86 step) Go do "Headhunting" tloc. around 21.10
87 step) Then go do "An Unusual Patron" tloc. 19.22
88 step) Then go do "The Vile Reef" tloc. 24.22
89 step) Then go to Nesingwary's Expedition (tloc. 35.10) and turn in and accept all quest
90 step) Go do "Tiger Mastery" tloc. 32.17 kill Sin'Dall and go turn it in.
91 step) Go to to the Grom´gol Base Camp tloc.32.27 and turn in and accept all quests:
- "An Unusual Patron"
- "Headhunting"
- "The Vile Reef" accept "Split Bone Necklace"
92 step) Fly to the Booty Bay and turn in and accept all quests:
- "Bloodscalp Ears"
- "Investigate the Camp"
- "Singing Blue Shards" accept "Venture Company Mining"
- "Zanzil's Secret"
93 step) Go by boat to Ratchet and flight to Camp Taurajo and make it your home then fly to the Dustwallow Marsh
94 step) Go accept "Hungry!" tloc. 35.38
95 step) Go accept "The Lost Report" tloc. 55.25
96 step) Read this! ;)
Protection build and description: „How to use it?“
/for paladins but other classes can contiue in same way/
You are now level 35 and the next step is grinding. This will not be ussual grinding. More funny!
I suppose that you have this build.
Strengths:
-Able to easily solo 4 mobs 2 levels above you, 5-6 equal level or lower, and end fights with nearly full mana and health.
-Very tough in PvP, especially against rogues, fury warriors, feral druids, and enhancement shaman.
-Tanking ability for instance runs.
Weaknesses:
-Fairly slow DPS against a single mob.
-Casters avoid your mitigation and therefore will toast you.
-Ranged are difficult to manage because you can only use SoL to heal if they are close enough to hit.
Pally AoE? The basic idea is to have as much reflection damage and damage mitigation as possible and to fight (preferably) melee oriented mobs. The best possible are dual wielders, but anything that doesn't stun and cast a lot of diseases (cleanse drains mana fairly fast) will work just fine. After some practice you will be able to handle a couple ranged mobs or a caster or two mixed in but they complicate things enormously.
The current implementation of reckoning is what truly makes this tactic come alive. At 5 points, this talent gives you a 10% chance everytime you take damage to proc a buff that gives you 8 seconds where every time you swing you get an extra attack. Fairly yawn in a fight against one mob...but what if there are 5 mobs?
The Gear:
You don't need awesome gear for this. Mostly whatever you'd normally have would be fine. However, there are two essential things: As good a 1 handed weapon as you can find (the best is 1.90 and less weapon speed) and a shield with a shield spike. The shield spike is very important. After that, if you can find damage reflection things that's great, otherwise don't stress. (I did it without shield spike, because I didn´t find anybody who can do it, so it is possible to do it without it, but better is with shield spike)
The Buffs:
Retribution Aura(RA): Reflects damage every time you are hit.
Blessing of Sanctuary(BoS): This not only reduces damage taken by 14/19/24/80, but also deals 21/28/35/46 damage every time you block. Coupled with our shield spike (20-30 if you buy thorium), you're returning 40-76 damage every time you block.
Righteous Fury(RF): With our improved talent, this reduces incoming damage by 6%.
Seal of Light(SoL): Chance to heal yourself every time you swing. The bread and butter of Pally AoE.
The Strategy:
So you are going in my favorite murloc camp (more on this later). Body pull about 3 or 4 of them and activate SoL. Notice that with several mobs hitting you, reckoning stays up a lot of the time. Thus, you're getting two chances per swing to heal. If you're taking extra damage this fight don't be afraid to judge SoL and then reactivate. With reckoning up thats a potential 4 heals in one swing! Use consecrate once or maybe twice, but I tend to not use it a lot because if you do this correctly you should end the fight with nearly full health and mana, ready to do the next. That is what makes this tactic so efficient, if played carefully there is zero downtime between fights.
Oh no! Something went wrong! I have adds, SoL didn't proc, reckoning didn't proc, there are casters/ranged, etc etc etc. Things do go wrong. However, DO NOT PANIC. Most likely you will be fine, you forgot you are a paladin! Wait till you get down to about 10% health and then bubble and heal! If they bring you down again, LoH and keep going! I have pulled off some crazy fights that I thought were completely lost just by sticking it out.
Misc. Tips:
-Make sure SoL is up at ALL times.
-Make sure you are swinging. If the one you are targeting is running away, swing at another one till it comes back or you are in range.
-Don't forget to judge SoL often, especially when it has <5 sec left.
-Don't spam consecrate. You want to have high mana at the end of the fight. However, don't forget that it is there...it can be great damage when you're fighting 6 things at once.
-Don't give up. Carry potions just in case, I find mana potions to be more effective.
-Be aware of the situation. Is this mob going to flee at 15%? Can it draw enough adds to kill me?
-Remember, every mob fighting you multiplies your DPS. If you have to fight one thing, look around and see if there are any other mobs you can drag your target over to just so they are hitting you. You'll find this greatly increases your efficiency.
-Up against a caster? Don't forget Hammer of Justice to stop the cast! If you are against a healer be sure to save your HoJ for when they heal.
Video:
Now. For other classes is grinding here possible too and exp rate can be similar. Paladins is going to have damaged armor very often so then you just use hearthstone to Camp Taurajo and then fly to Brackenwall Village to repair yourself.
Murloc Camp is at tloc. 57.22 (zone Duskwallow Marsh)
97 step) Start grinding.
The Leveling Guide for level 36-38 you can find here. |