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re: ** GW 2: Guild Thread** Ole War Skule SERVER: DRAGONBRAND - Join Us!

Posted on 9/10/12 at 3:30 pm to
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 3:30 pm to
combo's remind me of playing the Final Fantasy MMO where the had similar mechanics and combos that could be done. The general consensus was that the Western players never used them and the Asian's would boot your arse out in 2 seconds if you couldn't utilize them properly.

Small things like this are going to be imperative to being successful in this game. Knowing what triggers what, and what finishes what is something that people are going to need to know like the back of their hand at some point if they really want to be good at this game.

More importantly though, again, is going to be communication. Someone realizing that heals need to be increased and informing people that they're using a combo field move (say water) that can be taken advantage of by people with said finishing abilities.

I know it's still really early and people are still learning this game...I'm just trying to make sure everyone realizes we need to be proactive in learning this shite, so that when it's really needed later on down the line (be it pve or pvp) it's not something people are just trying to figure out because they went 80 levels without realizing the mechanics even existed.

whew- I think i'm done w/ my soapbox now lol.
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 3:31 pm to
oh man

Discovery is AWESOME for leveling crafting up.

thanks for the write up, muppet. The combo field: element stuff was confusing me

So basically, any type of Combo Finisher done ontop a Combo field = A combo, with different results based on the type of Finisher?

eta: I agree Merrick... shite like that will definately turn the tide in a PVP battle, or be the different in a fun and challenging 90 minute successful instance run, or a 2.5 hour failure of a run
This post was edited on 9/10/12 at 3:33 pm
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 3:33 pm to
Believe me, I've only really researched combos in the past couple of days and have yet to practically apply much of it. Effective combos require that you are cognizant of what your allies are doing, which isn't always as easy as it sounds when you are running for your life or in the midst of a chaotic fight. As Doldil said, direct communication is important. I could say "Dropping healing spring" to indicate that a combo field has been opened for finishers.

It's up to everyone to know their abilities intimately - which ones start and finish combos, and what each type of finisher does. That comes simply through the experience of trial and error, of course.
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 3:37 pm to
quote:

Merrick


this is going to drive me crazy, just Merrik (it's also spelled Merrick in the guild document on pg 1, i just didn't want to say anything for fear of being too nitpicky)

Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 3:39 pm to
if one were so inclinded to find a picture of like you posted for rangers, but for Guardian combo fields, where would one look?


Im sure this is not most of you alls first rodeo with a MMORPG... safe to say the best way to get better is to play together and do instances and chat in vent until we basically know everything about each other.

I wont be content until i learn Muppets middle name, DoUrdens day job, the year doldil graduated college, whether poncho villa likes blondes/brunettes, etc

Not saying this is the goal, just saying, such interpersonal communication comes after hours spent playing together, and once the content becomes farm status, general friendly banter occurs.
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 3:39 pm to
Also, announcement: We are going to take another crack at Ascalonian Catacombs Thursday night, around 7:30. Anyone who wants to run it Wednesday night as well can do so, but I have a concert to attend.

Last night's run was full of hiccups... our pace was plodding. Taking care of even what should be considered "trash mobs" proved to be a challenge. About 90 minutes in, we had taken out two bosses, and one party member had to call it a night. We didn't realize that if someone tries to leave, everyone gets kicked from the dungeon with progress lost. My computer's tendency to overheat and shut down makes me anxious in this regard.

So, anyone who wants to join, be prepared for possibly a couple hours or more of fail before we finally emerge from the dungeon again with completely broken armor.
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 3:41 pm to
noted

And yeah I actually read the guild doc...im pretty engaged..this game is fricking awesome
This post was edited on 9/10/12 at 3:42 pm
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 3:46 pm to
speaking of the guild doc and getting to know everyone...unless I'm blind I couldn't find your info on the guild doc. Who are you in game again? (my apologies as I'm terribad with names, especially when everyone has a game name, a TD name and an account name that doesn't match the game name )
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 3:46 pm to
Here's a combo field diagram for each profession.

Here's a page with tables for each type of combo finisher.

Apologies to anyone using a cell phone... I couldn't really find anything more mobile friendly.

