Sagani: +1 Perception, +2 Accuracy when attacking same target as ally. Kana: +1 Intellect, +5 Defense against Prone attacks, +5 Defense against Hobbled.Grieving Mother: +1 Resolve, +5 Defense against Charmed attacks, +5 Defense against Dominated attacks.Durance: +1 Constitution, +5% Maximum Endurance.If you take advantage of this offer, then you'll earn the Effigy's Resentment talent, which will give you a bonus depending on the companion you let go. If you interact with the pool here, and if you have a reputation of at least Cruel 1, then the pool will allow you to sacrifice one of your companions to it. The key will allow you to open a pair of nearby locked doors (#2). Inside each of these three containers, you'll find a Rope and Grappling Hook (found at #4 and #5). To cross the chasm where the bridge used to be, you'll need a To open these two doors, you can either use Mechanics 6-8 or the Old Dungeon Key (#6). To open these three doors, you can either use Mechanics 8-9 or the Crypt's Master Key (#9). All it needed was a warrior to tank the boss and you can have 35+ shamans in the raid casting frost shock, replenishing their own mana, and providing their own healing.Did we miss anything in this section? Is there something we didn't discover? When WoW was new, Shaman was the self-sufficient screw everyone else class. You require most of the classes for the different types of debuffs or buffs they offer in raids. RPGs solve this by creating interdepency. The classes that can't stack well are the ones that depend on another party member's role to survive, like monks and barbarians being incapable of tanking on their own because they can only engage a single enemy. Going all Priest or Druid works too because you can get an insane amount of different buffs up in the blink of an eye. Going all Rangers works because you have so many party members that nothing can harm your actual characters. Going all Wizards works because you can nuke things so hard that nothing survives to be a worry. It's how RPGs are balanced to be played.īut stacking a class lets you focus on a single strategy and maximize that tactic. You can deal with any situation reasonably well and you can attempt any sort of strategy from tank/spank to DPS burst to Heal spam all by using different abilities in unison. It's not that stacking classes is so great, just that diversifying the party is so terrible.Ī balanced party is a jack of all trades. Sometimes the versatality isn't necessary because stacking classes boosts the efficiency so much that it brings out their potential probably 10x of what it would be if they weren't stacked. Your pets will be immune to disables and have insane endurance. Make all pets antelopes, and grab the defensive passives, so they can have +30-40 defenses. I'm talking 3-4 of the same class.Ĥ rangers going pure damage, with aoe buffers buffing the rangers and their pets. However, this game does allow for the possiblilty with the caster classes, as the way the stat system works allows for you to have them fill multiple roles without ruining their casting ability. (Which is why I did not recommend doing all wizards.) And not being able to respond well to things is dangerous. You would be powerful against a specific type of attack, but you will lack versatility. It really is probably not true in this one. Maybe even a monk team can go to town on people.maybe. The best synergy in RPGS has always been to stack the same class, it's a damn shame. Shu-ling a écrit :I don't think this will ever be fixed in rpgs, without limiting peoples freedom.
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