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Protection Paladin Soloing Guide

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Protection Paladin Soloing:
The following post is for soloing all sorts of old content, for a variety of things. If you want a specific item that isn't listed, let me know and I can update it! Only difficult content will make the guide, if it isn't hard and you ask for help, I'll reply with a small explanation in a PM.


Note: This guide can sometimes assume basic knowledge of some fights, if you feel I left something out that should be mentioned, let me know!


This guide also assumes you have read the Protection Paladin Guide, and know the basics between self healing, and utilizing your rotation to deal damage. Assume Seal of Light unless told otherwise, and Talents/Glyphs usually will not be of much difference, unless told otherwise.


Also, thanks to Belloc for giving tips on farming Ulduar and Icecrown Citadel 25 man, for the legendaries: inv_axe_113.jpgShadowmourne and inv_mace_99.jpgVal'anyr, Hammer of Ancient Kings, which can be found here.



Table of Contents:


Classic and Burning Crusade:
The dungeons from Classic WoW and Burning Crusade have become trivial, if you have an questions on soloing these, feel free to message me.

Wrath of the Lich King:

Obsidian Sanctum: ability_mount_drake_twilight.jpgReins of the Black Drake(10) and ability_mount_drake_twilight.jpgReins of the Twilight Drake(25)

Eye of Eternity: ability_mount_drake_blue.jpgReins of the Blue Drake and ability_mount_drake_azure.jpgReins of the Azure Drake

Ulduar: inv_misc_enggizmos_03.jpgMimiron's Head

Icecrown Citadel: ability_mount_pegasus.jpgInvincible's Reins



Throne of the Four Winds: inv_misc_stormdragonpurple.jpgReins of the Drake of the South Wind

Firelands: ability_mount_fireravengodmount.jpgFlametalon of Alysrazor

Dragon Soul: ability_mount_drake_twilight.jpgExperiment 12-B, ability_mount_drake_red.jpgReins of the Blazing Drake, ability_mount_drake_red.jpgLife-Binder's Handmaiden


SOON Mists of Pandaria:

SOON Mogu'shan Vaults: inv_celestialserpentmount.jpgReins of the Astral Cloud Serpent

Throne of Thunder: ability_mount_triceratopsmount.jpgSpawn of Horridonachievement_boss_ji-kun.jpgClutch of Ji-Kun

Siege of Orgrimmar: inv_mount_hordescorpiong.jpgKor'kron Juggernaut



Obsidian Sanctum: ability_mount_drake_twilight.jpgReins of the Black Drake(10) and ability_mount_drake_twilight.jpgReins of the Twilight Drake(25)
On 10man, This fight is simple. Just burn his face, he should be that easy now.
On 25man, You'll want to clear the trash on this one, without pulling any of the drakes. The heal from the big dudes will fully heal Sarth, so they can't be alive for this. (Was supposedly hotfixed, but nope). After that, you should be able to just zerg Sarth before he goes immune.


Eye of Eternity: ability_mount_drake_blue.jpgReins of the Blue Drake and ability_mount_drake_azure.jpgReins of the Azure Drake. Both drop on 10, at the same % as 25.


Since everything drops on 10, just do 10. The fight is very easy, just nuke maly hard in the beginning, kill all the adds, and finish Maly off in the last phase. Even if you manage to let Maly get through with a lot of health, just rotate the abilities 1-1-2 on her until she dies. You should have absolutely no issue with the fight at all.



Ulduar: inv_misc_enggizmos_03.jpgMimiron's Head


This is assuming a 10man clear to Yogg:
Flame Leviathan: Just gun him down with pyrite on the pull.
XT: Nuke him, nothing possibly hard about it.
Kologarn: Make sure youre standing close to his body so you count as the tank, and none of the bad mechanics will affect you, and kill him however you want.
Auriaya: Just kill her (makes the port to Mimiron show up, so definitely kill her).
Hodir: Just kill him. Make sure you don't get Deep Frozen by standing where the large AoE circle once was after snow builds onto it, and make sure to move occasionally to dodge the knockback falling ice.
Mimiron: Just kill him. Make sure his parts die evenly in final phase. Don't stand in the big red rocket marker, or you get 1shot.
Freya: Just engage her, kill her adds until you can beat her healing buff. Make sure to kill the wave of 3 mobs at the same time.

Thorim: This fight was nerfed, so soloing it is a matter of just running down the gauntlet and killing everything, tagging Thorim and killing him after you jump down.

Vezax: Just kill him. You may want Execution sentence, for the single target dps. He doesn't let you regenerate mana, so you can either sit there for a while if you don't beat him fast enough, and let your execution sentence widdle him down every minute, or you'll want to kill vapors and stand in the green residue for mana. Remember to step back out of it before it kills you, and get to new puddles when yours disappears.

Note: You can clear all of this with a friend, and split up after it's all been cleared. If you bring a friend it will be really easy, and you can both attempt to solo Yogg 25 on your own, while being in different lockouts.

Once you've killed these bosses, you'll be swapping the difficulty to 25man.

