E
eynar_eoo
Guest
- Thread starter
- #31
NERF Derric!
Excuse me? Have you ever played an envenom assassin? The you wouldn't even bring cost into this. At present, I can use up to 25 silver's worth of poisons in ONE fight against an even-con mob. I know the best bolts I can buy cost me roughly 24s for 20 bolts, not quite sure about the arrows, but hell, please, think a little before you start to say that your choice of path costs you more. Ours can cost just as much.Originally posted by Tesla Monkor
(They're actually a lot harder to level than assassins, since you're perpetually broke and underequiped since you have to buy arrows all the time. Unless you have a large amount of cash, it's a pain).
Originally posted by Brannor McThife
Excuse me? Have you ever played an envenom assassin? The you wouldn't even bring cost into this. At present, I can use up to 25 silver's worth of poisons in ONE fight against an even-con mob. I know the best bolts I can buy cost me roughly 24s for 20 bolts, not quite sure about the arrows, but hell, please, think a little before you start to say that your choice of path costs you more. Ours can cost just as much.
-G
Originally posted by ivan_tribbiani
Yeah but compare the price of decent arrow to price of poison.... and the amount of the arrows you use per mob. about one good arrow for crit then 3 regular decent arrows to finish off the fight <thats the case with scouts anyhow>, Now if im 1vs1 with a blue mob i dont use poisons, if its a yellow con however i use 2xDOT <although i know they arent stackable, that untimely resist can mean death to you> , 2Xdesease and a strength debuff. That at envenom around 25 comes to a lot of money long term but not nearly as much as the arrows i think.
Besides does anyone really use poisons in group fights ? I dont, unless its an orange con and my poison will actually mean something in the fight, while scouts have to resort to bow to be effective.
My two pence
Originally posted by Fingoniel
He said he can use upto 25s worth of poison _in one fight_.
You're not going to be using 20 footed flight broadheads in the one fight....
Edit: I have no idea how much poisons cost... just going on what Brannor had posted here
Originally posted by ivan_tribbiani
25s maybe at higher level than me i think i spent less, but think about it would any sane person solo post 35 ? And as i said before while in groups fighting high con mobs poisons are virtually useless <besides most times they go down to fast for your poison to make any difference>
Originally posted by Fingoniel
Can you do your perforate artery etc. when the monster is in combat?
Main tank uses taunt, then the assassin backstabs... stops the infil getting smeared across the pavement, no?
Originally posted by Fingoniel
Was meaning after it's been hit already... or do you get similar things to bolts being blocked?
(this is assuming your tanks can position the monster properly so you can get at its back/face or whatever you need )
Originally posted by Brannor McThife
Hell, the number of tanks I'd like to strangle is countless. They just run at the mob and hit it, causing the mob to do a 180...means a nice little stealth jog for me. Yes, the tanks should hit it first, in my view (and I play a tank in Midgard) a tank should hit the mob with 3 taunts straight off, and maybe keep it up just to hold aggro. In Malmohus, that's all I did, taunt, and save a little endurance to taunt a mob off a healer/caster <---- VERY NB! Tanks, don't waste all your endurance doing combo moves, save some for pure taunting when needed.
edit: i wish more tanks would become like that and not shout we ran out of end so couldnt save the heals.
And I'm sorry, my view, if a paladin is in a group, he should heal chant. He can take far more hits, and survive more aggro than a healer who can actually heal him for more. When a cleric dies, you lose all the buffs. Paladins/armsmen must learn to die to save the cleric. The number of times I've watched clerics die while 3/4 tanks are left standing disgusts me. I had one rule when I played in Midgard, I die first.
edit: If people remember the way i played, then they can say that i die before any caster goes down due to the fact that some tanks are quite prone to not keeping the aggro, and some palis who forget to heal chant. In really bad scenarios i die, then down goes the healer then down goes the offensive caster then the tanks run away <however some of them are persistent and will fight it to the bone >
Also, in my view, PA/CD does pure damage, they are non-taunt moves. So yes, if the infil hits first he'll draw aggro. If your tanks want to "rush" the mob. Rather pull it lightly, and then stand your ground and hit early, and if it flips 180, then rotate quickly to save your infils some time.
edit: yup but most of time syou endup doing more damage than any tank so you attract it anyhow, to detaunt use Tranquil
And no, PA isn't affected by in-combat-already. If you read my solo advice to infils somewhere in the Prydwen section, you'll see that I often PA/CD, run away, stealth, PA/CD again. Although the second stun from the second CD is 50% shorter.
edit: Only tried it with epic quests PA-CD with desease +dot poison and run off, regen then come back.
I can sometimes be quite picky about targets. I've sometimes not even touched a mob because the tanks all encircle it, making it whirl around the whole time. I then just go sit and regen endurance.
edit: tell meh about it, but less of that in Alb i think.
<shrugs>
-G
Originally posted by Dannyn
Also any paladin that's in a group without running healchant should be taken out and beaten (unless there is another pala running heal of course). They are a tank, they should take the bloody aggro. I've had tanks say "I don't like to get hit" as a reason for not running it. WTF? They think the healer being beaten bloody is better?
Weigh it up like this, when you have 3-4 inc, the pala can taunt 1, heal chant will aggro all of them at once, and hold aggro even through a failed mez or two, that is more useful than +150 af IMO. Also if the taunt misses, then you're fucked, healchant doesn't miss. When it comes down to it, in a balanced group the tanks aren't there for damage, they are there to hold aggro while the casters kill the mobs.Originally posted by Gef
I hate that, taunt styles do the job just as effectively (unless the pally is a complete spaz) and then you can run a useful chant like the AF one that actually prevents the healer from having to heal you as often! Or the damage one which gives all your group a nice buff that enables you to kill faster ..
Weigh it up, okay so if taunt aint working then flip heal on and off .. usually does the trick. But a pally running heal chant the whole time isnt being half as useful as he could be.
Hell yeah!Originally posted by Dannyn
When it comes down to it, in a balanced group the tanks aren't there for damage, they are there to hold aggro while the casters kill the mobs.
Originally posted by Brannor McThife
Hell yeah!
I play a warrior, and this is the first and most important lesson you need to learn. For me, it's not about doing the most damage, just drawing the most aggro. You don't know what an advantage you paladins have over our like tanks when it comes holding aggro.
-G
I'll just stick the healer and go afk for a few patches till mythic decides to make my class useful as something other than a drum-bot.Originally posted by Tesla Monkor
Hold on for two patches or give up and play an alt for the duration. :/
Originally posted by censi
Ah Sickofit..... reassurring to see your still a twat..
Consistency is the key.