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Old 02-09-2011, 12:04 PM
fischsemmel fischsemmel is offline
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I'll try to be more specific.

Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
1. "better skill caps" <- What does this have to do with anything? Doing damage in a SK or War / Sham duo has no baring on whether or not you win or lose.
Why is this the case?

Also, higher defense, parry, dodge, riposte, and disarm would help a warrior take less damage than a SK, right? Is this difference truly entirely insignificant?


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
2. berserk? With a shaman healing you exclusively you had better hope you're not relying on running low HP.
Why?


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
Not to mention Shaman heals are incredibly inefficient except for Torpor which negates your damage dealing ability anyways.
Incredibly efficient compared to what? Complete heal? What ISN'T? Also, so what? Slow + chloro + less-than-efficient heals seems == to efficient heals without slow or chloro to me. Is it? Is it not?


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
3. Disciplines - useful, but for warriors their pretty much designed for raid situations or at least not at all attune to duoing with a shaman.
Fair enough. I know disciplines tend to have pretty long CDs, also, so wasn't really thinking they'd be a staple of my play... more like oh-shit buttons, or something to assist in breaking a camp. Do they not work in these ways at least passably?


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
4. More weapon choices - true, but again no baring on whether or not you can effectively duo with a shaman.
As with #1, why is more damage not a factor in the effectiveness of a SK/war+sham duo? Seems pretty darn unintuitive to me.


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
5. Since when are SK life taps crappy?
I don't know, remember? We aren't in law school. Enough with the socratic method, eh? It makes sense for someone who doesn't know about SKs to assume that lifetaps a necro would have gotten 20 levels earlier, which are drawing on a smaller mana pool to replenish a larger HP pool that is being decreased more rapidly... are crappy.


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
Torpor + life tap on any non-Int caster type mob is a legit win button.
Explain it to me please. This whole...
1. Big healing
2. Little healing coupled with little damage
3. ???
4. THINGS DIE!!!

... thing doesn't really do it for me.


Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
Also, I'm interested to know how you plan to break camps without Lull or FD? I suppose you could root, but doesn't sound very efficient.
I don't know, again. Seems like root + pet + slows + disc + blind would make for a decent way to break small camps to me. Would it not work?
Last edited by fischsemmel; 02-09-2011 at 12:06 PM..