ETA:
quote:

Guild Doc


Yeah, I need to update that for the week.
This post was edited on 9/10/12 at 3:47 pm
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 3:48 pm to
Yeah I'm not on it yet..a late add

Jerizer... Norn guardian

Jerizer..jefforize (I think I'm clever I guess)...and my alts will follow a similar naming convention
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 3:51 pm to
Thanks for the links.

Regarding catacombs... If it were easy and you all breezed thru it..id be more concerned honestly.

I like my pve to have a challenge... instances not able to be steamrolled by a pug (aka WoW)

Ain't even scared and looking forward to dying, regrouping, restrategizing, etc.
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 3:54 pm to
holy shite we (rangers) don't get hardly any combo starters. I wonder how pet abilities mix with that, for instance I know the spider pet uses an AE poison, but I wonder if it would act as a starter.

Another reason I haven't played much with them, as I don't utilize traps hardly at all in my 6/7/8 keys, most all of that stuff is for my pet as I'm used to soloing and need him to be a beefy bear.
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 3:58 pm to
The schedule is updated. I'll have to work on the roster later - Having such an influx of people that they can be difficult to keep up with is not a problem I'm going to bitch about, but it can be time-consuming.

quote:

Another reason I haven't played much with them, as I don't utilize traps hardly at all in my 6/7/8 keys, most all of that stuff is for my pet as I'm used to soloing and need him to be a beefy bear.


I was using frost traps last night in conjunction with my polar bear's freezing ability. Anything you can do to slow enemies down in the Catacombs is invaluable, through freezing or crippling.
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 4:10 pm to
does the polar bear have a crazy casting time? You are talking his f2 skill, right? every time I've used that ability it seems like there is a legit 5 second or so delay between when I pretty f2 and when the ability actually goes off.

Also when you say slow, I'm assuming you're talking run speed as opposed to attack speed. (I'm old school, so when I read slow I think EQ version of slow which = attack speed and snare for run speed) is there that much kiting that goes on in the instances?

Also- I would like to thank you guys for making this post incredibly active this afternoon as it has helped kill off the last hour - hour and a half of my day very nicely
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 4:15 pm to
Chill reduces movement speed and skill recharge by 66%, so it's more effective than cripple.

Most pets have an animation delay with their F2 abilities because they have to run up to a certain position and then "roar" or "screech". It is a little annoying. Also, the polar bear's chill is only for 3 seconds, so it's not all that useful.

I found that quite a few times my longbow knockback ability wasn't working when it should have, so the 3 second chill was just enough to get away if my frost trap was still on cooldown.
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 4:19 pm to
Those links are really helpful.

I have Light and Fire fields... Light produces Retaliation effects...which equals more dps, which is always good

Can drop some consecration for fire fields too

Charrs get a charzooka?
This post was edited on 9/10/12 at 4:21 pm
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 9/10/12 at 4:21 pm to
It also occurs to me that a spider would be very useful for its immobilizing ability. I assumed the dungeon enemies would be immune to immobilize for some reason, but apparently not.
Posted by jefforize
Member since Feb 2008
44185 posts
Posted on 9/10/12 at 4:24 pm to
NOob question alert

If I drop a field that persists , say, 10 seconds

Someone does a leap finisher into my field after 1 second...

Does that "consume" my field? Or will it persists for the full 10 seconds allowing others to do finishers too?

Hmm..that might be a bit OP
Posted by StinkBait72
Member since Nov 2011
2057 posts
Posted on 9/10/12 at 4:28 pm to
quote:

Here's a combo field diagram for each profession.

Here's a page with tables for each type of combo finisher.


Good info there. I'm already thinking of switching back to a shield for my secondary off hand so I can put out some fields. The greatsword as a guardian offers 3 of the 6 finishers we have, which in my opinion makes it a no-brainer in that aspect.
Posted by Doldil
The Ham
Member since Jan 2010
6214 posts
Posted on 9/10/12 at 4:28 pm to
finishers only have a 10-20% chance to go off (at least according to the tooltip in some of my finishers) so I think that keeps it from being OP'd.
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