My first CU group hunt experience and thoughts..
PostedFri May 06, 2005 6:02 pm
Last night was my first group outing and I have to say it was fun. Yes, even killing nothing but ugly gurks over and over was fun. Why was it fun? Because I was learning.
Out initial group consisted of:
- Ekade Sword, Brawler
- Weyune Pistoleer
- Isleh Smuggler and some Commando
- Jabe Uber Melee.. saw him holding a pike
-- Later we were joined by.. --
- Duox BH and CM
- Duox's Ladyfriend, newbie pistoleer
Some observations:
- I like heavy sword! With fencer my role would be to throw a weak bleed and run away. With Sword I actually do damage. I think for a gimp template, Sword gives me the ability to contribute to the groups efforts more so than fencer.
I was very pleased with my damage output. After using armor-break on the gurks, some of my specials would do 900-1100 dmg with a scythe. I don't know how that measures up against the uber folk, but compared to the level 80's in my group it was a very respectable showing.
I noticed that my some of my attacks did a lot of damage, but had a very slow "cast time". Through trial and error I arrived at the conclusion that my 2nd or 3rd most damaging attack had better DPS because it was significantly quicker than the 1st.
- The rooting ability of pistoleer and other ranged profs is KILLER. I would HATE to be a melee in PvP. I would never move. Crowd control truly is! It was so effective that I'd almost call having someone with rooting ability in your group a must have.
When you see how pistoleer works, I see no reason to ever be a Fencer. The Pistoleer can do everything a fencer can.. but AT RANGE. I suspect a Pistoleer can plink away at a rooted enemy for a lot more damage a Fancer's weak bleed can inflict.
- Once the medic in the group focuses on keeping people alive, the group becomes VERY VERY tough. I learned this concept in WoW and it appears it will work here too. I bet high level monsters will require a party with a skilled medic to overcome.
- Still trying to perfect the are of pulling. Duox helped us understand that the rooters should wait a little to allow the charging baddy to distance himself a little more from the others. This way the melee can safely engage without aggroing the rest of the lair.
- Teamwork and balance are essential. This is a very good thing. This is what made WoW such a compelling game for me. I am very pleased to see it here. SWG is not perfect yet (buggy monsters and looking at the piss poor animation of the gurks for a couple of hours was gawd-awful).. but they are headed in the right direction and I am happy about that.
Out initial group consisted of:
- Ekade Sword, Brawler
- Weyune Pistoleer
- Isleh Smuggler and some Commando
- Jabe Uber Melee.. saw him holding a pike
-- Later we were joined by.. --
- Duox BH and CM
- Duox's Ladyfriend, newbie pistoleer
Some observations:
- I like heavy sword! With fencer my role would be to throw a weak bleed and run away. With Sword I actually do damage. I think for a gimp template, Sword gives me the ability to contribute to the groups efforts more so than fencer.
I was very pleased with my damage output. After using armor-break on the gurks, some of my specials would do 900-1100 dmg with a scythe. I don't know how that measures up against the uber folk, but compared to the level 80's in my group it was a very respectable showing.
I noticed that my some of my attacks did a lot of damage, but had a very slow "cast time". Through trial and error I arrived at the conclusion that my 2nd or 3rd most damaging attack had better DPS because it was significantly quicker than the 1st.
- The rooting ability of pistoleer and other ranged profs is KILLER. I would HATE to be a melee in PvP. I would never move. Crowd control truly is! It was so effective that I'd almost call having someone with rooting ability in your group a must have.
When you see how pistoleer works, I see no reason to ever be a Fencer. The Pistoleer can do everything a fencer can.. but AT RANGE. I suspect a Pistoleer can plink away at a rooted enemy for a lot more damage a Fancer's weak bleed can inflict.
- Once the medic in the group focuses on keeping people alive, the group becomes VERY VERY tough. I learned this concept in WoW and it appears it will work here too. I bet high level monsters will require a party with a skilled medic to overcome.
- Still trying to perfect the are of pulling. Duox helped us understand that the rooters should wait a little to allow the charging baddy to distance himself a little more from the others. This way the melee can safely engage without aggroing the rest of the lair.
- Teamwork and balance are essential. This is a very good thing. This is what made WoW such a compelling game for me. I am very pleased to see it here. SWG is not perfect yet (buggy monsters and looking at the piss poor animation of the gurks for a couple of hours was gawd-awful).. but they are headed in the right direction and I am happy about that.