Yogg 25:
In phase 1 you will want to step into a bunch of puddles to start (5?), and just kill the adds on Sara as they come in. This part should be very easy, and you'll have no adds left once she hits 1 HP. 1 may spawn, but take it down quick and be ready for the next phase.


Going into Phase Two, a constrictor will grab you almost immediately, so you will want to judgement or holy wrath the constrictor to kill it quickly. After the constrictor, you want to go straight to the Corrupter and kill it fast. You may get a Black Plague cast on you, so cleanse yourself immediately. Once it's dead, you can work on the Crusher tentacle, but it's not too important if it dies. You'll be Constricted 2-3 times while waiting for the portals to open, one of which happens as they spawn, so break free of it and get into the portal room as soon as possible. It's recommended to bubble to get to the portal, in case you have a slow from a corrupter.


Once in the portal room, quickly move mob to mob killing them, while doing your best to avoid facing the floating purple skulls. Since speed is the most important now, you'll want to minimize time spent on the killable adds. The types of adds will depend where you get sent: Wyrmrest has dragons along the outer wall, which need to die. Stormwind has guards along the outer wall, which will need to die. Icecrown will have 3 groups of NPCs that need to die, one far in the middle, and two closer on each side. It's okay to take some ticks from the floating skulls, since speed is more important than your sanity. Clear these as fast as you can, move to the brain and pop every cooldown you have. You want to kill the brain before the DBM timer (recommended addon for this) shows that your time is up. If you're down to 3 seconds, click a portal on the side and try again when the brain room opens up again.


If you didn't make it in time, just try to follow the same pattern as last round and get the corrupters down. They matter the most right now, since the stuns will ruin you later on. The brain room is likely going to open in 2 constrictors this time, so be ready for that. Get back in and finish it off, and be ready for a very difficult final phase. If you managed only 1 brain room, the final phase will be a lot easier for you.


As soon as the brain goes red, click the portal to get out, since Phase 3 has started. First, go straight to the corrupters that are left (new ones will have spawned, so make sure to check) and cleanse off any more Black Plagues you get. Once they're clear, work on the Crushers and work them off, without facing yogg to avoid the sanity losses from Lunatic's Gaze. Once the crushers are gone, it's time to kill Yogg. There's one major mechanic left to pay attention to, which is the Beacon. You'll have a DBM timer for the beacon, and when you see it run out, you'll want to run to the outer edge of the room, and wait until the new timer (Beacon ends) to run out before you head back to beat on yogg. If you don't, he'll get some serious healing and you won't be able to complete the fight. If you have decent gear you can just skip the beacon and nuke yogg.

Icecrown Citadel: ability_mount_pegasus.jpgInvincible's Reins
Just like Ulduar, you can clear it on 10man, zone out, and set it to 25, then zone in before setting it to 25 heroic. You can also clear it with a friend and then each of you solo it on your own in separate groups.

Marrowgar: If you have it on heroic, you'll need to kill him before his Bone Storm, or you could get spiked for all of eternity. If that happens, turn it to normal and just kill him.

Lady Deathwhisper: Make sure to kill Adherents fast if you cant just nuke her to pieces, cuz they'll put an annoying debuff on you that adds 15s to the CD of all your spells.
Gunship Battle: Just charge up your turret before the fight starts and hit the ship for a high powered shot, which should instantly finish the fight. Make sure not to use the '1' ability when you're over 91 power or you'll probably overheat and lose all your power.
Saurfang: Just kill him.
Valithria: You can skip her. Just circle around all the mobs and head to Sindragosa.
Sindragosa: Easy fight, she can't tomb you, so beat her up.
Princes: Easy fight, just beat down the empowered one til its over, pop defensive CDs against Keleseth. If you're on heroic, do your best not to move, since the Shadow Prison hurts insanely bad.
Blood Queen Lana'thel: This fight's timer seems a little hard, but thanks to a tip from Belloc, you can actually bubble when you are about to be bitten, and it will remove that mechanic from the rest of the fight, which makes the enrage timer very easy.
Festergut: Bubble off the stacks when you get to 9, and you should be able to kill him before you hit 10 and instantly die.

Rotface: You can do heroic on this so long as you stand still and beat him up.

Putricide: You may find it beneficial to strafe around him constantly in attempt to avoid malleable goo. Either way you'll kill him quick. Just ignore the oozes.

The Lich King:
Phase 1: Just burn him and don't pay too much attention to the adds, they'll be dying on their own. Always start moving to avoid the shadow traps the second he casts them, or you'll be flown off the edge. Be sure to be at 90%+ health throughout the fight, or Infest will rampup in damage and kill you. When he hits 70%, youll get a transition phase.


Transitions: Just stay in and beat him up. You'll see little blue orbs fall from the sky and become attackable as 'Ice Sphere's, which if they reach you, you get flown off. You'll want to save judgment for these, and 1shot them as they spawn. Be careful, one usually spawns after the transition is done, so don't think you're out of the clear just yet.


Phase 2: Just beat him up, don't even move from Defile. Make sure you're at full health though, since Infest is still a thing. You'll get another transition at 40% that has a bit more add spawning and orbs to it, so be ready for that.

