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posted on May 30, 2008 by
Strategos
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I use a metatherics party, using one elementalist with mindwind to debuff with feedback, a naturalist with plant/flesh to heal (herbal heal) and for general buffing/debuffing, a volcan for snaring and AoE damage against low-level opponents, and an elementalist with fire and frost for nuking. It works quite well unless the naturalist draws aggro, as he has no way to heal himself.
Last Edit: 28 days ago
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posted on Jun 28, 2008 by
Belial
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I play a Fire/Nature character for entangling, buffs and AoE damage, a Fire/Stone character for buffs, AoE damage and slowing enemies down, a Grappling/Flesh character who heals remarkably well and can debuff excellently, and a pure melee beast (Long/Short sword) who capitalises on weaknesses and can hit rather high.
It’s always worked for me. I’ve toyed with airwind and mindwind and such but never really found it as efficient. I’ve got a fire/ice char who was good for lower levels but i found got weaker as time went on and became less efficient than the others.
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posted on Jul 08, 2008 by
penguinmancer Bob
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I use a mixed group, an “assassin” if you will, hits hard and moves fast short blades, long blades wind and ice :P , my tank uses the biggest plate armor I can find with stone and clubs to debuff front lines and drop meteors for replacing enemies, then I have my field surgeon with flesh plant for pure heal and movement reduction, and m fourth is an elementalist with fire plant for some multi NPC bar-b-quing
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posted 28 days ago by
Kranodor
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My group is pretty much mixed, and I always re-mix them for different occasions. Usual combos are:
Standard fighting:
Assassin (short blades – mindwind), heavy hitter (short and long blades), buffer/debuffer (air – frost) and surgeon (flesh – grappling). The buffer/debuffer can make and take defense, the latter from single or multiple opponents, the assassin can strike past defense, the heavy hitter can pretty quickly reduce defense as well, and with the surgeon take out a defenseless opponent within few turns.
Mass Effect:
Mass Debuffer (air – fire), Mass Defensekiller (stone – gravity), Mass Damagedealer (plants – fire) and Finisher (frost – fire). Debuffer reduces or eliminates defense recovery, Defensekiller reduces defense to 0 in short time, Damagedealer then takes over and reduces health. Finisher strikes foes that still have some health left over (the surrounding fields don’t get full damage in AoE Attacks after all)
Of course, all have secondary options. The Mass Damagedealer can also Debuff enemies AP-wise, the Defensekiller can eliminate enemy movement, and some even have secondary effects that aren’t obvious (as I only named the primarily used elements). The surgeon, for example, also carries fire and can do burning grasp. And of course the Assassin and the Surgeon can improve the abilities of other team members, or make enemies more susceptible to attacks by them (especially the surgeon can improve the heavy hitter)
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