Jul 19, 2005, 01:53 AM // 01:53
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#1
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Ascalonian Squire
Join Date: Jun 2005
Guild: Xtreme Team
Profession: W/Mo
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What do UW/FoW groups want
What Class or Class Combo is wanted in UW or FoW groups mostly?
Other than any combination of monk. Simple question. Was gonna use
the comments on this thread to decide what my next character should be.
Thanks
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Jul 19, 2005, 02:01 AM // 02:01
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#2
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Jungle Guide
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In order of necessity:
1. Healer/Protector (Monk)
2. Tank (Warrior)
3. Nuker (Elementalist)
Everything else is just gravy.
Now, if you're not going in a PUG, then basically anything will work as long as you have two non-Smiting Monks and you spend a bit of time planning a build.
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Jul 19, 2005, 02:06 AM // 02:06
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#3
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Frost Gate Guardian
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A normal UW/FOW group consists of above, there are also ranger trapper groups for the UW that work well.
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Jul 19, 2005, 02:30 AM // 02:30
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#4
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Ascalonian Squire
Join Date: Jun 2005
Guild: Xtreme Team
Profession: W/Mo
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Thanks for the info guys
Can someone explain the trapper groups?
Is it basically a group of 8 rangers that trap and lure?
sounds interesting.
Thanks again.
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Jul 19, 2005, 02:31 AM // 02:31
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#5
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Me. Solo.
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Jul 19, 2005, 02:34 AM // 02:34
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#6
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Academy Page
Join Date: Jul 2005
Guild: Brotherhood of the Horrati
Profession: Mo/Me
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I just made a build that will enable 2 Mo/Me to go to UW and not worry about death.
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Jul 19, 2005, 02:35 AM // 02:35
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#7
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Frost Gate Guardian
Join Date: Jun 2005
Location: Gold Coast, Australia
Profession: Mo/R
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Rangers for UW, equal for FoW, Necros are very important in any team with me in it.
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Jul 19, 2005, 03:54 AM // 03:54
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#8
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Site Contributor
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Quote:
Originally Posted by Minwanabi
Me. Solo.
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lol
he speaks the truth. I'm pretty sure I saw a "looking for a Minwanabi" message in ToA the other day.
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Jul 19, 2005, 04:04 AM // 04:04
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#9
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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Quote:
Originally Posted by Minwanabi
Me. Solo.
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And me. Until i get to the smites im ok and then a group of coldfire nights get into range and spoils it.
[Return to outpost]
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Jul 19, 2005, 04:50 AM // 04:50
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#10
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Desert Nomad
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Quote:
Originally Posted by theclam
In order of necessity:
1. Healer/Protector (Monk)
2. Tank (Warrior)
3. Nuker (Elementalist)
Everything else is just gravy.
Now, if you're not going in a PUG, then basically anything will work as long as you have two non-Smiting Monks and you spend a bit of time planning a build.
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In fact... it is possible that the protector monk tanks himself too
One less person to share the loot with
Quote:
Originally Posted by Tactical-Dillusions
And me. Until i get to the smites im ok and then a group of coldfire nights get into range and spoils it.
[Return to outpost]
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What could have been worse is a... GOLD STORM BOW drops the very instant you die. And all you can do is stare at it before returning to outpost
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Jul 19, 2005, 08:31 AM // 08:31
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#11
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Ascalonian Squire
Join Date: Mar 2005
Location: Tucson, AZ
Guild: Winters Fury
Profession: Mo/Me
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Quote:
Originally Posted by Tactical-Dillusions
And me. Until i get to the smites im ok and then a group of coldfire nights get into range and spoils it.
[Return to outpost]
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Lol, those get me as well
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Jul 19, 2005, 09:14 AM // 09:14
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#12
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Academy Page
Join Date: May 2005
Location: Malaysia
Guild: [CO]
Profession: R/Mo
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Quote:
Originally Posted by Herman
Thanks for the info guys
Can someone explain the trapper groups?
Is it basically a group of 8 rangers that trap and lure?
sounds interesting.
Thanks again.
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Yes, trapper groups are quite good. In fact, some trapper groups are confident enough, they just go with 6 trappers without healers, in order to increase the rewards by spliting only between 6 people.
Trappers will have about 3 standard traps, 1 more if you add the elite. Personally I dont use the elite trap, using oath shot as elite, recharge the other 3 traps is way better.
With 6-8 rangers each setting a maximum of 2 rounds of traps of 3 types of traps.
3 types of traps x 2 rounds x 8 rangers = 48 traps
With 48 traps, assuming all have 16 attribute points in wilderness survival, that would amount to 31dmg for 3 sec from fire, 72 from dust, and 68 from barbed.
That would be (93+72+68)x2 for 2 sets of traps. Making dmg up to a good maximum of 466 per ranger.
With just 6 rangers, you can get dmg up to 2796. Not to mention, setting the monster on fire, blinded, and crippled.
Now of course, there is a downside, after 2796 dmg, some monsters dont die, because either some dmg was reduced or absorbed by their armor.
The battle midway is crucial, quite often I see some rangers panic, start scattering, this is bad, be sure to remain calm, use choking gas for casters, throw dirt on melee, then everyone should quickly set another round of traps, pretty much clears the mobs.
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Jul 20, 2005, 08:39 PM // 20:39
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#13
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Yes, a common misconception is that LFM means looking for members, when, in fact, it means Looking for Minwanabi. Auto god mode and auto complete missions.
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Jul 20, 2005, 08:46 PM // 20:46
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#14
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Banned
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Quote:
Originally Posted by theclam
In order of necessity:
1. Healer/Protector (Monk)
2. Tank (Warrior)
3. Nuker (Elementalist)
Everything else is just gravy.
Now, if you're not going in a PUG, then basically anything will work as long as you have two non-Smiting Monks and you spend a bit of time planning a build.
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have you ever been into the UW??
i've never brougt a healer...they're useless in UW
Sojen is right...trapper groups are quite confident in the underworld. We did a smite run a couple of nights ago with 4 rangers...drops still sucked...but it was quite the accomplishment for the 4 of us.
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