Strategies

Unholy Death Knight/Resto Shaman

Author

Ricé
Mal'Ganis
US-Stormstrike

Unholy Death Knight/Resto Shaman

VS.

Death Knight/Holy Paladin

I use the phrase “healer paladin” because there are many variants of paladins that heal. There is deep holy, judgment of the wise, and deep prot. The last two are by far the toughest.

For deep holy, it is as simple as keeping purges on the other team, mainly divine plea and beacon of light.

For jotw and prot, it is more about extremely high burst at the right time, because their methods of mana return are for the most part, unstoppable. However, these two specs rely more on casting their heals compared to deep holy, so this is where an interrupt rotation with your partner becomes important.

Jotw has no dispel protection so you are free to purge off whatever comes up without worrying too much. However, they do have more trash buffs in the form of replenishment and vengeance.

Deep prot is quite a bit different. They are entirely reliant upon flash of light and sacred shield to keep themselves up. Purging off sacred shield is very important here because it absorbs a lot of damage as prot spec. In addition, they are perhaps the most offensive of the three specs as well, with access to avenger's shield that silences, slows, and hits like a truck, as well as a very short HoJ cooldown. Be extremely wary of an avenger shield/HoJ combo that may very well disintegrate you if you aren't topped off.

In all three cases, you want to be on the paladin for most of the game, which means purging off freedoms as they come up.

When aura mastery is used, you should hex the paladin and/or stun him and swap to his partner. As with ret paladins, don't trinket an HoJ unless it's absolutely necessary.

Most pally/dk's will try to HoJ you off the bat and blow their entire arsenal on you asap (first 10-15 sec. of the game). Be prepared by having your totems down and ES on yourself, with your partner ready to death grip the other DK so that you can distance yourself from the other DK. Although you want to water shield tank the DK for as long as possible, using ES when you're below 50% is always a safe idea.

What you want to accomplish is to drag the DK into a bad spot and CoI him down, forcing the paladin to come into LoS. Then you want to swap to the paladin and try to make him bubble. Or, if your gear permits, you can “race” the other healer by having each DK hit his opposing healer - you should win most of the time if you play it right with jukes and proper cooldown usage. If the paladin bubbles while you have all of your cooldowns up, then it is simply about not getting cocky and just continue playing like before. Pop bloodlust, strip the paladin of buffs, and kill him.

That's not to say that it's an easy fight. The key difference here is that they can dispel CoI and you can't. This detail absolutely swings every match in their favor, regardless of other factors. They just have to know how to dispel.

As always, drink if the opportunity presents itself.

Expect half and half against most of them, or winning more often than not if you are much better players or if they don't know how to dispel.

Comments:

BanshééJul 16, 2009 - 3:06 PM (HideShow)
I'm playing Protadin DK myself, and I would suggest, as said here, that the DK should stay 24/7 at the Paladin except some Deathgrips/CoI's on the DK here and there.. If the CC on my DK is fine, you'll see that the shaman can be very helpful killing the paladin, by casting shocks, hex, purge and eventually a lava burst.

If it's played well, you should be able to make the paladin bubble kinda fast, after that, keep surviving for 12 seconds, use heroism and kill :)
ShobiAug 22, 2009 - 6:03 PM (HideShow)
As a Prot/Unholy I'd have to say although you strategy may work, it is not the ideal way of fighting this setup. Since I play this setup, I hope Sham/Dk's out there do not read this strategy and use it against me!

Ok I'll start by saying that earth shocks and purges are the main winners of this game. Purges because the FoL hot and sacred shield will keep a target up even if CC'd. Earth shocks because prot pallies have to cast to heal, making it very easy to lock them out if you know how. SO! STEP BY STEP FOR YOU!

Step 1) Make sure you chains the DK so your sham does'nt get gibbed at all times. First off (not 100% necessary) you should get the anti magic shell on CD by pressuring.

Step 2) go on the pally and pressure a bit, once you have enough runic power / trinket procs pop your gargoyle on the DK.

Once get a mind freeze on the paladin, instantly switch to the DK and pop runic power mastery while Hexing the Healer.

Step 3) At this moment you must pop icebound fortitude to prevent HoJ's and communicate with your partner about interrupts. If earth shock is down you must focus grip the paladin and follow it with another mind freeze. Saved your ghoul stun since you dont need it with earth shocks for if he pops aura mastery. (sham should be bursting with you all throughout the switch.)

You probably do not even need to use your silence if you pull this off right. Ok so the outcome is 1) DK dies or 2) Pally DS's to heal the DK and the trinket is also down from hex.

If the pally DS's you have a choice of 1) repeating this (with silence/hex) and dropping the DK or 2) finishing off the pally with earth shocks and purges. However this will be difficult if the DK is good and knows how to peel since you don't have dispels or freedom.

Remember to keep up disease cleansing totem and keep the healer alive by peels. This combo is actually a counter if played this way. The DK must be very alert for this to work. And the shaman must be very offensive.

PS. If your bad your better off training the dk spamming purges
BerntiscoolOct 29, 2009 - 12:14 PM (HideShow)
This is a hard comp for DK/Shaman honestly, you have to lay on the warrior and just LoS from the paladin with DG and earthbind. Good holy pallys like NEVER go oom though :(

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