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Want to hear gameplay thoughts from folks

Started by Rumze, March 16, 2014, 06:29:53 AM

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Rumze

Especially thoughts on engineer and stalker - trying to decide what class to take as a tank.
Im actually also interested in warrior as well if anyone tried that.

Wondering if we have any future espers to boot ~
I've learned that people will forget what you said, people will forget what you did, but people will never forget how you made them feel.
—   
from Maya Angelou

Askari

I didn't try Stalker. I never get much joy out of stealth DPS classes with positional damage (+damage from behind).

I only took a Warrior to ~8th, but I felt like I was "bringing a knife to a gun fight". The number of ranged NPCs were big enough and (my melee range was tight enough) that I felt like I was constantly chasing foes around. That feeling might diminish as you level and get more tools for closing range and keeping people in range, but it was annoying enough that I quickly moved on to try another class.

I took an Engineer to 10th, which wasn't high enough to get many support (tanking) abilities, but my general feel of Engineer was... it's OK. The robot pets felt very underwhelming. They were good enough that it made sense to use one, but bad enough that I sort of resented using a hotkey on them. At least I had medium range, which made it considerably more fun than Warrior.

So my opinion, based on only low-level play... if I were to play a tank, my choice would definitely be Engineer, simply because of range. That opinion might change if Warrior got noticeably quicker refreshes on it's closing attacks (Leap and Plasma Whip) since I played a Warrior a few months ago.
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Mixxi

#2
Didn't play engineer or stalker. I could give some feedback on medic, though, particularly in groups. Placement vis-a-vis the tank is going to be key, and knowing where your tank tends to go when they dodge so that you are in range and facing the right way for heals. I can see that healing a whole group is going to be a challenge. Sure, my heal can hit multiple people, but they all have to be within the telegraph for the heal.

For example, when we did our shiphand, I flanked the mob, Temus tanked it and tended to dodge backwards. But Tys was ranged DPS and I could only rarely heal both Temus and Tys at the same time.

I can see that knowing where your group positions themselves in a fight is going to be very important, and I LOVE that whole coordination part of the game. Pickup groups, though, are going to be a nightmare for healers unless the player population develops some standard positioning ideas (like they did in EQ).

I also felt that my stuns, snares, and interrupts were important as a heal-specced medic. The first snare you get has a nice DoT on it, too, so, even if I'm not doing a lot of DD, I'm at least contributing to the damage output of the group.

I also felt that the moves that charged power cores were logical and built well into the finishers. I didn't get far enough to use probes, but I'm really looking forward to being able to tag a group member with a HoT.

I'm really curious how healers are played in PvP.

Gith

It is the job of the ranged DPS in this game to go where they know the heals are going to be. I stayed WAY out of range in the group dungeons I did with PUGs and ran for the area of the tank when I got hit and needed some love.

I am going to be playing a DPS Spellslinger. I dish out the damage for sure but I have to stay out of the way or else I will get mulched. So I stick at my 30m range and pummel. Usually best for me to stay behind stuff unless they have the random all directional telegraphs but then it makes my run for healing longer and possibly fatal.

Hopefully people will figure this out and make it easier on the healers. Although, with this alliance thingey with the Silverdragon guys and whoever else is in the communal chat channel hopefully we will play with people who are willing to coordinate over Mumble and not running all over the place.

SW:TOR - Tecta (Dark) / ValGith (Light)
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