Phase 3: You can do this in 2 ways, either just try to burn LK and ignore the spirits, or kill the spirits first then burn LK. Both are easy ways of doing it now, since you won't be panicking for health anymore. I'd recommend just burning LK since the spirits will die as the fight goes, but you can try the other way if they're giving you trouble.



Throne of the Four Winds: inv_misc_stormdragonpurple.jpgReins of the Drake of the South Wind

Al'Akir has been an easily soloable fight for a long while, but often it's overlooked because of the first boss was very difficult to solo.


Conclave of Winds: Start on Rohash and burn him down quickly, move to Nezir and do the same, then Anshal and finish them off. You'll have to kill them all within a minute (or 2?) of eachother, so you should have plenty of time to do it. If you're having trouble for any reason, you can just go in with a friend, clear it, leave and split up to each take Al Akir later in the week after the zone soft resets. (Sometimes it isn't kind about the save if you dont give it time to reset, so make sure to do that just incase)


Al'Akir: This fight is fairly simple, so you can just zerg him. If you're undergeared, you'll have to do some tornado dodging, make sure Wind Burst doesnt send you off the edge, and try to kill the stormlings that spawn in P2 slowly and spaced out, so that he keeps the debuff they give him for extra damage taken. If you have issues in P3, just try to start at the top, and slowly fly lower and lower as he dies. He should just fall over though, so I doubt this will come into play.



Firelands: ability_mount_fireravengodmount.jpgFlametalon of Alysrazorinv_misc_orb_05.jpgSmoldering Egg of Millagazor

Shannox: Just burn Shannox as fast as possible. If it's on normal and the fight is giving you trouble, take the dogs down first. Try not to stand in Crystal Prison traps or you'll just die.

Beth'tilac: Kill the spinners the second they show up, and then kill Beth'tilac as fast as you can up top. If you dont kill her fast enough, youll be sent down where you need to go again and again, so try to be as fast as possible.

Rhyolith: Just burn a foot down and make him spin like a top, then kill him when he changes phases.

Alysrazor: When you begin, pick up 2 of 3 feathers while you beat alysrazor up, until you've reached the end of the strip, where you'll want to grab your last feather. you need to be quick to keep up with Alysrazor to stay in melee range. If you don't stay in melee range at all times the fight will reset, so make sure you pop Speed of Light for this portion. Once you get up in the air, you want to get every flaming circle you can for the haste buff. You want to hit every single one of them and avoid the smokey clouds. The haste buff you get will cap at 25 stacks and give you a 75% crit buff along with it's capped 200% haste, but keep getting the flaming circles to keep your flight buff. When she starts to dip down you might come out of melee range, so try to stay close. You don't have to kill her in 1 air phase, when you come down just keep running through some of the flaming circles to keep your buff as you hit her, and when she finally lands unload on her. Don't even kill her adds, don't aggro the pyroblasters in the corners at all. Just nuke her and stay alive with seal of insight. She will eventually start up again, and you get a pile of feathers to follow her. Repeat until dead.

Baleroc: Just burn him as fast as you can. Crystals shouldnt spawn if youre alone.

Staghelm: Just burn him, don't worry about any mechanics.

Ragnaros: This fight could be a pain if you're undergeared. Phase 1 is simply just beat him up, you'll get a transition at 70%, where you will need to kill the adds that spawn before they reach the hammer that he places. There will always be adds on both sides of the hammer, so try to be good about taking them down. You'll likely struggle to get them all, but you can just bubble out all the damage they deal, or you can pop some defenses. Phase 2 is also just a beat-him-up, with some mechanics that won't hurt, then you'll get another transition at 40% which is the same as last time. You'll be dropping some fire puddles but they dont matter anymore. Finally you'll enter Phase 3, which should just be more beat him up, with some meteors that cant kill you, and he'll die at 10%.



Dragon Soul: ability_mount_drake_twilight.jpgExperiment 12-B, ability_mount_drake_red.jpgReins of the Blazing Drake, ability_mount_drake_red.jpgLife-Binder's Handmaiden


Sadly, you can't attempt to get the Life-Binder's Handmaiden on normal, and doing it on heroic means everything must die on heroic. All mounts can drop on heroic though.


Morchok: This fight is easy on both normal and heroic, just burn him quick. As a note, if you go just right of the path you can skip all the trash to get to him. You may end up body-pulling some on the way though.

Zon'ozz: Make sure to clear the trash first, since it pulls with him. Once you pull, you can either just let the orb hit the wall and just beat him up slowly over the course of the fight, or you can run back into the ball and try to make it hit him.

Yor'sahj: This fight is extremely easy, you can even pull it with all the adds still up and AoE it all down with a few CDs. Just nuke as fast as you can!

Hagara: Just beat her up, and if you get a second phase, try to complete it normally. Don't stand in the water bubble for the ice phase, since that still hits like a truck (unless recently nerfed). If you can't complete a phase, theres a trick you can do by resetting Hagara until her weapons are the colour of the phase you want first (purple lightning is lighting, blue ice is ice). Sometimes she'll glitch out and show one of each, in which case just reset again.

Ultraxion: This fight should just be a beat-him-up fight, but if you get fading light you'll have to use your extra action button with 1s left on the debuff to avoid automatically dying.

