![]() This means if you target an enemy with Divine Toll, it will cast one holy shock on that target + 4 other random enemies within 40 yards. Keep in mind Divine Toll can be cast on an ally or an enemy and will prioritize those types of targets in range. ![]() You should only hold your Divine Toll if you know big AoE damage is incoming soon and you need it for healing, otherwise just use it on cooldown. ![]() The truth is there are a number of ways you can make the most out of Divine Toll and because of its such a short cooldown you should rarely sit on it for more then 15-20 seconds for any reason. Generally speaking you should use Wings on cooldown, especially with buttons like Divine Toll or Daybreak to increase their burst power.ĭivine Toll is such a versatile cooldown that sometimes it can be difficult to know exactly how to use it. With access to so many other healing throughput cooldowns, wings should now be treated more as a rotational cooldown, especially when you run Awakening so you have significant wings uptime. Wings has historically been Holy Paladins strongest cooldown, but this patch has been watered down to the point where it isn't something you want to be holding for healing. If you stagger these cooldowns effectively, you should always have a major cooldown available to you. In addition to our throughput cooldowns, we also still have Aura Mastery and Bubble/Sac, both of which should be frequently used to mitigate incoming AoE damage. Additionally, you should always cast Hand of Divinity right before Tyr's Deliverance so once Tyr's is active you can send two empowered Holy Lights and instantly extend the duration of Tyr's. Many of these cooldowns should typically be grouped, for example: Wings/DT/Daybreak will often be cast reasonably close to each other as you want to capitalize on the burst power of DT/Daybreak. This patch we have more cooldowns then ever before, with most meta builds running 5 different throughput cooldowns: Wings, Divine Toll, Daybreak, Hand of Divinity and Tyr's Deliverance. I was matched against players in rank ~2000s so it may not work vs more competent players.Before we get too in depth, let's first talk about how and when to use your cooldowns. Replace any tanks you lost and aim for the KV8 to help handle the infantry blob. OKW can't field many tanks, so they rely on infantry (blob) to survive early / mid game. Your tanks are disposable, theirs aren't so if necessary, it's worth it to sacrifice a few of yours to take out one of theirs.Īlways swarm and never send your initial tanks piecemeal. Attack in hordes, kill stuff, make them retreat, then go back for repair (2-3 repair stations + vehicle repair will get your T34s back in shape in no time). I took out 3 King Tigers this way yesterday. All your tanks should be able to get 2 salvos in before KT fires once (its turret rotation is very slow). Don't attack it head-on where its turret is pointing. Drive up behind the King Tiger, block his retreat path, and it'll go down very quickly without you taking much casualties. If you can form a HORDE of 4-5 T34s (shouldn't be too hard with Industry), that battle group will take out anything OKW have. Spamming T34s work reasonably well vs King Tigers and the infamous OKW blob. I figured since I was at such a disadvantage, might as well answer their imminent spam with my own. My team experienced a stupidly epic lag in the beginning of the game so I didn't realize both of my teammates had dropped until close to mid game. I won a random 3v3 yesterday where OKW managed to get 3 KTs.
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