A
alme
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whicked whicked
Originally posted by Ekydus
Pin unless I'm mistaken you don't understand Paladins.
They can chant forever.
- Chants take up endurance though. (Not needed, inconvenience however)
They can't End chant forever.
- They need power.
- + It takes up some End. (Not needed but inconvenience nonetheless)
Meaning, either you expect the Paladin to be a pure chant bot, or to be permenantly out of endurance for themselves.
It's hard enough playing as a Paladin as it is, not to be told on top of this to just stand at X spot and do Y event so we can do Z event.
Originally posted by iluvatur
nice 'fun' setup imo
2 clerics
1 body sorc
1 high mind sorc
1 spirit cabalist
paladin
2merc
all the cc you need, and insta kill with body debuff and lifedrain and spec n00ks flying about.
Originally posted by Pin
You are mistaken.
1) Turn end on.
2) Hit sprint and run around.
3) Power starts draining... oh dear...
4) Turn end off.
5) 3-4secs later, turn end on.
6) Turn end off
7) go to 5 and repeat until...
8) Power is magically full again
9) Go to 3.
Buy Longwind 1 to prevent loss of end due to 'twisting'.
Now, learn to play your class.
Originally posted by hotrat
hmm can we establish if paladins can really perma sprint, with pom 4 from sorc and long wind 1?
The problem is mainly that most chanters are too focused on their PBAE so they all look for excuses to use it, not very many know the power of their debuff+nuke. Secondly, the moment the tanks start to pile up on the support chars of the Hib group, those chanters will go into defensive mode and start PBAEing around the dr00ds. This gives the Cabalist + Sorcerer plenty of time to pick them off from range.Originally posted by Khalen
The start group is screwed if they meet a pbt group with 2-3 pbaers/nukers.
Originally posted by faderullan
Cleric(moc purge rp bof) - Heal
Cleric(moc purge rp bof) - Heal
Sorc(moc purge mota4) - Mez and run around
Minstrel(sos,purge) - Be a bitch against enemy healers
Paladin(fh,purge,last end) - Assist main tank
Theurgist(moc,purge,rp) - Spam pets on all healers, assist nuke as backup, oh and rebuff haste plus earth buff every 10minute
Mercenery(determination5,purge,high mop) - Main tank
Mercenery(determination5,purge,high mop) - Assist main tank
This is standard <public enemies> setup.
Theurgist spot can go to another tank also. Merc or polearmsmen.
With this setup we are almost unbeatble on prydwen atm. We are all very high realm rank, which of course helps
Originally posted by Dom
In last days, i was thinking about it.... and finally , though on one, but need to be really good played.
so...
3 arsmans
1 sorcer
2 clerics
1 cabalist
1 paladin
I am sure, when you are reading this grp, you are thinking,lol he doesnt write mistrel , we loose speed, sos , and interrupt with mezz and stun... ok, i know this. 1. you dont need speed, sorcer sped + all spriting is total enough. 2. really , you dont need sos, i know is one great ability as offensive/defensive.... but really isnt that needed,3. about the interrupt , one cabalist do this 1000 times better anyone other char.
So , lets start : dmg and offensive , you got 3 arsmans, 2 speced in 2 h , and 1 speced on s/s , to chain guard and slam when you are going yo break mezz on one enemy.
All people is talking all the days, about mercs are very good and blablabla.... but the important is do one high dmg, in few time... 3 arsman atacking at the same time, can do more dmg that another set of melee ( for example 2 merc,friar , for example ).
and to help the tanks on kill , you got the caby that can debuff his onw base dmg, and disease to interrupt, snare, low ws , less str, to the enemys, he helps alot doing disease over the root, when sorc does it.
You got sorcer to mezz, help on kill too, pull agroo,STR/CON debuff!! , root etc... ( remember the sorc will do soo nice dmg with his dd, assisting to the caby, because the have same dmg ressist on drain life, and the caby will debuff for them both ).
You 2 clerics for spread heals,buff, ressist, interrupt and the best defense ability on game, BOF!!!!! .
and finally you got the pala, to protect the caster, the s/s arsman can help on this too.
Originally posted by arrakeen
Problem with caster groups against hibs is baod, if casters are debuffing and assisting each other the dmg will still be ok, but not good enough to take support down fast enough before druids heal, and the debuff will be nerfede to 8 sec, and with baod thats barely enough for 1 nuke
Originally posted by Garbannoch Nox
you would be surprised how few hib groups have BAOD. Either there is no chanter in group or the chanters dont have BAOD (a consequence of the fact that albs and mids run 90% tank groups). Also BAOD is a 30 min RA...
As I see it now the setup I have been using in the last few weeks is perfect for the current situation: we were using 1 bard, 2 druids (2xGP, preferrably one nature but not a must), 1 warden (for pbt, resist buffs, TWF), 2 mana elds (pbaoe, snare dd, aoe snare, aoe disease, aoe str/con debuff, single dex/qui debuff, single str debuff, single dex debuff, nearsight), 2 shield heros.
One hero is purely defensive and switches guard to the caster under attack - the other one and the warden go interrupt/kill support.
So how was this group performing? excellent - cant remember losing one fair fight against an alb group; same against mids except for JH - which against we lost some and won some.
The only reason we lost against JH sometimes was that savage damage is just insane atm (not a whine - just a matter of fact).
OK, such a long story and what do I want to say: Alb groups who want to win against good hib groups need casters to take out the pb cage. Albs do not have an insanely overpowered class like the savage that could drop a caster before it can do damage. The only way for albs to kill a good hib pb group is to nuke the pbers from range.
So the problem for albs atm is that they need 2 different setups to fight mids and hibs - while mids (tank groups) and hibs (pb heavy groups) can use their setup against both other realms.
What will happen in the future: A nerf to savages and a boost to casters (lower resists) will encourage alb and mid groups to use casters again. And this is a big chance for the game to become balanced: having a good mix of all classes in a group. Only big problem remaining is the long mez times for non-det classes...
Domain's suggested group would probably do better against the average hib group but worse against the averge mid group. Still worth a try