Forum Settings
       
Reply To Thread

Ranged AttackFollow

#1 Aug 17 2008 at 8:06 AM Rating: Good
26 posts
How do paladins deal with not having a ranged option? For collection missions it gets difficult for me when I am fighting one and then 3 more show up.
#2 Aug 17 2008 at 8:23 AM Rating: Good
*****
12,049 posts
This has always been a limitation of the class, and there have always been ways around it.

Crystal Charge
E-Z Thro Dynamite
Linken's Boomerang
Mana Tap (Blood Elf racial, only on enemies with mp)
Avenger's Shield (Protection only)
Holy Shock (Holy only)

Or just make sure an area is clear before you charge in. Or be protection-specced and laugh that ONLY four enemies think they can take you.
#3 Aug 17 2008 at 8:35 AM Rating: Good
26 posts
So would easy throw dynamite be the only way around it for a level 10 pally?
#4 Aug 17 2008 at 11:07 AM Rating: Good
*****
12,049 posts
SoccerStar wrote:
So would easy throw dynamite be the only way around it for a level 10 pally?


I think EZ Thro has a level requirement, so no, you're probably out of luck. There are some other ways. Kobolds from a mine in Elwynn sometimes drop Magical Candles, which act like a mage's fireball spell; that could help? But really there shouldn't be many groups besides maybe gnolls are your level.
#5 Aug 17 2008 at 1:12 PM Rating: Excellent
***
1,004 posts
Body-pull one when it is the furthest on its patrol path away from another, and back it up a couple of steps into the area that you've just cleared. Not really a whole lot of options available for a while. Casters make it even more difficult. A BE Paladin can Arcane Torrent them and get a step or two before the silence is broken -- on a cooldown though :(

Hunter-style ranged mobs can be manipulated. If you back off slowly, they'll continue to melee you and follow. If you go too fast they'll switch to their ranged weapon. If they can trap you, they'll likely do that and run off to range again.

Judicious use of Hammer of Justice also helps to stop runners.
#6 Aug 17 2008 at 9:02 PM Rating: Good
***
1,609 posts
^^^ Good advice. I tend to zoom the camera out quite far anyway, so if another monster starts approaching, you can back up a few yards to a safer place to fight the one you're currently engaged with.

Remember that lots of mobs in camps can't be pulled individually anyway. An example is the painted gnoll armbands collection quest at the westbrook garrison. You should pull the wandering mobs individually. Even if say a mage fireballed one of the camp mobs, they would all come along and beat him into the ground because they are linked.

Some mobs, like the coyote packleaders in westfall can call for help when close to death, so you should try to fight them far from other monsters. It;s tempting to open a fight with hammer of justice, but it's better to save it for a fleeing enemy, or to interrupt a spellcast, or to shut down an enemy which enrages and becomes more dangerous at low health.
#7 Aug 17 2008 at 11:20 PM Rating: Decent
***
3,909 posts
Avenger's Shield actually means that tankadins have the advantage at range over other tank classes. The shield builds high threat on three mobs, and since the patch it auto-misses CC'd mobs. Plus, it dazes them, giving time for the group/raid to sneak in hits before melee really starts. Holy Shock is a confusing ability, however; it grants a piddly amount of heal-for-mana, even if it crits, even in end-game healing gear, and when do holy paladins need to pull anyway?

For leveling, you can cope without a ranged pull just by being clever about it. I really do think that the Ret tree needs some kind of ranged ability direct damage ability to complement the other two trees, especially given that it's the leveling spec of choice, and it's only when leveling that not having a ranged weapon is a problem. BEs get it good with Mana Tap, even if it is selective (and kinda pointless, since most mobs that have a mana bar are casters, and casters can't be "pulled" as such).

That said, I think we have enough. Judgements have a reasonable range, and Hammer of Wrath is there for the express purpose of picking off stragglers.
#8 Aug 18 2008 at 11:03 AM Rating: Good
39 posts
Before avengers shield i use judgements to pull, when you get avengers shield use that, very high threat on 3 targets without hitting CC'ed ones
#9 Aug 18 2008 at 12:18 PM Rating: Decent
*
134 posts
Judgements aways worked fine for me. And if there a demon/undead I usually pull with exorcism. Plus I went Holy when leveling so I had Holy Shock to help also.
#10 Aug 19 2008 at 9:42 AM Rating: Good
***
1,004 posts
I forgot to mention before -- depending on your levelling spec/level this may become a non-issue.

By the time I was in that 30s area I was #$(*ed that I could ONLY round up so many mobs by running around on my mount (consecration chaining is still too expensive that low) before they'd start resetting.
#11 Aug 19 2008 at 12:25 PM Rating: Decent
***
1,634 posts
Paly is limited by this.

We can easily take on several mobs though. I'd like a ranged option, but frankly - you just get used to it. It's like having relatively low melee damage when compared to rogues or DPS warriors. You realize that the Paly method of fighting is different. It's much more a 'slow and steady' than rapid pace...

So - yes - there are some Eng. ranged solutions, and yes there is a trinket or two, but really --- you just get used to running into 2 to 3 mobs and taking them all on.

#12 Aug 20 2008 at 5:26 AM Rating: Good
***
1,599 posts
If you're level 10, then don't worry about it. Just run up, judge, and then back up. You should be ok.

If it's a ranged mob, then don't back up. Stay there, and beat it up. If it's a runner, then stun it when it's health gets low (with Hammer of Justice). Remember to save your stun for runners.

You don't need a ranged pull at that level (or any level really). Paladins mostly laugh at adds. :)
#13 Aug 20 2008 at 7:25 AM Rating: Good
**
387 posts
Like mentioned, especially at the low levels:

Either

1. You can body pull them one by when if you take the patrollers when distance is greatest (safest). Or
2. You just fight them all at once, maybe using a bubble + heal/bandage in between (coolest). Or do as I did
3. Take mining and Engineering for the lower levels (smartest). Engineering gives dynamite very early and you find a lot of materials to craft those. You can always switch professions after you get comfortable with fighting multiple enemies at once and start noticing that you do not use the dynamite anymore (like I did).

Just do not worry, those early levels fly by and things will get more and more interesting (and easy)!
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 121 All times are in CST
Anonymous Guests (121)