Gunship: DO NOT KILL THE DRAKES EARLY. If you do, fight will reset, you will be a sad panda. Or even worse, the add might grip you off the boat and you die. Learned that the hard way. Just do the fight like you're supposed to, kill drakes as they fly over the boat to avoid some ship damage, and kill the adds as they fall. Make sure to stand in as many purple swirls as possible to keep the ship alive on heroic.

Spine: This fight is a pain, but should be very easy. Treat it like you normally would; kill the tentacles, roll, slowly build the add up by running it on dead slimes, killing it at 9 stacks to reveal a tendon, and then killing the tendon. Then, repeat 2 more times. However theres a bit of a challenge to this fight. You ALWAYS are going to be in a roll, so you'll have to strafe left and right to switch sides of Deathwing at all times. It can be challenging, and will require all your focus to complete, but you should be able to handle the fight no problem if youre fully aware of the mechanics and keep strafing along the spine. If you ever get low on health, a Lay on Hands will do good.

Madness: Just beat the arms up, one by one, and kill the Arm Tentacle when it spawns behind you, once you've done this you can kill Deathwing himself, and get your loot. The fight has one annoying part to it, which is that I get a lot of trouble jumping between platforms, since it'll often send you back the way you came. Ive found that if you jump fairly close to the front of the platform, you'll often be fine. If it sends you back, just try again.




Please let me know if there's any unlisted bosses, mounts, pets, or other things that are difficult to obtain on your own that aren't on this list.

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Just gonna list all the things I solo that I think was cool/fun here:


Paladin World First: 25 Leviathan with 4 towers, no vehicles used:

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Note on Blood Queen: You can use Divine Shield before she bites you and immune it. You'll never get bitten and then it turns into a regular tank-and-spank (with a little bit of moving out of fire). For those farming Shadowmourne Shards, this will allow you to kill the fight on 25-man heroic. You will hit the enrage, so just save cooldowns for it and rotate through them. Eternal Flame + berserk vengeance should be enough to keep you alive if you survive the initial burst.


Also, most of 25-man heroic ICC is easily soloable by us, as well. The only fights that I recommend doing on normal (or 10) are Marrowgar (currently impossible on 25-heroic), Gunship (I've only heard of DKs soloing 25-man... the axethrowers just nuke your ship constantly), Festergut (10 stack = instant death and bubble has too long of a cooldown to clear more than one set of stacks), and Valithria (I couldn't heal up her before the enrage overwhelmed me on 25-man). Marrowgar used to be barely doable (have to beat the bone storm bone spike cast) with tons of adds and vengeance, but 5.4 broke that and Festergut was the same way. Both are doable on 25-man normal, though, so you can still get shards.


Finally, if you're interested in soloing as a paladin, you definitely want to get a good ret set. Certain fights become much, much easier (or they simply become possible) as ret. Heroic Lich King, for instance, becomes a total joke of a fight with a good ret set and a little practice.


Oh, and almost all of Ulduar 25 is soloable, as well, if you're wanting to farm Val'anyr. You'll want to move all of your demolishers in for Flame Leviathan, space them out a bit so they don't all die at once, and just rotate through them (quickly!) when your pyrite runs out.


For Razorscale, Ignis, and XT, I recommend pulling XT trash, killing the mobs that cast the shield, and just holding onto the trash for Grand Crusader procs. I also usually hold onto the golems from Ignis trash after I kill XT. If you pop cooldowns, you should be able to kill XT's heart and, once there, the fight is pretty easy as long as you keep EF up.


Steelbreaker last is pretty easy -- kill the little guy and then the medium guy. I like to carry some of the less dangerous trash with me to this fight for GC procs, but you have to be careful. It's pretty easy to get bursted down here if adds are standing in the rune of power.


Kologarn... just make sure you don't leave melee range and it should be easy. If you're really good, you can solo the eye beam achievement, but prepare for frustration.


Auriaya is pathetically easy. Just kill the adds she starts with and maybe the single add that keeps respawning and you're good.


Hodir: You might be able to pull off the speed kill if you carry some of the Jormungaar trash with you for GC procs while also breaking the buff mobs out of the ice. Stand near fire, hope for stacks to build, and try to stand in a beam of light, too. Probably easier to go ret, though.


Thorim: No comment. You don't want to do this one on 25-man unless you bring a friend... the timing involved in the transition is different on 25-man, so, if you're going to solo, just switch to 10.


Freya: clear a little trash and go straight for her. The fight is a complete joke, even with all 3 elders up.


Mimiron: Switch to ret. It's doable as prot, but odds are that you'll hit the enrage and wonder how it is that an Ulduar boss' enraged damage is worse than a heroic ICC boss'.


Vezax: Exactly as Fouton said. This fight bloooooooooows.


Yogg: 0 lights is now pretty easy to duo. It used to be that you'd almost certainly get MC'd, but now it seems to never happen at all. Bring a friend and ezmode it.

