive Stance): Revenge>Heroic Strike (boost Aggro & speced for reduced cost) & taunting if/as needed, maybe ThunderClap if 4+ Targets; Since he is Arms with improved Heroic Strike I am thinking maybe don't cleave from him and just try to control aggro.
- -Follow Warriors (Battle Stance): OverPower>Heroic Strike (single target), OverPower>Cleave (2+ targets), Overpower>ThunderClap (4+ targets);
Things I could use help on are:
Feed back on the above imitation & rotation plan at 20+ (I am new to cleave) till sweeping strikes.
When should I be Sundering (just on bosses?) and would it make sense to only Sunder from my lead Warrior or should I sunder from all 3 at once?
Round-robin setup to rotate Sheild-Bashes from the 3 Warriors (and a way to switch the "Follow" Warriors from 2H to 1H+shield and back);
Insight into other warrior macros people are using as I think I have significant optimization left to do.
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