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  • mistermob#7822 mistermob Member Posts: 22 Arc User

    Ok guys, if you had to go in with only four toons, what would you drop a dps class? A second question, which 1600iL dungeon would the group most likely have a chance to complete? These would be low level toons between 1.6iL and 2.2iL.

    I would drop 3rd support/2 second dps.

    So if u have e.g GF, DC, CW mof rene, HR, GWF, drop cw mof or HR, especially if its not trapper :p

    About the low lvl part, if u r fresh, not experienced players there is no chance for complete, if its 1.6k IL party of ppl who play this game for a year now and they challenged and finished every content (lets say fresh, secondary toons) they will most likely finish t1 dung on ease. This game is quite dynamic one and requires for players to be expert in what they r doing. Entrance cap which is 1.6k IL into t1 is there as minimum, not as optimal. Non-experienced 1.6k il player will be only a leech, even if u have experience from other games, its not WoW, u need to actually react here.

    And there is a difference in reaction of a headless chicken (which most players in this game still is, judging from crying about DR being too hard for 3k IL) and an expert.

    (Sin)cerely
    Kain
    0.01% can solo any content so all content are too easy.

  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    jugger71 said:

    jugger71 said:

    DC, GF, any combination of SWs and GWFs as the final 3. As much as I hate to say it, the other classes are irrelevant.

    @jugger71 really? well, lets look at it this way:

    For the sake of simplicity, I am going to treat any buffer/debuffer class as dealing no damage and only count their contribution towards damage from their buffs and debuffs.

    So, lets take GWFs as our unit of measurement for dps and assume all GWFs do the same damage.

    Lets start with 1 GWF. Adding a second GWF will increase the parties damage by 100%. Once you have 2 GWFs, adding a third will increase the parties damage by 50%. So, lets allocate units to the value of the GWFs dps, 1 GWF = 1.

    3 GWF = a unit of 3.

    Now, a buffer/debuffer cleric can say multiply this by 5, giving you a unit of 15.
    A GF can say multiply this by 3, giving you a unit of 45.

    Alternatively, lets propose the following:

    2 GWF = a unit of 2.

    Same thing, buffer/debuffer cleric multiplies by 5, giving a unit of 10.
    A GF multiplies by 3, giving a unit of 30.
    A MoF Ren CW multiplies by 2, giving a value of 60.

    Oh, hang on, 60>45, oh dear, there is a reason to take more than DC/GF and GWF/SW!

    You can also justify taking a HR instead of 1 of the GWFs for saving time on bosses.
    Wait a sec bro, I said, DC and GF. Those are your buffers. then DPS. Thats overkill right there already is my point.

    You appear to be defending the MoF Ren CW. I blame bias a bit :P. My main is a CW btw. Leave the worst buffer at home, take the extra dps and melt everything anyway.

    And why are you trying to prove you know more than I. You clearly do. Im still entitled to my opinion and I do believe I havent been banned on these forums which means I can express it.

    To OP. Listen to Sharpedge.
    CHAOTIC capstone is one of the best buffing abilities inthe game. THE downside is : random buff and so what?:)
    chaotic growth heal overtime of 250% cw weapon damage every 0.5 sec for 10 sec usefull.
    chaotic nexus: c rate and penetration increased by 30% for 10 sec USEFULL.
    chaotic fury : 30 % damage and 10% life steal chance for 10 sec usefull!
    uncertain allegiance : 5 % critical rate when the cw criticals note: timer refreshes as keep critical so is permanent.
    nightmare wizardry : combat advantage . DOES your pt for some reason doesnt include a gf to mark? no problem nightmare wizardry.
    maybe that cw gone further and said lets take and the bitter cold(if he has in mind the ultimate debuffs can ignore spell twisting) enemies get 5% more damage when affected by chill. frigind winds would be usefull if was able to freeze bosses that is other story;p
    Combustive action ( well need dailies but who hasnt in our days we have good ap gain devoted etc).
    swath of destruction.

    CHECK the above and you will see righteous cleric is slower buff debuff than mof renegade with biter cold from opressor tree( he can even ignore that debuff and go with spell twisting and still faster to apply the other debuffs than a righteous dc:P)

    DID you know that you as ss mage appears in act logs 10% of your damage because of a master of flame? Somehow you deal too smolder and rimefire smolder damage + gathering flame damage all those are 10% of your damage.

    ANYWAY for me all are important even that protection paladin i took some advices to change it to devotion no i will not i waited this moment now is a normal paragon.

  • davehedgehog1davehedgehog1 Member Posts: 12 Arc User
    Thanks for the reply zeke. The young ones want to try a dungeon that is a higher level than the leveling ones, it doesn't matter if we fail but would be nice if we could hit half way. We can take a GF,DC and either a pair of GWF of CW and GWF. We will give it ago and see what happens. Once again thanks.
  • mantera47mantera47 Member, NW M9 Playtest Posts: 70 Arc User
    edited April 2016
    I would recommend you try some skirmishes first before doing a dungeon if you haven't really played the "endgame content" much before. It will help you get seals for the the t1 gear as well as get you practice on working together.

    You can start with the really easy ones like Master of the Hunt, etc just so you get used to working together once. Or skip straight to Kessels Retreat. Probably want to stay away from Shores of Tuern for a bit until you're more familiar working together--the last boss is harder than KR.
  • asterotgasterotg Member Posts: 1,742 Arc User
    edited April 2016
    Another tip, use the build @thefabricant recommended. I play sometimes with a friends guild members. While some take advice and build for best impact, some think, that they know best on their own. GFs without ITF, DCs who dont buff/debuff, SWs without dps etc are mostly useless.

    CN with the recommended combo and right builds, 2,5-3k IL takes about 8-10 minutes. Similar combo and 'fantasy builds' gave up after ca. 2h. They left, I filled up their spots with friends and we were done in a minute.

    Chars: CW, DC, GF, GWF, HR and TR.
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