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Thread: Any ppl wanna jst play?

  1. #21
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    Quote Originally Posted by Windwaiker View Post
    The worst is when there's one mage and he/she simply passes over your dead body

    Or the one mage sucks and keeps dying
    Kiitz - Int/Dex Bear (66) || Kiitx - Dex Bird (66) || Kiitzx - Int/Dex Mage (66)

  2. #22
    Forum Adept Windwaiker's Avatar
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    Sometimes it's hard to not die because I'm squishy and the tank doesn't hold aggro. D:

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    Exactly it's not alot tht I get booted but it does happen sum times the bigger problem is scrub getting killed.off due to lack of teamwork n evry1 ragequits. But I join elite it's a pretty active guild thnx guys

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    Quote Originally Posted by Windwaiker View Post
    Sometimes it's hard to not die because I'm squishy and the tank doesn't hold aggro. D:
    Yeah, that sucks. That is why I dislike running with Strength bears. Especially with the Angel gear in the game now, the dex set just gives them so much offensive stats, plenty of defensive stats and more than enough hit to land all their skills and do enough damage to keep the mobs on them.
    Kiitz - Int/Dex Bear (66) || Kiitx - Dex Bird (66) || Kiitzx - Int/Dex Mage (66)

  5. #25
    Forum Adept Windwaiker's Avatar
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    I just had 2 successful runs @ sandbar with 1 Mage and 4 birds (including me). The mage died right before the boss, but the rest of us took care of him and remade. The only reason I did 2 was because the second time I randomly disconnected (before the boss!) and couldn't find the host or the other party members again. So, as long as the players are good and you choose easier maps (sandbar doesn't have giant yetis of doom), no one should be rage quitting.

  6. #26
    Member Charmstrange's Avatar
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    Quote Originally Posted by Energizeric View Post
    The "scatter bear" issue is definitely an issue of Humania's landscape and not the bear's fault. The best way for a bear to cause damage is a beckon+stomp combo. In most dungeons, if this is used by a wall, the result is lots of damage and the mobs pushed against the nearest wall all lined up to be killed. In Humania, without walls and with the wide landscape, the result is the scattering of the mobs. If you prefer bears not to use beckon+stomp, then what exactly do you want their rolls to be in Humania? Should they just follow along and wait to help out with the boss?
    Funny you should put it that way. I just had a conversation with another player the other day in which I mentioned that the group was challenging to stay in front of, and noted that it was a good problem to have. He replied something like, "yeah I rush too much". I told him simply, "bear not in front *is* the bear's fault." I was playing the bear, of course.

    So, How does a bear get a mob to the wall (or to the water's edge and the gently lapping waves in this case)? Get out in front of the group. Don't try to kill anything, it isn't your job to stay behind and finish off the mobs while high damage characters leave you behind. Trust me, leave the mobs behind for the damage-dealers to kill while you run far ahead and get enemy aggro. They will follow you and then you can beckon/stomp them into a tidy bunch in the surf instead of blasting them individually to all corners of humania and beyond.

    When I play mage, I almost always rush because I get tired of waiting for someone to take the initiative. Many mages do this, and here is why I think it happens: 1) the bear won't go (sometimes referred to as a scaredy-bear), so there isn't much choice 2) the bear scatters and you have to get ahead and deal enough buff, debuff and combos so that when the bear inevitably stomps, the mobs just die instead of scattering.

    With that said.... As soon as a bear runs in front of me and makes effort to control to mob, i go into support and damage mode. i run with the bear and heal but DO NOT attack anything so as not to steal aggro. Then as the mob is collecting, I cast nightmare and lightning to soften them up a little (this also seems to avoid stealing aggro), the bear beckons to the edge and I freeze them right when they cluster. The stomping and firestorm usually does them in after that.

    Important points - in this scenario the bear does damage, uses all skills effectively, controls the mobs, and ultimately becomes the conductor for the movement of the group. Damage builds really like this because it means not wasting area skills and combos in individual enemies.

    The bear controls the mob. If the mob is out of control, it *is* the bear's fault.
    Chiieshatie Subclavius

  7. #27
    Senior Member McBain's Avatar
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    These are good points ^^^. I've found that above all else, if everyone stays together, everything is much easier. When people start spreading out and all going in different directions, that's when party wipes tend to happen.

  8. #28
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    Quote Originally Posted by chiie View Post
    Funny you should put it that way. I just had a conversation with another player the other day in which I mentioned that the group was challenging to stay in front of, and noted that it was a good problem to have. He replied something like, "yeah I rush too much". I told him simply, "bear not in front *is* the bear's fault." I was playing the bear, of course.

    So, How does a bear get a mob to the wall (or to the water's edge and the gently lapping waves in this case)? Get out in front of the group. Don't try to kill anything, it isn't your job to stay behind and finish off the mobs while high damage characters leave you behind. Trust me, leave the mobs behind for the damage-dealers to kill while you run far ahead and get enemy aggro. They will follow you and then you can beckon/stomp them into a tidy bunch in the surf instead of blasting them individually to all corners of humania and beyond.

    When I play mage, I almost always rush because I get tired of waiting for someone to take the initiative. Many mages do this, and here is why I think it happens: 1) the bear won't go (sometimes referred to as a scaredy-bear), so there isn't much choice 2) the bear scatters and you have to get ahead and deal enough buff, debuff and combos so that when the bear inevitably stomps, the mobs just die instead of scattering.

    With that said.... As soon as a bear runs in front of me and makes effort to control to mob, i go into support and damage mode. i run with the bear and heal but DO NOT attack anything so as not to steal aggro. Then as the mob is collecting, I cast nightmare and lightning to soften them up a little (this also seems to avoid stealing aggro), the bear beckons to the edge and I freeze them right when they cluster. The stomping and firestorm usually does them in after that.

    Important points - in this scenario the bear does damage, uses all skills effectively, controls the mobs, and ultimately becomes the conductor for the movement of the group. Damage builds really like this because it means not wasting area skills and combos in individual enemies.

    The bear controls the mob. If the mob is out of control, it *is* the bear's fault.
    Sounds like you are a good bear/mage (bird as well?) to run with. That is exactly how it should be played. Its the best when you are in runs with someone who is also "in the know". Actually just 2 players working together like this will usually bring everyone else into line and doing the same thing. A well played bear with strong support from a mage to go in with you, debuff, heal you and then blast after they are grouped makes the largest difference in runs.
    Kiitz - Int/Dex Bear (66) || Kiitx - Dex Bird (66) || Kiitzx - Int/Dex Mage (66)

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