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Post by Hatter on Dec 2, 2006 14:29:38 GMT
Jules would like to come too. If it's still possible.
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Madraykin
Paranoid Rabbit
I die elegantly.
Posts: 34
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Post by Madraykin on Dec 2, 2006 16:33:21 GMT
Jules would like to come too. If it's still possible. Of course! I think we should manage a full party from the looks of things For everyone who needs to get to the temple first, lets say 18.00 GMT at Lion's. I would like to try my Rit, but I can adapt to whatever we need.
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Post by Edem on Dec 2, 2006 17:20:49 GMT
Just to make sure everyone knows and agrees: Even though this is a funny bunny run, we don't want to fail in less than 2 minutes. So, we have to follow the three principle rules of the underworld: 1.) No blind rushing - only aggro a small group when everyone's ready. If someone asks for recharge, then don't go away even for a "I just check that empty room!"... 2.) Don't take any quests until everyone's ready, because most quests will spawn some more enemies (sometimes even invincible enemies who can only get taken down with some tricks...) 3.) If the party survives, you did it good.
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Madraykin
Paranoid Rabbit
I die elegantly.
Posts: 34
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Post by Madraykin on Dec 2, 2006 22:26:08 GMT
Well, it was not quite a clearout, but it was fun Sorry I had to vanish, packing my life into various boxes takes takes time alas. I hope we can try again soon and this time have better luck! I think Rt skills worked quite nicely, though I think I need to work on the build a bit more. Supportive spirits seem to be the way to go, though had we reached the smites and knights disenchantment would have rocked. Wanderlust seems to be a good spirit for some dmg and the knockdown is useful. I think the mesmer plain would have made me useless though... the Rt's only anti-interrupt skill I can think of is an elite, so I didn't have it... Oh well, practice makes perfect
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Post by Sir Smeg on Dec 3, 2006 11:33:03 GMT
I don't think my build was best suited for that run. I like to think that the little energy donations I afforded our spellcasters were helpful, as was my setting fire to everything in sight, but I rather feel that my monklike support skills went underused.
This is probably due to the large adrenaline cost of these skills - My condition remover (Song of purification) requires 5 adrenaline, and my Hexbreaker aria requires 8. Now though I had a constant attack rate boost of 25%, the monster group was usually dead by the time my body had secreted enough hormones to activate the skills.
So, has anyone got any ideas of what I should bring next time?
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Madraykin
Paranoid Rabbit
I die elegantly.
Posts: 34
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Post by Madraykin on Dec 3, 2006 16:54:24 GMT
I don't think my build was best suited for that run. I like to think that the little energy donations I afforded our spellcasters were helpful, as was my setting fire to everything in sight, but I rather feel that my monklike support skills went underused. This is probably due to the large adrenaline cost of these skills - My condition remover (Song of purification) requires 5 adrenaline, and my Hexbreaker aria requires 8. Now though I had a constant attack rate boost of 25%, the monster group was usually dead by the time my body had secreted enough hormones to activate the skills. So, has anyone got any ideas of what I should bring next time? You seemed to do OK to me. Hex removal becomes vital if we reach the mesmer plain, believe me. I have no idea about P skills, but for UW I would always recomend not putting all your eggs in one basket (or in one attribute for that matter) as there is such a huge variety of enemies. Energy is always nice, as is whatever protection you can offer. Twas awesome to see some new classes in action there anyway
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Post by Sir Smeg on Dec 4, 2006 15:43:12 GMT
Maybe I'll bring an adrenaline booster next time. Though having to change needles between every shot is a pain...
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Post by Edem on Dec 4, 2006 17:42:09 GMT
Actually, don't. I think the monks should handle conditions, we have a lot of good spells for it - I just didn't know yours need adrenalin until you've said it at the last time in UW... You should concentrate on your attack skills, and maybe some party boosts I think. Of course if you find anything you can interrupt with, it's always handy.
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Post by Sir Smeg on Dec 4, 2006 20:22:27 GMT
Say no more. Disrupting spear will replace Aria of cleansing. But are you sure you don't want me to provide condition relief? for 20 seconds every skill activated by a conditioned ally would remove a condition... up to three times!
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Post by Edem on Dec 4, 2006 21:01:09 GMT
Say no more. Disrupting spear will replace Aria of cleansing. But are you sure you don't want me to provide condition relief? for 20 seconds every skill activated by a conditioned ally would remove a condition... up to three times! It's good in a long fight, but as you also mentioned, by the time you can kick that in, the fight is actually over - so it's better to replace with something you can use in the battle, and leave decond to the monks. UW monsters are tough, so the fights should be quick. That 3 decond is really good (don't forget to bring that with you to Moddok Crevice!) but after a battle they don't have too much use... By the way... this Saturday? Any plans for you?
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