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Mara vs WL

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roadkillrobin
Posts: 2773

Re: Mara vs WL

Post#181 » Sat Apr 23, 2016 6:20 pm

peterthepan3 wrote:
roadkillrobin wrote:Its related tho. As WL bring close to nothing to a order Bomb group while Marauders is very viable for Destruction. Then the 6man elitists intervened with their opinions that WL should be a strictly single target dmg based class. The class can easily be tweaked to fit in both.

I find it unfair that people such as yourself are allowed to call anyone who suggests something that doesn't conform with wb/aoe 'elitists'.
You can call me a WB elitist all you want. But thats not what Im trying to do here. Im just trying to point out that I think all classes should be a viable choise in all formats the game offers. I think the same treatment should be given to Engies and Magus for 6man groups aswell. And AM/Shamans for everything aswell.
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footpatrol2
Posts: 1093

Re: Mara vs WL

Post#182 » Mon Apr 25, 2016 9:35 pm

I haven't read this whole post. I'm reading it now. Crazy long post.

I just want to point out that you can guard the pet. Because the pet is so important to the class its worth considering. I think the original dev's thought the playerbase would do this. Which never caught on. Which is also why in my opinion the WL has gone through drastic changes throughout its history.

In a classic 2/2/2 take 2 healers 1 rdps and 2 tanks and WL. Have 1 tank guard the WL when assaulting and 1 tank guard the pet. After WL spends all of his ap damage dip out and switch guards as needed. Once WL Ap is restored re-assault and switch guards again.

There is a TON of synergy with 2 SM's in a WL group with 2 wings of heaven. Flip flop the guards.

Quick example:
Send pet in with a SM1 guarding it. SM1 and pet are walking in to the target. Once pet gets to target WL and SM2 pounce/wings of heaven in. Do damage cycle with WL. Release all your AP damage. Do damage for about 15 sec's then dip out save AP on WL for next assault.

Flip flop your guards. SM1 switches from pet to WL and hasn't spent his wings yet. SM2 switches guard from WL to pet walks in to next target.

WL is full AP again. Time to assault again. Pet gets to next target with SM2 guarding it walking in. SM1 and WL pounce/wings of heaven back in. Do damage cycle. Release all your AP damage with WL. Do damage for about 15 sec's then dip out save AP on WL for next re-assault.

With 2 SM and a WL you can do this basically every 30 sec's.

In my opinion this is the style of play that the WL was designed for. For the 10 sec's needed for the WL to regain his AP you could use AM's marshes to run behind. The playstyle is Kite and strike. Path of the hunter and Path of the guardian in my opinion the pet was designed to be guarded. Path of Axeman you don't require a guard on the pet since he is now tanky. In path of guardian the WL himself can get to near tank level defenses. A guardian WL can get by on a floated guard, meaning not a dedicated guard, while his pet needs the guard.

You can also guard the squigherder pet. So for stabby SH spec you can keep your SH tough if you design your group composition for this.

Mara is designed for sustained damage. I can go into detail on why if desired.

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peterthepan3
Posts: 6509

Re: Mara vs WL

Post#183 » Mon Apr 25, 2016 9:57 pm

You will not kill any decent premade with 2 SMs a WL and an AM in your group. Having 2 SMs in a group is counterproductive. Having a guard wasted on the pet means that the other MDPS is not being guarded.
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footpatrol2
Posts: 1093

Re: Mara vs WL

Post#184 » Mon Apr 25, 2016 10:18 pm

@peterthepan3

Your always so supportive. I can always count on you to run to my defense.

I'm just saying what the dev's were probably thinking that players would do with the class. Its 100% different then what the players actually did and as I stated in the beginning of that post. Also your not keeping guard on that pet 100% of the time only when assaulting. Only when you need too.

Also look at the group composition I put up. 2 SM's 1 RDPS (<----doesn't need a dedicated guard) 1 WL, 2 healers. The healers don't have to be AM's. I suggested it because of marsh and turns the group into a kiting group.

Kiting group
Go 2 SM's 1 DPS AM with marsh off-spec 2 healy AM's 1 WL. You flip flop guards as needed. You got access to a lot of AoE snares.

AoE snares
3 marshes
2 wings

Discard this information if you want. Your discarding it also without even trying it. Its one thing to discard it with actually having tried it. Its another thing to discard information when you haven't even tried it.

I actually ran this group before. But at the time I didn't know you could guard the WL's pet. The group works.

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