yeeees.... oh oh hotdog![HB]Jpeg said:catacombs unless im mistaken doesnt have any impact on rvr at all .. due to it being a PVE x-pack
Funkybunny said:assist macros are nice
lets say 4 of the dmgdealers unload spells on one target at the same time...
and if 2 -3 of those are warlocks...
Fana said:But this is nothing new really, its the same principal that tankheavy groups operate on - kill fast with uninteruptable damage and strong assist - and it requires the warlocks to use up alot of their potential as damage dealers, once again landing us in the scenario that opens up once the warlocks have unloaded (slow casters with little interupt). Also, a warlock heavy group (more than 2) would likely never win 2 fights in a row against semi-strong groups (if attacked before chambers are reloaded etc).
Sure the warlock is great, but i dont want to believe that a group sacrificing non-caster spots for more warlocks would do well (other than in a siege etc, but we are talking primarily roaming groups here i think).
Ilienwyn said:Well, warlcks can chamber damage-spread heal spell so they can easily heal themselves. BDs can do lifedrain and get healed by pets too. Finally, the existance of DI nowadays makes things much easier.
Fana said:Has any strong'ish warlock heavy groups emerged on the US servers yet? Would be interesting to see a vid of a grp with 3+ warlocks in roaming rvr.
Oboy said:Most warlocks camp towers and such, get two easy kills then recharge chambers. The most successfull one, Fechina did 1mill+ rps in one week, lots of players showed ss of fechina cutting thrue DI3 in less then 5 seconds, so yes warlocks do insane frontload.
About rr´s and such you can forget it against mids.
as a hib rr leader on Percival expressed himself after a failed rr: "We just got Warlocked"
Calo said:albs...
prepare yourself of a zerg of 100+ warlocks on your relics
that would mean 70 albs almost insta die
Fana said:2-3 in 3 sec?
Chambers have a 2 sec cooldown, so even if all 3 chambers were loaded with maximum damage spells (their bolts i think) they could only unload max damage in 4 sec (cast, wait 2 sec, cast, wait 2 sec, cast), and these can then be blocked etc since they are bolts. If a druid or cleric doesnt manage to mash instaheal and/or spreadheal in 4 sec then they are pretty poor players, especially since you can count on at least one of those druids/clerics having DI2 or 3. After the initial unloading of the chambers the warlock will then revert to a slowish caster that consumes great ammounts of power, with very little interupt capacity. So i dont think the choise in groupbuild is that easy
EDIT: disregard what i said in above post above debuffing - runies can debuff matter, silly me.
Laalaa said:Yep warlocks are gonna bring major pain .
Nearsighting+stuns can help a bit but still they gonna kill lots of peeps.
Fechina really ruled, Rush alone full group, kill 1-2 then die.
All warlock damage on matter. so major rework of templates, and wardens/friars are must.
Matmardigan said:dont they wear cloth? if so they will get fucked by assisting Scouts like any other class 2