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Roles in MP incase you "most" didn't know. (Routine, Threathening etc)


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#1
Kraun

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Rogue (assassin, alchemist) = You take down the archers / mages in the BACK, so DO NOT rush the group (you are NOT the dps NOR the tank of this group)

 

Tank / Warrior (Lego, reaver, katari) = Your job is to taunt the 'mass' of enemies and hold on (1h+S / 2h, doesn't make a difference) YOU ARE NOT THE DPS of this group

 

Keeper = You are the backbone of this miserably failing posse (if you play one, keep the barrier on the tank) and all the CC's next to you, not the tank.

 

Elementalist / Necro = You are the DPS of this group (if you have barrier, get to the tank while casting it) + do your most to do damage.

 

Archer / Hunter = YOU are not the DPS of these groups, stay in the back, longshot + whatever you do to make damage (AND STAY ALIVE), dont get in the frontlines EVER (these 2 are the classes i see more often in the frontlines than an assassin)

 

 

Arcance Warrior / Knight Enchanter = do whatever you want, because your class is broken, until it's fixed.

 

 

PS. when in 5/5 in anything but NOOB-version, stay in the [...] room, where people spam the "get over here" button, or you screw it up for the entire team by dying out where we wont rezz you.


Modifié par BioWareMod02, 11 décembre 2014 - 02:45 .
Edited to remove inappropriate language

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#2
tempest238

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A couple of things about your post.

 

A "great" tank will almost never need a barrier cast on them. WIth the exception of possibly perilous. Dependant on gear of the tank regardless of the player's skill playing as a tank.

 

Havent really gotten use to my alchemist yet. But assassins are DPS. Single target mind you, but DPS for sure. Maybe it is my weapons on my assassin. But I can drop a pride demon on threatening from full health to >25% with a twin blades crit on his backside (Remember you can spec into an auto crit out of stealth.) You cant have that kinda of killing power not to be called a dps.

 

As far as staying vs leaving the room. Give it a try anyways. You will never grow as a group/player without testing the limits of coordination.

 

BTW calling it now. I am willing to bet that bioware will eventually teleport everybody to the banner when it is planted, and close the room off.

 

edit- a few spelling errors.


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#3
SpaceV3gan

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This is not the multiplayer part of the Forum. And if you go to that section you are likely to find a lot of elitist players, who don't really need to be taught on how to play.
Besides, most players I've seen on Threatening difficulty already know about choke point exploits. It seems pretty much the norm.

#4
Rhaine

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A few problems with this, legionnaire is an actual tank, arcane warrior can be one too and Templar a little bit. Reaver and Katari are certainly not tanks, they are damage dealers. Try tanking with them on perilous and count the seconds you live.

You also missed that elements list can be pretty much as supportive as a keeper.

And yea this is the wrong forum, you would get much better details of the classes on the multiplayer forum.

#5
J. Peterman

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I don't subscribe to your roles.


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#6
Zakmonster85

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Tank / Warrior (Lego, reaver, katari) = Your job is to taunt the 'mass' of enemies and hold on (1h+S / 2h, doesn't make a difference) YOU ARE NOT THE DPS of this group

 

Keeper = You are the backbone of this miserably failing posse (if you play one, keep the barrier on the tank) and all the CC's next to you, not the tank.

 

 

Yeah... Reaver and Katari are definitely not tanks. A Reaver can churn potentially out more damage than an Elementalist or a Necro. Put all 3 of them together and enemies die before aggro is even a consideration.

 

Also, a Keeper can be specced to be pretty sick CC/DPS, so this whole 'Barrier-on-demand' mindset people have is starting to annoy me. You don't need a Barrier when everything is dead.


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#7
SectiplaveB4

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I appreciate the effort, but the majority of people who post here on BSN aren't the ones who need to learn the basics of a co-op team play :(

 

Also as mentioned those 2h warriors aren't to be tanking unless things get really dire.



#8
KalGerion_Beast

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As a hunter with longbow of the griffon, ive made my role dps, and in order to do that effectively, I have become a front-line soldier.  

I defy your rules, and succeed greatly.  


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#9
BWEAmelia

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What is the deal with the entry room in Zone 5? /Jerry Seinfeld

 

I've been in a number of groups that will stack up in the entryway no matter what enemy type we're facing. I gotta say, when you're fighting the demon commander - stacking up in an enclosed space is a bad idea. Even the Venatori commander teleports in and makes fire sprinklers, Red Templar commander saunters in and turns the group to julienne fries :D

 

Should there be an addendum "Leave when giant enemy crab arrives" or is this strategy not actually the most effective? 


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#10
Zakmonster85

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What is the deal with the entry room in Zone 5? /Jerry Seinfeld

 

I've been in a number of groups that will stack up in the entryway no matter what enemy type we're facing. I gotta say, when you're fighting the demon commander - stacking up in an enclosed space is a bad idea. Even the Venatori commander teleports in and makes fire sprinklers, Red Templar commander saunters in and turns the group to julienne fries :D

 

Should there be an addendum "Leave when giant enemy crab arrives" or is this strategy not actually the most effective? 

 

Entry room is good to force the ranged enemies to close in and group up into a tight cluster, so they're easier to handle, and their damage can be avoided with LoS.