Edited by Belloc
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Fixed up the H LK strat a bit. (Seems you can get lucky and have ghouls until the end - will try to replicate). Also, I got Flametalon biggrin.png <3

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If you're not doing 10man normal you're going to have a ton of trouble. Luckily you can set it to 10man and clear it, then swap it back to 25H or whatever difficulty you were doing. Fortunately you dont have to kill anything on heroic to do H LK

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I figure I can add some of my soloing feats in here, so I'll show my edit my Merry Christmas post to slowly update with new kills I get.

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So trying Festergut in 6.0.3 on 25 man, get to 10 stacks and get insta-blown up, any way to avoid this or am I doing something wrong? This is an alt and gear is at 510. Thanks! Great guides btw!! 

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You can bubble off the stacks at 10, but it wont be up again if you cant beat it before 10 after that. You should be able to edge it out on 25 normal, basing this off my 518 paladin who was about to do so. If you keep having issues, you can pick up some single target glyphs to get that extra push.

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Updated the list to be current with patch 6.0.3, even though i'll have to update it again in a week >.>

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Updated for WoD, which was really just trimming down all the explanations that are now simple. So far MoP seems to be gated by tons of mechanics, so you'll probably have to duo them. Garajal has a phasing mechanic which resets the fight, Jinrohk resets the fight when he picks you up, and I haven't tried SoO.


There will be some work-arounds for these mechanics. Ill post them when I can make them work.

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Cata 25 heroic and beyond are now all trivial, due to the massive buff you get to that content. 

All of MSV should be soloable - Feng is pretty heavy magic damage in second phase, so if you have Drums of Fury use those then, Gara'jal will be the only *MAJORLY* difficult one as you either need to out-DPS it or out heal it. Spirit Kings, on the dude who spikes you just make sure you have some sort of ground AOE effect out that's able to kill it in time. The rest of it should be pretty easy, just tank and spank. Elegon just make sure you don't fall when the platform disappears. Will of the Emperor would be a bit difficult to kill due to mechanics, but there's absolutely no reason to kill them as they don't drop anything worthy for Transmog, only reason you'd kill them is to get into heroic, and if you need to do that, bring a buddy along :D

ToES - All of it should be soloable, first boss is a bit of a DPS race and survability race(magic damage heavy, so holy shield may be nice) just keep the bosses out of the pools of water that put the HoT debuff on them. Tsulong, really easy, tank and spank. Lei Shi, RNG f*ck-fest and COMPLETELY magic damage, DPS is irrelevant on 10man normal though. Sha of Fear should be pretty easy.
HoF - Imperial Vizier has the MC therefore impossible to solo as far as I know. Otherwise rest of the instance should be doable. Maybe Amber-Shaper due to mechanics might not be possible.
ToT - majority is doable. Jin'rokh make sure you have some sort of engineering target dummy on the ground when he throws you or he resets. If that's not possible bring a buddy. Rest of the instance is soloable EXCEPT Durumu due to mechanics. Council of Elders is heavy magic damage.

SoO - mostly soloable TBH. Immerseus you might need to wait out the enrage if you either don't have the DPS or you can't handle the enrage. (it is survivable). Protectors - can be rough. Norushen you need to use a trick to purify yourself - don't have it on hand.
Sha and Galakras impossible due to mechanics.
Malkorok is too high a DPS check.

Thok should be doable - may need to reset stacks at some point.
World bosses - Sha of Anger is doable - out-range the MC when he casts it.

Galleon - easily doable, 15 minute enrage so a bit of a DPS race.

Nalak - easy as just heavy magic damage.

Oondasta - I barely 2 manned it with my friend on our blood DKs right at the end of MoP, so maybe not now but next tier. You can try it though if you think you have the gear.
Celestials - were doable during MoP easy done now.

Ordos - Impossible due to enrage.

- disclaimer: personally haven't done any of these on a pally, but have done them on both a brewmaster and a blood DK and have seen some of these solo'd by DPS classes or other tank classes so pallies shouldn't have too many issues.

