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Suggest the total team combo setup


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#1
Petrikles

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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!



#2
J. Peterman

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As long as it isn't a team of 3-4 archers on perilous, it's fine.

 

You'd be lucky to make it past zone 1 in such a team.


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#3
-PenguinFetish-

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Mighty blow doesnt work as a detonator.

Necromancer with ice mine/winters grasp/energy barrage

Elementalist with lightning bolt, winters grasp energy barrage and ice mine

Archer with knockout bomb and long shot

Alchemist with knockout bomb and twin fangs/shadow strike.

Combos fo dayz.

#4
Boatzu

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team combo team
keeper : barrier, static cage, dispell, fade step
katari : whirlwhind , charge, pommel , warhorn
alchemist : fireflask, shadow strike , knockout bomb , stealth
templar : wrath of heaven , spellpurge , unbowed, horn of valor

tactics :
katari charges in, waits for keeper to static cage, then blows warhorn so enemies run to edges and get pulled back and paralyzed. Katari then activates spin to win for disracharges while alchemist fireflasks and throws knockout bombs as fast as possible to proc more rupture combos while in the static cage. Keeper can throw in dispell to nightmare the mobs back into the static cage for another paralyze.  Templar WoH + SP stragglers and supports with horn of valor .



#5
Drasca

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Mighty blow doesnt work as a detonator.

Necromancer with ice mine/winters grasp/energy barrage

 

L2P

 

MB works as a detonator, and every time everyone else detonates with more damage proves you wrong. Damage passives required for detonation. I have conditionally detonated for 2-6k cold shatter before, but it required a high level 2H class with damage passives and conditional setup.

 

Ideally the target should be detonated from the rear for flank damage, and knocked down. Charge through the enemy as your mage freezes it, then MB from behind. Massive shatter damage. Same deal for longshot shatters. PICNIC. Flanking detonates FTW.

 

EB is a terrible detonator due to low base damage initial hit stripping the initial Primer outside of upgraded sleeping ability targets.



#6
-PenguinFetish-

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L2P

MB works as a detonator, and every time everyone else detonates with more damage proves you wrong. Damage passives required for detonation. I have conditionally detonated for 2-6k cold shatter before, but it required a high level 2H class with damage passives and conditional setup.

Ideally the target should be detonated from the rear for flank damage, and knocked down. Charge through the enemy as your mage freezes it, then MB from behind. Massive shatter damage. Same deal for longshot shatters. PICNIC. Flanking detonates FTW.

EB is a terrible detonator due to low base damage initial hit stripping the initial Primer outside of upgraded sleeping ability targets.


6k shatter? Lol no. Doesnt happen so dont lie.

All detonation damage is calculated based on your weapons base damage. EB will trigger a nightmare combo on a sleeping enemy on the first hit and doesnt strip anything.

You still havent posted your test video, so as far as im concerned you have no evidence to support your claims.

Im surprised you are still this butthurt over me removing you off my friends list tbh.

#7
J. Peterman

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Im surprised you are still this butthurt over me removing you off my friends list tbh.

 

Oh I see.....

 

tumblr_ljh0puClWT1qfkt17.gif


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#8
Drasca

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Did someone say base damage? L2P.

 

~6k shatter witnessed from: Archer's Leaping shot + Pincushion onto frozen behemoth Archer's Lance Detonation from behind. Assume 10/12 hit for 50% extra damage, plus height 25% + flanking 25% + native flanking damage (forgot what it is). Unknown if crit. Easily +100% damage from those alone, probably 200% or more weapon damage passives from others all told with willpower / etc. Griffon bow used.

 

Assassin Twin fangs detonations come from massive passive boosts involved, stealth, flank, cull the herd, etc. I think I could get a 1 damage shatter with a level 1 assassin shatter attack from in front. I bet devs might get the report its not doing damage, and they respond... that's how it is supposed to work, or balance changes aren't a priority.



#9
Petrikles

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Here sth where the poor Legionnaire can do a bit more than just soaking hits.