 

Obviously, the team shouldn't be clustering no matter who you face, and some entry rooms are plenty big enough to kite the boss around. The best tactic should be for one party member (doesn't matter who) to kite/tank the boss, while the rest clear out the mooks.

 

Unless its the Venatori Commander, in which case you just blow her up in 7 seconds and then kill whatever's left. Venatori Commander needs a buff.



#11
LavitzFeralin

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What is the deal with the entry room in Zone 5? /Jerry Seinfeld

 

I've been in a number of groups that will stack up in the entryway no matter what enemy type we're facing. I gotta say, when you're fighting the demon commander - stacking up in an enclosed space is a bad idea. Even the Venatori commander teleports in and makes fire sprinklers, Red Templar commander saunters in and turns the group to julienne fries :D

 

Should there be an addendum "Leave when giant enemy crab arrives" or is this strategy not actually the most effective? 

 

I'll take a death from boss proximity over random ranged mob aggro any day. The bottleneck LOS of the entrance is a great strategy as long as everyone knows that there is actually a nice sized room to kite things around. Even on the demon commander I find this room best, since wraiths aren't plugging you from every corner of the map.
I do really enjoy Zone 5's map, but I feel some of the classes squishiness, threat table, barrier, and how important HP conservation is it won't be fully utilized in comparison to that doorway.



#12
horangi88

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OP are you trolling, or do you really not know the roles and talents of each of the classes? Your rules are ludicrous.


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#13
PurpGuy1

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Keeper = You are the backbone of this miserably failing posse

 

throw him a bone, that part was lol



#14
Cirvante

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What is the deal with the entry room in Zone 5? /Jerry Seinfeld

 

I've been in a number of groups that will stack up in the entryway no matter what enemy type we're facing. I gotta say, when you're fighting the demon commander - stacking up in an enclosed space is a bad idea. Even the Venatori commander teleports in and makes fire sprinklers, Red Templar commander saunters in and turns the group to julienne fries :D

 

Should there be an addendum "Leave when giant enemy crab arrives" or is this strategy not actually the most effective? 

 

Amelia pls

 

You can easily destroy Red Templars at the entrance while someone plays with the Commander in the back. If you have a high level Lego, you can even tank the Commander at the entrance. Venatori Commander is a joke. She's so useless that I kinda want to give her my Elementalist's fancy spellbook, because I feel sorry for her. Her own subordinates probably all hate her for turning them into the pushover faction.

 

Demon Commander can either be tanked by an AW or Lego at the entrance or kited around in the back or somewhere around the map, while the rest of the team kill everything else. Against most factions a single Elementalist can hold the entrance chokepoint for quite a while actually.


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#15
Scorpio989

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Have you even played most of these classes? Elementalist and Necro are more support than anything.



#16
tbxvividos

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If you're casting barrier on the tank you're doing it wrong
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#17
horangi88

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Have you even played most of these classes? Elementalist and Necro are more support than anything.

Have you played Necro? Walking Bomb clears rooms faster than almost anything else in the game. Massive DPS.



#18
bluekitsune

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Archer with the bow that has explode on kill 75% of weapon damage can clear things out pretty easily with long shot or full draw.



#19
Iandayen1

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What is the deal with the entry room in Zone 5? /Jerry Seinfeld
 
I've been in a number of groups that will stack up in the entryway no matter what enemy type we're facing. I gotta say, when you're fighting the demon commander - stacking up in an enclosed space is a bad idea. Even the Venatori commander teleports in and makes fire sprinklers, Red Templar commander saunters in and turns the group to julienne fries :D
 
Should there be an addendum "Leave when giant enemy crab arrives" or is this strategy not actually the most effective? 

 

Demon commander only hurts when he comes up for melee phase, with a competent tank it will always be a known location - on the tank. Mage boss is a flat out joke, no harder than trash, his fire doesn't cause any concern. A little room to kite red templar is neat, but none of the entry rooms are small enough to hinder that too much either. Aoe on a choke point to kill all the trash is just way too effecient to not do.

#20
PvtNiss

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@bluekitsune - 50%* but yea afaik it's broken and does 50% DoT+AoE of the damage you just did not your weapons damage. So 300% weapon damage per tick and explosion if you proc it on long shot.



#21
bluekitsune

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Edit: Ops. Misread your post. Sorry xD

 

I just thought it did 75% of what you did as damage. Not all of that.



#22
Bastion6six6

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Well, here comes the nerf to the phase 5 strategy.  A bioware employee trying to advise players to not stick to the rest area for "reasons" being met with a unanimous "no, rest area is by far the best strategy".  Fully expecting the rest room to be closed off somehow during the boss fight after the next patch or two.  Really hoping that there won't be a trend with patches/updates for this game where all you read is "nerf, nerf, nerf".



#23
PurpGuy1

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can't plant flag unless everyone is inside

 

once flag is planted door closes

 

seems legit but there will be whining



#24
Iandayen1

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Doesn't matter, there are rooms in the level you can use the same way, you will just gather there instead.

#25
PvtNiss

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Archer = YOU are not the DPS of these groups

I smell butthurt btw, did they get more medals? :(


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