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      Another form: Light of Karabor, Hand of Freedom, Holy Avenger, Ardent Defender, Repentance, Holy Wrath, Word of Glory/Seraphim.
      Our playstyle: do a simple brusher work, before get level 4, or start ivent on map. After level 4, try be near our teammates, for get maximum profit from Gift of the Naaru, but without fanatism 😄. After level 7, you can soak exp from 2 lines with Divine Steed, try get more exp to team (again, without fanatism, on largest maps like warhead juction it will be dumb). When your team get ultimates, start playing more aggresively.
      Mid game: defend targets, defend teams, kill everything what moving (and what doesn't moving - move it and kill! 😄) with help some assassin in your team. Help to push and get camps. After level 16, when you pick Holy Wrath, you may get camp solo, and it will be fast (before 16 lvl, you also can do it, but it will too long - waste of time and mana).
      Late game: PUSH PUSH PUSH PUSH PUSH PUSH! You have all things to win. Just win teamfight (be prepared), get camps and go to core. Not in our plans play in deep late (but we can!), then just finish game.
      More about talents:
      In first tier (1 lvl), Dauntless give 50% kinetic armor for 2.5 sec - is too many to be skiped, any autoattack assassin will be hate you, but if opponents haven't autoattack assassin, pick Light of Karabor for synergy with 13'th level talent (Aldor Peacekeeper) and still have good sustain.  Maraad's Insight deal smallest profit in late game, and most games will be long, because we're in game 😎. 
      Second tier (4 lvl), Gift of the Naaru give to you free (!) healing to teammate on 7 sec cooldown (!!!), what can help to survive low-hp teammate, and he can escape, but if you trust in your healer, you can pick Hand of Freedom. Aegis of Light just doesn't work - we initiate fights, or follow opponent, or run away. No useful case to team.
      Third tier (7 lvl) - all talents can be used, but I prefer Divine Steed, because it is + mobility (fast soak exp on 2 lines, complete it and go to objective on map, for example), +1 option to escape, +1 option to following low-hp opponent to kill him (especially after 16lvl). If you not like it, or wanna deal more damage, you can pick Holy Avenger for combo like a D+E+Full-E. Righteous Momentum, truthly, can be picked only in full-party, when your team need more ground control. I don't see any other cases for it, but talent still can be picked.
      Ultimate (10 lvl) - always Sacred Ground, exeptly maps, where you absolutely doesn't need defend objective, or if you already have good tank with zoning option. 45 sec cd is so small, what sometimes it can be ready when your Sacred Ground still active. 😄
      Ardent Defender we can pick, when we have a good tank, who know what he need to do. Usually, you get it before level 10. It's best save ability in game, also 120 sec cd is not so long, but we do less profit to team then what we can do with Sacred Ground.
      Fifth tier (13 lvl) - all talents are teoritly playable, but I prefer Aldor Peacekeeper, because it's good combo: instant Divine Purpose + Vindication, you got heal and kinetic shield, heal teammate, and you can tank 'cuz -25% damage for all sources near you, and under Sacred Ground you will be unbreakable, especially if you chosen Light of Karabor in tier 1. Repentance you can pick when Holy Avenger already picked in third tier - more control is more control. 😄 Also wanna clarify, what Velen's Chosen minorly upgrade damage, and have less profit then Aldor Peacekeeper and Repentance.
      Sixth tier (16 lvl) - always Holy Wrath, because it greatly increase our damage. From this moment, you will be a great threat to opponents, and they'll try to kill you, switching damage in you first, but they can't kill you 😄 (R+D+Q). Templar's Verdict, theoretically, can be use in well-played team to increase team damage and target kills, but for ultimate benefit of this talent, I repeat, we need at least 2 teammate with good fast switch in priority target for fast kill.
      Seventh tier (20 lvl) - depends of talent in fourth tier (Ultimate). If Ardent Defender picked - upgrade it (Word of Glory), exept if you have good aoe healer (like a morales/alextraza/brightwing/etc.). If Sacred Ground - pick Seraphim. Active ability,  every 10 seconds (!) deal 2 sec unstoppable - it's always full charged basic ability, what cannot be interrupted for blinding/stun/sleep/etc., also it's another option to escape.
      Upgrading Sacred Ground with Hallowed Ground - useless, because if you used it - stay here to death, but give time to escape to your teammates, in other cases you win teamfight ever, becuase on level 20 and higher, most teamfights end with death 3-5 ppl in team.
      Bubble Hearth - garbadge, if you wanna win. Ultimate escape, but if you find yourself in a situation, where you want to press this ability, your team will lose teamfight, and then - that game. 
      Leaving your team in the minority is not the way of true light protectors!
      Our stronger maps: Braxis Holdout, Cursed Hollow, Infernal Shrines, Sky Temple, Warhead Junction, Volskaya Foundry.
      Our weaker maps: Tomb of the Spider Queen, Battlefield of Eternity, Blackheart's Bay (?).
      Our nightmare: Johanna, Garrosh, Malthael, Rexxar.
      Avoid downtime Divine Purpose! If you're not in fight, heal yourself instantly with Divine Purpose + Vindication, it cost no mana, and also you help to your healer (especially with Gift of the Naaru). If you pick Holy Avenger, start full-prepared Avenging Wrath without Divine Purpose, for combining it after first use. You start fight, and keep your damage strong full time in duel. It is good idea to use full-prepared Avenging Wrath in backline opponent team to help your assassins kill prefer target with Divine Purpose + Righteous Hammer, or separate and destract them healer. When you use Avenging Wrath just deal damage, don't wait full charge - it spell have a fixed damage, and charging in this situation is waste of time and damage from autoattack. Will be glad to any responce!
      Thanks for reading!
      See you in Nexus!
    • By Skaboy
      <Fun is for Casuals> is a serious but casual horde guild on US-Hyjal. We are serious about raiding without the intense hours. Even when recruitment status is none, we will accept exceptional applications for all classes. For a full list of what we're looking for check out https://funisforcasuals.enjin.com . 
      Our raid times are Tuesday and Thursday from 5:00PM to 8:00PM server (PST) with raid invitations sent out a few minutes prior to that.

