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Been playing as 29/11/0 so far, extra crit heals is obviously good for keeping my team alive.
However, I never go OOM, so I want to get some more burst damage. What is the best way to make a hybrid paladin?
Holy shock with spell power? I want to do burst damage when my heals get interrupted, so holy shock might be bad.
7 Prot is the bare minimum for me, Imp Freedom is so strong.
18 Prot is also very strong, extra stuns together with grenades is powerful for BGs.
25 Prot for reckoning might be the best burst damage available, you could even heal with a 2hander. But this requires alot of investment and SETUP.
How good is SoC for a 1hander? Spell power gear? Maybe using Thrash Blade to do melee damage while healing geared.
What kind of gear? Spell power or strength?
It is my vision on build Yrel for quick matches and non-high (diamond/ml/gml) league.
Wanna show it, because I disagree with guide, what is presented here. Guide https://www.icy-veins.com/heroes/yrel-build-guide maybe good, but it designed not for casual players.
Following this guide, you'll pretty good brusher-tank (Yrel have 2679 HP right now on level 1, only 8 characters in game have more HP), with super-mobility and good damage after 16 lvl. Our specialisation - defend objectives on map. Noone in this game now can't do it better, then Yrel.
My prefer talent build is: 2, 2, 3, 2, 1, 3, 4.
Another form: Dauntless, Gift of the Naaru, Divine Steed, Sacred Ground, Aldor Peacekeeper, Holy Wrath, Seraphim.
Also, if you have a good tank, and all what you team need is damage, or if we on bad map to us (see below) : 1, 3, 2, 1, 2, 3, 1/4.
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!
<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
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.
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
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