Reaver and Katari are tanks....right.
Roles in MP incase you "most" didn't know. (Routine, Threathening etc)
#76
Posté 11 décembre 2014 - 11:35
- Credit2team aime ceci
#77
Posté 12 décembre 2014 - 02:04
Whatever floats your boat, go run into a pack of mobs so i can farm my hero title. It's on a roll from rogues in general since i started treacherous
They're always the first ones slowly crawling towards me.
What I want to know is whether this Treacherous difficulty is below Routine or above Perilous.
- simpatikool aime ceci
#78
Posté 12 décembre 2014 - 02:23
blocking off the new box of shame will just make it impossible for pugs to clear
DC ground attack just needs some sort of nerf, make it more visible and/or make it hurt less
I don't have a problem with the strategy per se. I just rather enjoy rubbing the hypocrisy in people's noses because of all the crying that was going on about nerfing farm maps and BOS in ME3MP. As more people get better gear and better at the game they will undoubtedly call it "a noob strategy". It's not impossible to beat Zone 5 without it (except maybe Perilous for the time-being) just more challenging. I'd probably shed a few myself if they got rid of it.
The DC faction (for Zone 5) needs a re-balance. It's like the Collector's version of DAMP. There are too many Wraiths (ranged). The Terror and DC can juggle you which is basically stun-locking, so these two shouldn't be in the same proximity of each other let alone attacking the same target. I've gone over what's wrong with DC with Penguin. He's the only boss that I have to use potions for on Routine (lol?).
- Credit2team aime ceci
#79
Posté 12 décembre 2014 - 03:12
Over the past couple of nights, I've started to venture out of the starting room, to get more breathing space for the guy kiting the boss. The group doesn't stray too far from the starting room, because it's still the best source of cover against archers.
At the same time, forcing the mobs into a chokepoint helps maximize the effectiveness and efficiency of AoEs, and the speed at which you clear the adds. Might be a noob strategy, but it's still an effective one.
#80
Posté 12 décembre 2014 - 03:37
Might be a noob strategy, but it's still an effective one.
Right. That's my simple point. Give it 6mths to a year. The first thread I see with someone requesting it to be nerfed and I'll bump them one up with a note attached "Remember back when you were scrubbing it and needed gear? Now you want to nerf it. Sit down."
#81
Posté 12 décembre 2014 - 05:00
Staying in the room is stupid and foolish against two of the 3 factions. I've seen the guides and the recommendations up the ying yang and I have no doubt that with a group of friends or the 'ideal' group make up that it can be effective. With the average pug group it's a dumb strategy, others will disagree with me but my game experience so far tells me this.
Vs Demons and to a lesser extent Templars boxing yourself in a room with no escape is just a recipe for doom.
Having said this I almost always end up in the room simply because the rest of the team insists on it.
I call it the Room of Doom. On point, I have to agree with Beerfish, the Venatori is easily the better option to stay in the room (Myself, and the friend I play with never do though...and we alway's win..except you know that one evil four armed creature can get the better of us) Once the red Templar begins his Whirlwind attack, or his lunge, or his earthquake(?) It can turn into a cluster storm very quickly. I much prefer to move around and have the open space to run from the bosses, and attack the enemies seperatley, especially with the Demon Commander on the prowl. Also I am surprised nobody has quoted Wrex..."I don't take orders from you"
#82
Posté 12 décembre 2014 - 06:48
LoL OP is hilarious.
What I want to know is whether this Treacherous difficulty is below Routine or above Perilous.
It's prolly unannounced DLC and they were tasked to test it for bugs.. Oh wait, about bugs....
Over the past couple of nights, I've started to venture out of the starting room, to get more breathing space for the guy kiting the boss. The group doesn't stray too far from the starting room, because it's still the best source of cover against archers.
At the same time, forcing the mobs into a chokepoint helps maximize the effectiveness and efficiency of AoEs, and the speed at which you clear the adds. Might be a noob strategy, but it's still an effective one.
#83
Posté 12 décembre 2014 - 09:02
What accessories do you have equipped?
Unique cooldown amulet, Twin fangs and critical damage rings, blade of red birth and Agony.
#84
Posté 12 décembre 2014 - 09:09
Twin fangs and critical damage rings
I need these in my life.
#85
Posté 12 décembre 2014 - 03:21
Keeper - Keep as far away from enemies while keeping barriers to themselves ![]()
#86
Posté 12 décembre 2014 - 03:47
I'm all for blocking off the entrance if you lower the damage the archers of each faction do.
The biggest benefit for using the doorway as a choke point is because the archers have to run into the doorway to shoot people, making it easier to AoE them down. If you sit out in the open you can only LoS so many around corners before they come from the opposite direction as well and you're being pelted with arrows as a Keeper or one of the other squishy caster. So when you're trying to barrier your frontline fighers who are trying to kill the melee you're leaving yourself defenseless until your barrier comes off CD again.
Not to mention archers seem to love timing their shots all on to one target, killing them in a giant burst of damage unless they have a passive that pops to save them from death for a few seconds.
It probably wouldn't be so much of an issue if the threat reduction passives and the threat increasing passives worked properly, or at all from what it feels like half the time. I've seen archers, spiders, melee swordsmen just run right by the tank even as he's wailing away on them cause his War Cry is on CD and start attacking a Keeper who has the Peaceful Aura passive.
I wish I had saved the clip of this game, but I've had my keeper attacking the Red Templar boss in between dropping barriers on the tank while an archer was kiting him around the back of the entrance and start to get pelted with arrows only to look over and see they're attacking me instead of the Tank blocking their path at the door or the Necro dropping AoE damage on them. There's something not right about that, one or both of the passive aren't working.





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