Feb 02, 2006, 04:36 PM // 16:36
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#2
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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I prefer to take a blood necro with some other supporting spells. N/ME is nice for some interrupts or N/Mo with some other minor heal/rebirth works well for us. But be a good BiPper and the monks and eles will love you.
In my experience and they way that our team typically runs through the tomb raid:
Minion Master - Can do a lot of damage and be good at blocking the back line from the escaping graps, webs, riders, etc. But if not played smartly their minions can ruin carefully set up agro. It is also extremely chaotic having minions around. They can block the way to getting up to cast or heal.
SS - Haven't had much experience with them down there. The one we did have was always rushing in to early to cast ss before agro was secured on the tank and kept getting us killed.
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Feb 02, 2006, 06:57 PM // 18:57
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#3
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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in new uw.....
either echo ss/interupt or MM
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Feb 03, 2006, 08:07 PM // 20:07
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#4
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Krytan Explorer
Join Date: Jan 2006
Location: Wisconsin
Guild: dth
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In both uw's echo SS/SV necro, MM'ms just aren't as useful in either UW. I know people that have done tombs with a 4 man build, none of witch were MM's and 2 of them were SS necro's. Go SS.
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Feb 03, 2006, 08:09 PM // 20:09
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#5
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by Amsterdam
In both uw's echo SS/SV necro, MM'ms just aren't as useful in either UW. I know people that have done tombs with a 4 man build, none of witch were MM's and 2 of them were SS necro's. Go SS.
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Some people will swear by MM in tombs. One of the first days I saw screen shots of people doing it 4 man and one of them was a MM. I just have never had a good experience with a Minion Master down there.
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Feb 03, 2006, 09:15 PM // 21:15
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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As a minion master that does tombs fairly often... its damn hard, but can make life much easier if you have a group that understands.
As an above poster said, your minions will aggro at the wrong time or in the wrong place and unless you're on your game, it can screw a group up. Even worse when your tank decides to follow the aggro'd minions!!!
Dryders will decimate your fiends and horrors. Expect to lose almost your entire army if you don't take the dryders out fast. For all other mobs tho, your horrors and fiends can really up the damage. Having a supporting ranger (or bringing some yourself) can make the minions even better. Winnowing and Favorable Winds turn the damage up dramtically.
All that being said, a bad mm is a waste of time for your group. But then so would an overly aggresive SS/SV.
At the top level, I compare an SS to a good nuker. A top level MM can double as a tank and nuker, but will have weak points during the maps (at start and after large dryder encounters).
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Feb 03, 2006, 10:41 PM // 22:41
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#7
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Furnace Stoker
Join Date: Jul 2005
Location: near SF, CA
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For smaller groups, I agree with SS and MM selections. For full groups, Orders is another viable option, especially with a full Barage team. Faster runs = more drops = greater chance of getting ecto + greens. Our team finished a full run in a little over an hour last night.
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