Most games and levelling skills are about personal performance in combat. Consequently, many PUG players just go ahead an do "their thing".
I would like to find a group which specializes in team combos. How could such a group look like? Criteria are: Maximum number of possible and flexible combos vs melee, ranged and bosses. Skills shout be grouped for each as: selfprotect, setup, detonator, boss special. The goal is not individual max damage but as a group.
I always give priority to fast cycling skills i.e. low cooldown in order to accomodate staggered enemy waves (imo the most frequent cause of wipes). So forget about things like Firestorm, or Pull of the Abyss, they are too low-CD and rather unflexible and thus only suited for the last big group in each dungeon.
Here an example of an idea:
- Katari: Charge (stagger/guard selfprotect), Pommelstrike (stun), Mighty Blow (Detonator), To the death (damage buff for bosses)
- Archer: Leaping Shot (selfprotect), LongShot (detonator), Knockoutbomb (sleep), Death Mark (damage buff for bosses)
- Keeper: Fade Step (damage+selfprotect), Barrier (full spec with freeze passive Manasurge), Mind Blast (detonator+selfprotect+freeze setup), Chain Lightning (stagger+damage debuff)
- Assassin: Stealth (selfprotect), Death Blow (finisher, detonator w/o CD), Hidden Blades (burst damage),
The idea is that the keeper runs with the Katari after initial barrier and he wants to be attacked in order to setup his freeze, to be followed by mindblast. The latter on a short 8 second cd will in combination with the former permanently disrupt enemy attacks and Mind Blast will refresh the barrier/freeze combo. Basically, the Keeper is the tank. The Katari mighty blows the initial cluster and then charges for further staggers and picks stragglers or the more strong enemies (but never alone, always in barrier range for the keeper!). Archers fires specced longshot into clusters preferably to detonate freeze/stuns and uses sleep to disrupt and delay ranged attacks. Assassin picks off ranged. Strong mooks and bosses are done with To the Death + Death Mark + Hidden Blade + Death Blow; bosses should last mere seconds only when properly timed.
Archer enemies are the most dangerous and need to be lin-of-sighted and focused first. Melees are either disrupted or kited until the ranged enemies are down.
Should be a lot of fast paced fun!





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