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Perilous guidance


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#51
CitizenThom

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Drasca...it's more the compatability of those kits that it is the kits themselves. The other kits might be just as good as one party member, but to get the four parts that go together, it's those four.

 

I have done two elementalists, necromancer and keeper before... that's more just from the damage potential than from the compatability. But four reavers with berserk weapons... lots of damage potential, but not much survivability.



#52
Drasca

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Drasca...it's more the compatability of those kits that it is the kits themselves. The other kits might be just as good as one party member, but to get the four parts that go together, it's those four.

 

I have done two elementalists, necromancer and keeper before... that's more just from the damage potential than from the compatability. But four reavers with berserk weapons... lots of damage potential, but not much survivability.

 

What are you talking about? Be specific about what you're comparing. Also, who uses berserk weapons on Reavers? That's a straw man arguement. Reavers use suliven's blades, or sundering / starfang / axe of the dragon hunter if they don't have it. I've PLAYED four reavers on both threatening and perilous too. We absolutely wrecked house and in record time. Three + Keeper or Elementalist is better balanced though.



#53
SofaJockey

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I do not run Katari too much but play a lot of Necro on perilious. If you are having difficulty keeping alive: 1.) let someone else initiate aggro, then place your damage spells / crowd control / then play defensively from there and just support the team, your walking bombs / blizzards or whatever will do a lot on their own with no need for you to be too adventurous before you feel more sure you can survive in closer range. 2.) avoid being in direct line of sight/ fire from enemy archers, most of your spells can be cast "from around the corner" after you tag an enemy with walking bomb 3.) at first use a build with fade step as going without it in the open on wave 5 is like asking to be knocked out. With it you can easily get away from angry enemies, just make sure you keep on the move to avoid being pincushioned by archers. If you see a stalker (venetori) save your freezing spell for them/ and the arcane horror. If you see (or more importantly hear) a red templar sneaky spike, get the hell out as quickly as you can. Ice mine is more effective with ice armour than winter's grasp. Blizzard can be good but draws lots of aggro from enemy archers and usually leads to more sloppy playing as it is an aoe and not a dot.

 

I've seen a cautious but inexperienced team do well for the first 4 zones.

It's zone 5 where I find it can all go to hell...  :o