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Old 04/18/07, 8:53 AM   #104 (permalink)
Dashivax
Glass Joe
 
Orc Warrior
 
Daggerspine
Originally Posted by MatsT
Originally Posted by Dashivax
The mana regen change will simply make the matches shorter. For example any melee/pal vs melee/pal team typically would not end until one of the Paladins ran out of mana. I can't think of any match in which Paladin regen was an advantage.
Wouldn't it be quite important when playing vs teams like warrior+nonpaladin healer or holy priest+caster, or do you consider these matchups so much a walkover that you would still win easily?
For the most part yes, those group compositions are some of the simplest for War/Pally to beat. On paper a War/Druid team should be able to outlast War/Pally but it is incredibly easy for the Paladin to kite the other teams Warrior around by using BoF on himself and JoJ on the Warrior (to nullify Minor Speed Increase) while on the other hand a good Warrior will easily be able to re-snare a Druid that continuously shapeshifts into Travel Form. In the end the Warrior on the Druid will be getting more hits in and for more damage each hit besides.

Originally Posted by MatsT
What we do right now is pretty much shield straight our and spam holy lights. Problem is i seldom manage to get either of them down before divine shield runs out and he yet again gets counterspelled for 10 seconds and stand watch as i die. If you have any tips i would appreciate it. Are you playing defstance+shield all the way through or just switch back and forth?
Your Paladin should almost never take a 10 second silence and should be abusing LoS as much as possible depending on the map you are on. We rarely if ever ride straight out in Nagrand for example.

Spell Reflect is usable in Battle Stance so you can really use it offensively after a Charge and catch them off guard. Against the 2 AP/PoM Pyro mages though, as I said before there have been some situations where I have been killed in the 4 seconds of Imp CS or even during my Paladins bubble because that team can unload 12k dmg in mere seconds with crits. Against teams like that playing more defensively with Spell Reflect is going to be safer, start out with a shield out and hope they blow their CS before noticing they probably don't want to blow their PoM Pyro's just yet. Next patch when Spell Reflect is off the GCD we may be able to use it offensively in more situations, being able to activate it as soon as you see the mages AP themselves will really ruin their day.

The only other dual caster team that poses a real threat to War/Pal is UA Lock/Shadow Priest (disregarding dual Ice Mage as they should honestly never lose to War/Pal if they know what they are doing) I usually don't find a good time to use Spell Reflect against Lock/Priest especially considering I am taking the risk of getting feared outside of Berserker Stance. The best thing to do is just focus on the lock since he will be casting more spells you can interrupt and his fear poses a bigger threat to your Paladin. Also your Paladin has to make sure the Priest blows his silence before he bubbles or he risks being Mass Dispelled and then silenced.
 
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