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#1
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+3 pets. experienced players will rejoice!' With crack necro having unlimited mana. YO If the enchanter sucks though you may have issues. Enchanter better understand how to stun in a milliseconds notice and recharm and or alow necro to malo. Just sayin yo. either way people trash talking this trio are living in the past.
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Last edited by Baler; 10-06-2016 at 04:59 PM..
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#2
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I considered mentioning the hole since I did that a lot in the mid to high 50s, but I didn't bring it up for a number of reasons that make the zone unfriendly to players without experience there.
First, while the necro and ench can gate, the SK is kind of boned when it comes to leaving. Then you have to deal with where to start from. From top down you have to clear some trash and if you don't know where you're going it is easy to mess up. Bottom to top has a couple issues as well, mainly whether Yael is up and whether everyone in the group is set up to survive the drop. Then you get into the mobs. I was trying to think of undead zones to make the necro more useful, and the undead in the hole are extremely MR. Last time I was there I think my ench had trouble even keeping them rooted. Definitely not a friendly zone for undead charming. I agree it is a solid zone, just not very good for this trio. Dealing with a CR in KC or even HS is waaay easier than doing so in the hole. Last time I was there we went to do the ranger epic portion and I'm pretty sure 2 of the 4 people with us died on the drop in, which wasn't a big deal since I have a cleric as well, but for a trio unfamiliar to the zone that is going to kill the group before it even gets started plus, Hole exp is kind of weak even compared to KC. The Hole is a cool zone and worth checking out if you're up for a bit of an adventure, but it isnt the best choice for an unconventional trio looking to exp and that isn't already familiar with the zone. | ||
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#3
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Not recommending Hole because it can be unfriendly to players who are inexperienced there? Same could be said for any zone, especially HS. You learn as part of EQ, the zone is very easily learnable. SK can't gate? This is true, but you have the same exact problem in HS. OT Hammer is 2k and would recommend everyone get that at 50 anyways, Thurg Gate Potion (vial of velium vapors) is obtainable if you just do tradeskills for a few hours. Its not like there are no options there. No undeads to charm? This is definitely true. However, I would argue that with mobs having less than half the HP as normal PLUS all running at 20%, a standard necro pet / spells help out a ton. There is realistically only 1 ghost in the area which can be trio'd at first half of zone, so the MR issue shouldn't matter. CR easier in HS?? This is laughable really, the level 1 halfling brell rogue dragger gets your corpse to zone in where you can rez / med with no adds at all, HS has a heavy mix of undead / live mobs, and goos can see invis and even h/s. True that you can get a rez easier in KC due to over-crowding... but you deal with over-crowding. Hole exp weak compared to KC? This has definitely not been my experience, especially at low to mid 50s. 58+ I see it slowing down, however due to those low HP mobs, you can plow through them much faster.... especially when chanter has a charmed pet that can BS for 350, maybe even give some nice pet weapons like double Gold Plated Koshigatana if you want to get creative (may cost you 2k, but will proc a 162 DD nuke on any summoned creature. Dual Wield + Boon + Backstab + Haste if you crazy = Destroy). The SK also comes in handy here to get the chanter pet to BS.
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Wedar - Level 60 Grandmaster (Retired)
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#4
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In any case, requiring the Enc to slow every mob, and the Necro to constantly maintain heals on the tank, just in order to add SK melee dps is probably not efficient. Maybe doable, but not necessarily efficient. Also remember that the SK will be buffless so he won't have a ton of HP to work with, and the Nec will also need to keep himself and the Enc healed on charm breaks. Obviously play around with it, but my initial preference for this trio would still be fear kiting or pet tanking/swapping. | |||
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#5
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They got crack so mana is no issue. SK could main tank,. then step back when he gets low and allow necro to twitch him while pets tank,. SK just has to known how much agro to add to the battle. Either way,. roots will save this trio time and time again. Last ditch effort: GATE + ROOT. don't die foolishly. peeps.
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Last edited by Baler; 10-06-2016 at 05:03 PM..
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#6
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It might not be as efficient as necro/enc duo but that in turn is not as efficient as clr/enc duo. The question wasn't how you could make a more efficient duo - if you're going to do that just tell them to reroll and their friend can sod off. They have what they have, and they can make it work just fine in a wide variety of places with slightly more effort. They can take advantage of their SK by having him fd/snare pull to get singles, too.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | |||
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#7
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#8
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If you're going to have add an SK here, it's smarter to simply add a 4th member too (a healer) which would give you an extremely solid 4-person group makeup. Either that, or keeping it as a strong Nec/Enc duo are better options than trying to make a poor 3-person composition work. I don't get why this is so difficult for some people to understand. | |||
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#9
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Advice to them that they should tell their friend to sod off, or that they need to find another person to make it more efficient, is swell, but not the question that was asked.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | |||
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#10
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