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Compo 2 players for T1

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Raiden624
Posts: 8

Compo 2 players for T1

Post#1 » Thu Jun 01, 2017 7:33 am

Hello everyone :D

At first sorry for my english language ! :lol:

I have a question, me and my friend want To play together but atm we dont have so much time To play so we decide To stay in T1.

What v2 compo is viable To play together ?
I think we need heal / dps or heal/tank ?

Thx for your advice :mrgreen:

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zaauk
Posts: 82

Re: Compo 2 players for T1

Post#2 » Thu Jun 01, 2017 9:21 am

Hey

Check this topic:
viewtopic.php?f=8&t=21518

Lots of people gave good advice there :)
:mrgreen: :mrgreen: Zauk BO // Zauuk Choppa // Zaauuk SHM // Zniggle SH :mrgreen: :mrgreen:

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Darosh
Banned
Posts: 1197

Re: Compo 2 players for T1

Post#3 » Thu Jun 01, 2017 9:22 am

Raiden624 wrote:Hello everyone :D

At first sorry for my english language ! :lol:

I have a question, me and my friend want To play together but atm we dont have so much time To play so we decide To stay in T1.

What v2 compo is viable To play together ?
I think we need heal / dps or heal/tank ?

Thx for your advice :mrgreen:
Hello there,

Don't worry about your english - moreso, don't apologize for it. :)

In regards to your question, well, its T1 so... tryhard-diehard min/max'ing isn't necessary - the tiniest bit of coordination will give you an edge over 95% its population.

Destro:
Spoiler:
Marauder + any tank (with Black Guard > Black Orc > Chosen, because of the toolkits* available in that level range).
Disciple of Khaine + any tank (with Black Orc > Chosen > Black Guard, because of the toolkits** available in that level range)
Shaman + any tank (same as directly above)
Shaman + any rdps (with Sorcerer > Magus == Squig Herder, because of the difference in available burst/toolkits*** in that level range).

* The sustain on Blackguard > stat steal (initiative debuff) on Black Orc > resistance aura on Chosen.
** The stat steal on Black Orc > resistance aura on Chosen > sustain on Blackguard.
*** The bruteforce burst on Sorc > the ele resistance debuff on Magus == the damage on Squig Herder.
Order:
Spoiler:
Warrior Priest + any tank (with Ironbreaker > Swordmaster > Knight of the Blazing Sun, because of toolkits* available in that level range).
Archmage + any tank (with Swordmaster > Ironbreaker > Knight of the Blazing Sun, because of the toolkits** available in that level range.)
Archmage + any rdps (with Brightwizard > Engi > Shadow Warrior, because of the difference in available burst/toolkits*** in that level range).

* The Knockdown, punt, armorbuff on Ironbreaker > 25% parry selfbuff (arguably helps alot with the guard-damage, especially if you stack parry through renown in addition to it) and stat steal on Swordmaster > resistance aura on Knight of the Blazing Sun.
** The 25% parry selfbuff, stat steal and spiritresistance debuff on Swordmaster > knockdown, punt and armordebuff on Ironbreaker > the resistance aura on Knight of the Blazing Sun.
*** The bruteforce burst on Brightwizard > the emergency avoidance via turret on Engi > the damage on Shadow Warrior.
Warrior Priests, Disciples of Khaine, Archmages and Shamans are gods in T1 - while Archmages and Shamans > Warrior Priests and Disciples of Khaine.
If you want to absolutely overkill it with cheese, run Archmage/Archmage or Shaman/Shaman.

Other than that:
Every healer/X setup works out perfectly fine - and besides the Ironbreaker's early acces to a knockdown and punt, the classes aren't too far part from each other.

Sure, you could get an additional edge (on top of your coordination) if you were completly min/max'ing stuff (one could even for T1 break the classes down to their very fabric and mix/match them for the ultimate duo) - but I, again, don't see a reason to do so.

Abbd.:
Spoiler:
Changed some of the above to min/max a tiny bit...

To add something that does not have sustain but is hilarious to play in T1:
Swordmaster + Knight of the Blazing Sun = spiritresistance debuffs that stack and (almost) completly negate the resistance available (or atleast that most people will run with) in T1 - find a pocket Archmage for that setup and you are set to rule T1.

Additionally:
The initiative debuff on Swordmaster and Black Orc brings those classes on the same level as the Ironbreaker - even with its CC.
However the CC an Ironbreaker provides in T1 makes for hilarious opportunities, I'd personally opt for it.

Note: I might change/add to the above, check back later on today/tomorrow.
Note: Get used to abbreviations - I've spared you the trouble of figuring them out and typed them out, you'll pick them up eventually.
Best of luck and fun!

E: Words and stuff.
Last edited by Darosh on Thu Jun 01, 2017 9:58 am, edited 13 times in total.

Raiden624
Posts: 8

Re: Compo 2 players for T1

Post#4 » Thu Jun 01, 2017 9:41 am

Thx very much for your reply guys ! :)

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Glorian
Posts: 5007

Re: Compo 2 players for T1

Post#5 » Thu Jun 01, 2017 10:35 am

Double Engineer with Swift assist.

Two beards one bottom.

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Darosh
Banned
Posts: 1197

Re: Compo 2 players for T1

Post#6 » Thu Jun 01, 2017 11:01 am

Glorian wrote:Double Engineer with Swift assist.

Two beards one bottom.
125ft-trololol picking off half of the destro zerg before it even leaves its warcamp?

I like your way of thinking.

Abbd.: BEARDS FOR THE BEARDED GOD! (fixed)

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