 

- Legionnaire: Walking Fortress (selfdefense), Lunge&Slash (detonator), Shield Bash (detonator), Battlecry (with passive Cutting Words for 20% damage buff)

- Elementalist: Fade Step (selfdefense+damage), Stone Fist (detonator + weakness), Winter´s Grasp (freeze), Immolate (detonator; bugged?)

- Keeper: Fade Step (selfdefense+damage), Chain Lightning (stagger + damage debuff), Barrier (full spec with freeze passive Manasurge), Lightning Bolt or Static Cage (paralyse, difference is CD vs duration).

- Necromancer: Fade Step (selfdefense+damage), Winter´s Grasp (freeze), Ice Mine (freeze), Blizzard (freeze).

 

Enemies should shatter so quickly that you will usually not have to use area damage effects. For the final group, just wait until the Legionnaire did Battle Cry (then Walking Fortress, then the fight should already be over) and then launch Blizzard + Static Cage + Stone Fist. Be careful, the Legionnaire needs to focus ranged > melee with his taunt.



#10
Drasca

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Pull of the Abyss, they are too low-CD and rather unflexible and thus only suited for the last big group in each dungeon.

 

"selfprotect, setup, detonator, boss special" .

 

Hahah, not on my Combo AW, it fulfills all those roles:

http://forum.bioware...85773-drasca09/

 

Pull all the time, Detonate all the time, Prime all the time. Everything he casts is another form or priming, from paralyze, to weaken, shock and sleep, or AoE knockdown. GG perilous 'difficulty'. The only thing he's slow with is the Giant (immune to all of the above), and there's three other players for taking that down quickly.

 

No spirit blade, no problem. Prime and Detonate all the things! I have it all!

 

Just got done with some public turned private runs with pure dps classes behind me, from Assassin, to Reaver to Hunter and Necro, and no one else with barrier yet still speed running perilous. So much win, so much fun!



#11
Petrikles

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Yeah well, you can´t do much wrong with an Arcane Warrior, anyways. That´s why we see too many of them on perilious, I`d say AW > Ele > Keeper > Assassin > Archer

 

Do the damage and crit passives from the same skill, but on different characters, stack? If yes:

 

- Templar: (Champion of the Just +10% damage), Shield Wall, Bodyguard, Purge, Wrath

- Necromancer: (Tricks of the Trade +10% damage), Blizzard, Walking Bomb, Fade Step, Fade Cloak

- Archer: (Tricks of the Trade +10% damage), (And Take Them Down +5% crit), Death Mark, Long Shot, Leaping Shot, Explosive Shot

- Keeper: (Mana Surge, Veiled Riposte), Barrier, Chain Lightning, Fade Step, Fade Cloak

 

This should be +30% bonus damage just for setting up a group like this. As for tactics, the Templar goes in and launches her combo while the others hold fire (for aggro, can also wait at the group and hold combo if and until being overrun), she then returns and protects the ranged ones with Shield Wall (blocks arrows if facing their vector, if too many Archers drop Shield Wall in between while being under Barrier to regen Stamina) and Body Guard. Keeper applies fully specced Barrier on all four and thus without CD, which should almost never go down thanks to Body Guard. If it goes down, Mana Surge provides for the shatter starter (Archer detonates with Leap or Long Shot, but sticks with group otherwise). Blizzard of Necro is much more efficient when Keeper stops enemies in their tracks while directly on the AoE, by shocking them with Chain Lightning. Bosses go quickly down with Death Mark + Walking Bomb + two Fade Cloaks. Upgraded Fade Step is an emergency in or out move, allows for maximum uptime of regular attacks, and if practiced you can zigzack in and out for two times 300% AoE weapon damage when an enemy comes close. Demon Commander is tanked by Templar, fear is interrupted with Purge and Wrath, Bodyguard and Barrier should enable the group to stick together and tank the uppercut. Templar Commander still needs a bit of kiting or cohesive movement of the group. But overall, perilious should be a cakewalk like this.

 

Disclaimer: Not tested, mere theorycrafting.