So I've been around with my GF in the first dungeons lv 8-33 and I still haven't seen any need for tanking. Throw in a party full of tank and cleric companions and 5 TRs and a CW now and then and team structure is pointless. Anyone else feeling like there's no real team play structure in the game?
Post edited by epherion1 on
0
Comments
epixcomixMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
So I've been around with my GF in the firt dungeons lv 8-33 and I still haven't seen any need for tanking. Throw in a party full of tank and cleric companions and 5 TRs and a CW now and then and team structure is pointless. Anyone else feeling like theres no real team play structure in the game?
Wait a few more levels.
0
dietaryfiber111Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 26Arc User
edited May 2013
Yes, the tank and healer companion are so good that it's like having another player with you; but it'll start feeling like you're trying to carry a level 30 through level 40-60 zones.
At level 60 end-game, I can promise you it IS like trying to carry a level 30 through a level 60 instance. Sure you can get away with not having a cleric for level 60 cloak tower so long as you got a GF in the party, but the more difficult dungeons ahead of cloak tower demand you have at least a DC and GF.
but the more difficult dungeons ahead of cloak tower demand you have at least a DC and GF.
Is this actually true though? All the talk seems to indicate you can just potion your way to victory in any dungeon. Im being serious, does anyone else that has endgame exp have any input on this?
0
epherion1Member, Neverwinter Beta UsersPosts: 2Arc User
All the talk seems to indicate you can just potion your way to victory in any dungeon.
My point exactly, a 12 second cooldown on pots is OP. Now add sone drops of CW freeze spam and its just like mashing up on statues.
0
justkiddingMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 3Arc User
edited May 2013
Dungeon bosses later on, you're going to have to start peeling and burning adds down or your group's cleric gets swarmed, dies, and then everyone dies regardless of pots. I've given up on PUGs because every time people get fixated with burning down the boss and ignores the cleric kiting around a huge swarm trying to build up divine power to get the heals off.
Dungeon bosses later on, you're going to have to start peeling and burning adds down or your group's cleric gets swarmed, dies, and then everyone dies regardless of pots. I've given up on PUGs because every time people get fixated with burning down the boss and ignores the cleric kiting around a huge swarm trying to build up divine power to get the heals off.
Are there ever adds that are immune to CC though? Because 2 CWs could easily keep any amount of adds off the healer rotating steal time and if you throw maybe frozen ground in there too, but mostly just steal time. I know I was in a group right now in the sky dungeon thing(lvl 45ish dungeon) and the rogue was burning the boss down instead of killing adds, but just popping steal time alone, as well as the choke and the big aoe pull whenever it was up, the healer had no trouble staying alive while the rest of the group burning the boss.
Now some adds have like that stupid CC resisting mechanic like the werewolves that jump around, however stealtime seems to work on it regardless.
I mean, besides the dragon, most bosses actually have pretty low hp, if you have 3 people constantly DPSing down the boss, the healer running in circles and using quick casts to heal up any dmg and a CW with the right spells, I think you could do it easily.
0
baconnaiseMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 13Arc User
edited May 2013
That's why I went dps on my GF. Tanking matters in certain cases but they are few and far between. It also doesn't help that the mechanic for threat gen is negated when the tank takes a single point of damage for most of your leveling career. Boss agrro isn't a problem but as you level and do something like storming the keep with bosses that teleport behind you negating your marks and guard sometimes the whole system falls down. I've been able to hold boss aggro in many cases just because the group allows me to mark then charge the boss and let me start my dps rotation. You'll have an easier time with dps and the mark system imo. Once you get near level cap or at cap the only reason the epics can be more difficult are due to the lack of training tomes to level companions to or beyond 30. This is mostly for the cleric comp as it's the most useful healing pet the purple angel and blue priest are useless. Tank comps are pretty good but the rest are just horrible.
Is this actually true though? All the talk seems to indicate you can just potion your way to victory in any dungeon. Im being serious, does anyone else that has endgame exp have any input on this?
to be fair...thats kind of in line with real D&D... well 3.5 anyway, was always a tactic players could use. Screw a cleric lets just spend our life savings on POTIONS! and chug away!
Comments
Wait a few more levels.
At level 60 end-game, I can promise you it IS like trying to carry a level 30 through a level 60 instance. Sure you can get away with not having a cleric for level 60 cloak tower so long as you got a GF in the party, but the more difficult dungeons ahead of cloak tower demand you have at least a DC and GF.
Is this actually true though? All the talk seems to indicate you can just potion your way to victory in any dungeon. Im being serious, does anyone else that has endgame exp have any input on this?
My point exactly, a 12 second cooldown on pots is OP. Now add sone drops of CW freeze spam and its just like mashing up on statues.
Are there ever adds that are immune to CC though? Because 2 CWs could easily keep any amount of adds off the healer rotating steal time and if you throw maybe frozen ground in there too, but mostly just steal time. I know I was in a group right now in the sky dungeon thing(lvl 45ish dungeon) and the rogue was burning the boss down instead of killing adds, but just popping steal time alone, as well as the choke and the big aoe pull whenever it was up, the healer had no trouble staying alive while the rest of the group burning the boss.
Now some adds have like that stupid CC resisting mechanic like the werewolves that jump around, however stealtime seems to work on it regardless.
I mean, besides the dragon, most bosses actually have pretty low hp, if you have 3 people constantly DPSing down the boss, the healer running in circles and using quick casts to heal up any dmg and a CW with the right spells, I think you could do it easily.
to be fair...thats kind of in line with real D&D... well 3.5 anyway, was always a tactic players could use. Screw a cleric lets just spend our life savings on POTIONS! and chug away!