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#25
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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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