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Old 11-11-2011, 02:56 PM
valithteezee valithteezee is offline
Sarnak

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Join Date: Jul 2011
Posts: 283
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Honestly, 5 SK's and a bard probably can't be beat, lol.

This is theoryquest right here, but this might be a pretty fun team to have.


Shaman-Support heals, buff, potions, malo, dot

Shamans can adapt to pretty much any situation that rises on the battlefield. Their potions make the team pretty much immune to disease/poison dots.

Enchanter- Tash, mez, debuff, root, stun

Enchanters can offer a lot for team pvp. If the enemy does not have cloudy potions a tash + malo(from shammy/mage) can easily keep them CC'd for the duration of the fight.

SK- DPS, snare, HT.

SK's offer up plenty of DPS and a very annoying low cost snare.

Bard -resist, debuff, snare, selos, mez

SELO's at all times during the fight is +1. Also, the ability to debuff, snare, and DOT the enemy while being out of cast range is a +.

Wizard- dps

Wizards and chanters pair really well together. If the group is CC'd at all by the bard or chanter this gives the wizard free reign to ice comet a squishy and take them out of the fight.

Cleric- heals, stuns.

Best heals in the game, two DA's, stuns, root.

This entire strategy is riding on the fact that 1-2 players can get CC'd and have de-buffs stick without enemy team pumice/curing.

Players would have to be very organized for this to work since it lacks melee power but it could work.
 


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