      We're interested in you if you fit the following criteria:
      Raid attendance is essential. We don't want people sitting on the bench but we also want to make sure we're raiding 6 hours per week. We expect you to be available for at least 90% of our raids. Be on time and prepared for raids. This includes flasks and other consumables. Discord is mandatory and a working mic is desired. You're appropriately geared for our current content. Effort and thought have been put into your gear/gem/enchant choices. You wouldn't show up for a job interview looking like a scrub, why would you apply to a guild with improper gems or some insane spec? You're up to date with your class. We expect our raiders to perform to the best of their abilities. You have a computer that's not run with hamster power or requires a hand crank. Some encounters are taxing on a computer's resources so if your toon can't even handle Orgrimmar it's not likely to do well with 20+ whelps that need AOE'ing.
      You may be interested in us because:
      <Fun is for Casuals> uses the personal loot system. There is no loot council, or DKP. We won't eat your babies the first time you stand in something you have no business being in. Repeatedly do it and we'll break out the bibs and BBQ sauce. We provide a limited amount of consumables and flasks on hard mode raid nights. Discord isn't a circus during raids. We're focused on the job at hand and you should be too. We don't want someone to miss a an interrupt because they were distracted by fart jokes. We are not interested in you if you fit the following criteria:
      You roll on BoE items then sell them. Unwilling/unable to spend an entire evening on one boss during progression. While this is rare, it can happen. Drama queens. If you have a problem bring it up to E. This is his job. Don't announce it in guild chat or during a raid. Your issue will have nothing to do with 99% of the guild. You are 17 or younger. We try to keep guild and discord chat PG-13 but occasionally a few four letter words appear out of nowhere. Additionally, we don't want someone's mom interrupting their raiding to get homework or the dishes done. Follow the instructions at https://funisforcasuals.enjin.com/ under the Recruitment tab if you would like to apply.
      If you have any question, feel free to contact E. at DbD#1309
    • By RelliksPast
      This build is fairly interesting, and relies on two commonly overlooked aspects of the Necromancer's kit. The first being Maltorius' Petrified Spike, a legendary item that boosts your bone spear by 700%, and Bone SpearTeeth, a skill that sprays half the map in death and shoddy dentistry. The Spike itself has fairly terrible stats, but it's unique ability and enough intelligence make up for this aspect.
      Gameplay and Strategy
      This is a very easy build to execute and yields extraordinarily high results. It's more of a medium range build, with plenty of variance as it only relies on a small combo. The rest of the build is mostly just to optimize the amount that you can use Bone SpearTeeth and making sure you survive well, with a fair bit of boss killers, such as Command SkeletonsFrenzy and Corpse LanceBrittle Touch. You can alter the range and play style with substitutions, and overall this is a very solid and general build for beginners and experienced players alike. 
      Your main combo rotation is going to be using  SimulacrumReservoir and spamming Bone SpearTeeth. Then follow up with Corpse LanceBrittle Touch to finish off any remaining units. Corpse lance does not consume any essence to cast, and is very resource efficient while still dishing out significant damage. You may ask, why pick these runes. Well, Reservoir provides more resource, Brittle Touch helps with higher health bosses, and Teeth is actually a bit complicated. Now this may be a bug, but it certainly seems like the splinters from Bone SpearTeeth do too much damage, especially when combined with Maltorius' Petrified Spike. Because of this damage, you can easily clear massive waves and bosses alike. 
      Your other core skill is going to be Blood Rush. Every class ought to have a mobility skill in order to more efficiently clear floors and to speed up your farming. I prefer to use Molting to start a Corpse Lance chain in adventure runs, but the rune you choose is mostly up to preference. Potency is also a powerful rune, especially if you choose the close range variant of this build
      Other skills include your essence regain, either Grim ScytheDual Scythes or Siphon BloodPower Shift.  I like Dual Scythes simply because its a larger area (and therefor more essence), pulls enemies in front of you, and efficiently lines up the highest damage Bone SpearTeeth. An alternative to Dual Scythes is Grim ScytheExecution or Grim ScytheCursed ScytheSiphon BloodPower Shift is an excellent choice for melting bosses when low on essence. Other options include Siphon BloodSuppress, Siphon BloodBlood Sucker, or Bone SpikesBlood Spikes. Your choice of basic attack will determine your range for this build. Keep in mind that Teeth does more damage close up (like a shotgun) but due to Maltorius' Petrified Spike you can still use it at a range to great effect. For your non-combo damage ability, you want to choose based on your range. If you choose Siphon Blood, pick Command Skeletons with either Frenzy or Kill Command. If you choose Grim Scythe, go with either Bone ArmorDislocation or Death NovaBlight. Death nova does significant AOE damage, while Bone Armor is primarily a defensive skill, especially useful to preserve your Blood Rush cooldown. I personally prefer Frenzy for ranged and Bone ArmorDislocation for a closer range build. 
      Your passives will once again depend on your variant of the build. You will want Overwhelming Essence and Blood is Power regardless, but the other two slots will vary.  Overwhelming Essence and Blood is Power are both integral skills to any ability and cooldown-based build. You want to minimize your cooldowns, and despite the intimidating requirement of Blood is Power, it triggers rather often. It counts premitigation damage, meaning damage before your armor and resistances. In any high level battle, you will proc this passive often. Overwhelming Essence is rather straightforward, as it simply increases your resource. 
      For the close range variant, I would recommend Stand Alone and Draw Life. Together, these passives will make you significantly more bulky and make up for a lack of sustain within your skills. An alternative to Draw Life is taking Life from Death and DevourSatiated over Corpse LanceBrittle Touch. This will somewhat lower your damage to bosses, but provide for more spam and sustain overall. 
      For the range variant, I would Aberrant Animator and Final Service. These both combine nicely with your Command Skeletons, while Final Service helps to improve your general lack of tankiness. Aberrant Animator gives your skeletons double your Thorns damage, while Final Service is your cheat death mechanic. 
      Skill list
      A- Grim ScytheDual Scythes/Siphon BloodPower Shift
      B- Bone SpearTeeth
      X-  Command SkeletonsFrenzy/ Command SkeletonsKill Command/Bone ArmorDislocation/Death NovaBlight
      Y-  Corpse LanceBrittle Touch
      ZR-Blood RushMolting/Blood RushPotency
      Overwhelming Essence Blood is Power Stand Alone / Aberrant Animator Draw Life / Life from Death / Final Service  
      Now, into the parts that honestly don't matter nearly as much. Most of the build is in your hands, now this is just the nitpicky optimizations that I will honestly spend far too much/little time on. For the next sections I will be discussing gear, gems, Kanai's Cube, and paragon points. 
      For Gear I recommend going for a Legacy of Dreams build. This is rather standard, gives you an insane damage boost, and overall is versatile and workable. Make sure that you haveMaltorius' Petrified Spike. Another recommendation is your helm. Leoric's Crown is ideal for general battling, but Broken Crown is my preference for base gem farming, for hopefully obvious reasons. Honestly, just use common sense. LoD builds are incredibly player dependent, and you can build them just about however you want. Just prioritize whatever will feed into the general gameplan of spamming SimulacrumReservoir and Bone SpearTeeth. 
      For Kanai's Cube, you want to slot in Reilena's Shadowhook as your weapon, Krysbin's Sentence for jewlery, and the worse of either Reaper's Wraps or Nemesis Bracers. Shadowhook scales your damage based on your maximum essence, and with Overwhelming Essence and SimulacrumReservoir you're pretty well maxed out on your essence. 
      For Paragon Points you want to basically use common sense. This build is an ability spam build with limited sustain. Play to that. For example, you want to invest heavily into Essence, Cost Reduction, and Cooldown reduction. As far as defense, I recommend investing in armor so that Blood is Power is easier to proc. 
      For  Gems you should put Bane of the Trapped, Enforcer, and Legacy of Dreams in your ring slots. Zei's Stone of Vengeance is a solid alternative. For your Helm, slot in  Flawless Royal Topaz to provide resource cost reduction or Flawless Royal Diamond for CDR. Personally, since this is a teeth build you should go Topaz. For your weapon, you should go Flawless Royal Topaz if going the ranged build, and Flawless Royal Emerald for the close range build. And for your other slots, you should go (you guessed it) Flawless Royal Topaz. In my honest opinion, Topaz is the best base gem for necromancer. It provides Intelligence, thorns, and resource reduction. Sure, the thorns are only especially ridiculous with Aberrant Animator but once again, topaz is a godsend for Necromancer. 
      Changelog: 10/2/19 Fixed some grammar errors, clarified poor usage, and added more details to the build    

