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#1
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Barbarian Shaman/Warrior Duo Question
Hi all! I play my Barbarian Shaman exclusively when my friend is on with their Barbarian Warrior. Currently we have been hitting BlackBurrow but after turning in our latest fang haul, we're both level 17 (woot!). Personally I want to stick around the general area a bit longer and reach 19 so I can buy those spells (money is still tight) before deciding to venture out further.
So, a couple of questions; 1) where else nearby could we use to level (other than some more fangs from BlackBurrow). Something that would drop fine steel or bronze would be good so we could make some plat 2) in terms of our play style, I find that the moment I DoT a mob I draw insta agro and it is quite difficult for the Warrior to taunt it off. Am I better off just keeping the Warrior buffed and healed, letting him do the work? At our level, are debuff spells such as Disempower or Walking Sleep worth the mana cost? Any other advice would be greatly appreciated [You must be logged in to view images. Log in or Register.]
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Originally Cyphous, the High Elf Paladin - Xegony, back in '99 (pre-Kunark)
P99 - Blue Lafael - Druid - Level 60 Garnagle - Necro - Level 57 Seductress - Enchanter - Level 52 Sweets - Bard - Level 35 Venexia - Shaman - Level 60 Wonderelf - Warrior - Level 51 | ||
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#2
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I would recommend rooting the monster if aggro is an issue (and if you think the mana is worth it). Warriors are terrible at aggro generation. Don't bother with slows or debuffs until later on in your career - they are very weak at this point relative to their mana cost (when considering your small mana pool at that level). Later on, slows are the really important thing, not so much disempower-type stuff, though the Malo line can be very useful as well.
What you can try is keeping the warrior between around 20%-40% health to have him berserking for much better DPS. This will also mean he'll be better at holding aggro. It can be risky, though, so if you find you're getting your head handed to you a lot with this method, either try it only going after lower-level monsters (dark blue only, and specifically the lower part of dark blue if you know the level ranges) or just go back to what you were doing. Lower-level monsters are also easier to keep rooted.
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Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | ||
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#3
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Thank you for the replies. I was thinking of trying the bandits in the Karanas (west) but were uncertain of their level range (currently at work, otherwise I would simply check).
I'm surprised Warriors are terrible at agro generation, isn't that the purpose of their taunts? I think I'll try out my new line of spells with the bandits and see how it goes, especially now that I have root. I like to get in and melee mobs along with the Warrior as at these early levels I am still able to do a decent amount of damage. Also, with the aid of dual wield, which the Warrior has just gained, it will help with the agro issue.
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Originally Cyphous, the High Elf Paladin - Xegony, back in '99 (pre-Kunark)
P99 - Blue Lafael - Druid - Level 60 Garnagle - Necro - Level 57 Seductress - Enchanter - Level 52 Sweets - Bard - Level 35 Venexia - Shaman - Level 60 Wonderelf - Warrior - Level 51 | ||
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#4
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Quote:
Slows are great though and will save you a boat load of mana in the long run(less heals), i still tend to use Walking Sleep even in my mid 40s 95% of the time due to the low mana cost and big returns on mana efficiency. | |||
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#5
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At level 17 use drowsy, not walking sleep. It's so little mana at 17 and makes quite the difference IMO. it should be about 4% of your mana which isnt much at all for a single fight.
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#6
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Thanks guys for the suggestions! I might try using drowsy instead of walking sleep for now and see how it goes !
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Originally Cyphous, the High Elf Paladin - Xegony, back in '99 (pre-Kunark)
P99 - Blue Lafael - Druid - Level 60 Garnagle - Necro - Level 57 Seductress - Enchanter - Level 52 Sweets - Bard - Level 35 Venexia - Shaman - Level 60 Wonderelf - Warrior - Level 51 | ||
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#7
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Yeah, warriors are bad at aggro generation. I don't think it's necessarily an issue with P1999 being bugged; I think it's a class design issue. Taunt only works on monsters lower level than the warrior, and warriors often find themselves having to tank higher level monsters. Also, taunt only raises the warrior's aggro to one point above the highest aggro person, so if that person does something else to raise their aggro again, the monster will go right back to them. Warriors need good weapons to hold aggro - at low levels, this means weapons with good DPS, and at mid-high levels, this means levels with a combination of DPS and good aggro procs.
Also, I would recommend sitting and meditating instead of meleeing practically regardless of the situation, unless you have a really good weapon. At your level, you can probably do more DPS meditating and then casting a nuke or a DoT than meleeing and missing out on that extra mana.
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Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | ||
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#8
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Edit: Addressing Estu's observation about dps. If you cast anything on a mob you two are fighting, you will be tanking it, and if you're tanking it you can't med. It gets pretty damn mana expensive to have to root everything on top of casting mana inefficient nukes or time inefficient (for duoing, anyways) dots. At your lvl, I found it much more efficient to save mana for rebuffs and heals and to just melee dps/tank/offtank. You can pull with drowsy. If you're both meleeing, at your lvl you shouldn't be much worse of a tank than the warrior against dark blue single pulls. Once you hit 24 and get a dot actually worth casting, more mana intensive buffs (regeneration), and canni to capitalize on sitting hp regen for mana, you shouldn't be standing when you're not actually casting =D.
Sisters camp in LFay is still good at 17, i think. It's sort of hard to solo as an untwinked shaman, I duo'd there. Unfortunately it's super camped. Erud's Crossing killing wisps they should all be LB at 17, I think. Some might be green, but the greater lightstone turnin quest gives exp and a 10pp item for each stone. The two of you could probably survive any number of adds there pretty easily if you draw one or two onto you. Get a goblin parrying spear or equivalent ratio weapon to help you poke things. Upper Guk and Unrest might be options? I didn't spend much time in either, so I can't really elaborate. I'm not sure about WK bandit sash quest? You might be past the sweet spot for that, but its decent cash. Mobs spawn in tightly clustered groups of 4 or 5, so you'll probably need to root 1-2 and/or offtank one while you both quickly dps down the warrior's target. I believe they backstab... If you're just going to duo, you want the warrior taking slow damage so that you can use inner fire to heal. It's much better hp per mana than light healing or healing, but if you're taking even moderately fast damage, it'll be too slow. You COULD just run around slaughtering gnolls in blackburrow. At your lvl, it should take about 30 fangs to lvl. If it's not too crowded, that's like an hour of mass murdering green con gnolls. | ||
Last edited by DrKvothe; 10-09-2013 at 12:38 PM..
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#9
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Pull with slow - any of the slow spells tend to spike the agro. When I was duoing with warriors they could pull the mob off while it was charging me. A big benefit to this is that you essentially go 0 rounds with an unslowed mob - super helpful when your zerking the warrior.
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#10
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Keep in mind that distance plays a huge part on aggro generated from spell casting when a tank is nearby hitting the target. I'll see a lot of people in different camps (Oasis, etc) that have the casters like all of 9 feet away from where things are being fought. Monsters will naturally be more inclined to turn and whack someone casting something in that situation.
At near max casting range, it's completely different. You can be far more loose with spell timing and keeping the target on the tank. For Bronze weapons in the teens, Sister Camp in Lesser Fay is great but perma camped. Don't expect to ever see it not camped unless it's like 4:00 a.m. pacific time or something. From the patch notes, Karanas bandits now are coded to properly spawn in with bronze weapon chances. I'm going to check that out and report back here. Before, those bastards spawned in with nothing and a lot of the time druid casters would be mixed in with them. Not worth doing before, but we'll see about now. | ||
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