I am aware that you fought Teefz and Korze, hence I referred to them, instead of other candidates - which there are plenty off, for pretty much every class in the game -, to point out just how non-representative these videos actually are; calling those videos "evidence" as if they were representative of <normal> sessions rubbed me the wrong way.Eathisword wrote:I am not discouting player experience at all. mDok and mWP are very freaking hard to play.Darosh wrote:Spoiler:
Then, you take the xample to the other extreme... fight Teefz ands Korze... as ''good players?'' ... they are the best 2 range dps in the game (arguably Jurki could be there too). And then again... I did fight them (beat Korze, jurki and lost to Teefz... spoiler : its on youtube). Against the very bestest, 1v1 is the max you can achieve on ANY class, any combo anyway. It is pointless in the choice of your class to think about how many players of equal skill you can beat, as the answer is always 1 or 0. Whenever you solo/duo and you kill more than 1 solo/2 duo, you are fighting people with less skill than you (or crazy freakingly undergeared level 37).
Henceforth, no amount of WP/tank or WL/SM will let you beat a good group of more than 2. I'd go even further : any good healer with a tank you cannot kill as a duo. Period.
So in my mind, of course we are talking about beating bads when we plan on going solo or duo. The choice you get is what kind of playstyle you want. I am pointing out that 2 tanks is a viable option and it is more fun imo than healer+tank combo, which i played also a lot (staret it at around 1m45, 2v8 IB/WP )Spoiler:
Then again, the both of you are exceptionally good player - decked out with goodies/rr and easy access to a good economy to sustain the drain on pots.
As to your elaborations to mpds/tank and alike - I do absolutely agree.
No setup lacking sustain and toolkits (CC/potent debuffs/...) will be able to deal with more than two opponents at a time that know what they are doing, or a duo that does have these shinies avaible to them.
Especially anything mdps related (including DoK/WP) will have a hard time goin up against competent players - but that should be a given in rpdshammer.
Tank/tank; every duo there is, is perfectly viable if you can cope with limiting your chances of either securing fights against people that know what they are doing or of atleast putting up a good fight - and with the horrendous drain on your economy that every single encounter will yield if you run just about any setup that does not have the bare minimum of inbuilt sustain.
Especially in trickle and prolonged fights a well rounded duo will do better than any kind of bruteforce stack.
And as it comes to fighting terribads: you could run RP/RP or Z/Z and still completly faceroll them, so meh.
Abbd.:
Spoiler:
SH/SHA ~ join in on the rdpshammer meta; you'll be able to kite even decent groups and secure kills at times, half-decent groups will still feed you RR for the most part - you can drop fights very easily; you can sucessfully zerg surf** if you choose to.
WE/WE ~ you should be able to still jump half-decent groups and secure kills by virtue of bruteforce burst, however you'll likely die in the process; you'll have plenty of opportunity to pick your fights properly or drop out of them, if you pay attention that is; you won't have zerg surf capabilities tho; pot intensive, but can be built into a sustain heavy setup - unlike WH/WH.
Sorc/Z ~ pretty much the same as SH/SHA, but with alot less kiting potential, if any; groups are completly out of your reach for the most part; probably the best zerg surf capabilties you can muster; zeal (m1) + sorc spririt debuff = ~800 worth of spirit debuff/ zeal (m1) + mara debuff = ~2,3k worth of armordebuff - in other words, you won't have trouble expanding your group later down the road.
Sorc/SHA ~ pretty much the same as SH/SHA, with a little less kiting potential, but alot more burst; groups are still out of your reach for the most part; still the best zerg surf capabailties you can muster.
BG/Mara ~ your safest bet as it comes to melee related setups; good sustain and amazing toolkits otherwise; the only mdps setup that can properly deal with rdps by virtue of Mara pulls and other shenanigans.
CH/Mara ~ like BG/Mara, but alot less sustain; you'll have a very easy time expanding your group, by virtue of CH/Mara goodness; pot intensive.
Magus/SHA ~ if you want a hardcore approach; plays like the other rdps setups mentioned above but is alot more finnicky due to magus career mechanics.
Other than that: again, every setup works out if you are willing to sacrifice potential, which I cannot imagine you'd want to do that, considering your limited amount of time.
If you want to focus on scenarios, I - again - would suggest you bring tank/healer - its the easiest way to expand your group and carry pug scenarios with.
* Viable as in, you'll probably have an easier time finding kills with these setups, even if you face people that know what they are doing, compared to others. Also, you won't burn yourself out and you aren't as dependent on your pot economy.
**Zerg surf = DB stealing like a boss.