    • By tacosmoothie
      Hey all,
      Not new to hearthstone but haven't been playing constantly and just jumping back in towards the end of July.  I am not sure if there's a better name or configuration for this yet but I've had some good luck with it so far.  If nothing else it's just really fun to play for me.  
      This deck has no duplicates to take advantage of Zephyrs the Great and Sir. Finley of the Sand.
      Never posted a deck before so not sure if this is how of the place but feel free to give me constructive feedback.
      ### SoU Finloc
      # Class: Paladin
      # Format: Standard
      # Year of the Dragon
      # 1x (1) Blessing of Might
      # 1x (1) Brazen Zealot
      # 1x (1) Goldshire Footman
      # 1x (1) Grimscale Oracle
      # 1x (1) Hand of Protection
      # 1x (1) Murloc Raider
      # 1x (1) Murloc Tidecaller
      # 1x (1) Murmy
      # 1x (1) Noble Sacrifice
      # 1x (1) Toxfin
      # 1x (1) Voodoo Doctor
      # 1x (2) Argent Protector
      # 1x (2) Bluegill Warrior
      # 1x (2) Bug Collector
      # 1x (2) Dire Wolf Alpha
      # 1x (2) Fishflinger
      # 1x (2) Hench-Clan Hogsteed
      # 1x (2) Injured Tol'vir
      # 1x (2) Knife Juggler
      # 1x (2) Murloc Tidehunter
      # 1x (2) Sandwasp Queen
      # 1x (2) Sir Finley of the Sands
      # 1x (2) Sound the Bells!
      # 1x (2) Zephrys the Great
      # 1x (3) Bronze Herald
      # 1x (3) Coldlight Seer
      # 1x (3) Murloc Warleader
      # 1x (3) Salhet's Pride
      # 1x (4) Murloc Tastyfin
      # 1x (6) Pharaoh's Blessing


      # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
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