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#5091
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![]() Yeah, this is where I started.
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#5092
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Still, not having constant sow available can be pretty annoying. Nothing sow pots can’t fix I suppose.
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#5093
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![]() Yeah, sow is a huge QoL improvement, but with this group I expect I'd be spending most of the time dungeon crawling. Guk, Permafrost, SolA/B, etc. I've spent a ton of time outdoors on my druid, but I can't think of much outside worth bringing a heavy-hitting group to fight. Unless, like, you want to speed-run Unrest/Mistmoore/CoM/KC, but yuck.
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#5094
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Now we know you are not discussing endgame, we can keep these arguments for a leveling group, rather than an endgame group. If you want to rebut my points, you need to rebut them from an endgame perspective.
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#5095
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The other reason I think a wizard is a decent choice is that any three casters is gonna be pretty damn strong all the way through, and while the wizard won't be contributing a ton on a mob-to-mob basis, they can burn down a bad pull. | |||
#5096
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Charming in the early game isn't as good, especially untwinked. You have a low mana pool, less of your toolkit, more fizzles, more lull fails due to lower CHA, etc. If you plan to go past 20, other classes start opening up more, like Druids/Wizards for ports, etc.
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Last edited by DeathsSilkyMist; 07-03-2024 at 01:48 PM..
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#5097
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![]() Yeah, I think adding a druid for snares/charms/regen/ports/spot-heals would at least be a lot of fun. They can nuke if there's nothing else to do. Having a built-in porter seems pretty necessary on a new server. Wizard gives that, but druid gets ya a bunch of nice utility, so I'm pretty close to 50-50 which one to include.
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#5098
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#5099
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![]() I feel like maybe we could have some more discussion on stretch targets, and what 4 man comps can do them, and how.
I'm curious what 4 man comp people would use for the following targets, and how they would approach trying for the kills: --Prince Thirneg --Vaniki --Harla Dar --Overking Bathezid --Eashen's Guards
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#5100
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Harla Dar sounds difficult with four people post push-to-interrupt change, since she can gate. Wiki says she gated occasionally even with sieves. You could fight her at her spawn location to prevent gate, but then you couldn't stop AoEs via the water trick. This means Charmed pets are not very effective. They will just keep getting dispelled and/or feared. If you try to MR buff them, you'll get more breaks between AoEs. If you reduce their MR, they will get feared more. If she can be blinded, 4x bio orbs and very slowly killing her with Dots might work lol. Bring her to an area where she can be blind kited safely, and just spam bio orbs while weaving in the occasional DoT. You'd want a Shaman and an Enchanter so you can Malo + Tash for maximum -MR. Blind Kiting would prevent her from casting and summoning. Having summoned pets attacking the blinded mob would stop it from running, and the players will not be summoned. This would allow you to keep her in shallow water so you can land spells and block aoe. Maybe 2 Mages as the last two members alternating between summoning pets might work if the pets don't die too fast. Or 1-2 Necros if you want morr DoTs. But you'd need to stop doing this when HP gets into gate range so she doesn't gate.
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Last edited by DeathsSilkyMist; 07-03-2024 at 04:23 PM..
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