Made a post in freep thread about this, disregard it. Moving it to this thread
So I had a discussion with a kinmate about which freep class is most difficult to play out in the moors (solo) in terms of survivability, dps output, etc. I am going to break down each class (as best to my knowledge) of why some are easier and harder than others I know people beat these classes that are the "hardest" to 1v1, it all just depends on the player and how experienced he/she is...Please, any input is welcome, I just thought this would be an interesting topic. Please keep it positive, if you disagree with me dont call me stupid, respectfully disagree and tell me why.
Thanks
Light Armor:
Lore Master - I feel as if LMs are one of the harder classes to 1v1, granted they have light armor but their bleeds, dps output and slows are the things that make them challenging. If tar is down, it is all the more difficult to beat them. WoTC is a great oh **** button, which is a decent heal, and the option of stunning the attacker is there as well.
Minstrels - If a minstrel is traited dps, it could mean the death for many creeps. Their ability to run and dps makes kiting easier, yes they have light armor, but it seems to me they crit alot which makes fighting them harder for creeps, easier for the minnie.
Runekeepers - is anything really needed to be said about this class? Yes, light armor but very very high dps output...dps on the run, ridiculous slow (if traited), nice stuns. All around this class seems to be one of/if not the hardest class to 1v1 (LM and RK probably the hardest)
Medium Armor:
Hunter - Yes, their god mode has been over with for a long time. Probably in a 1v1 situation, they might be the most ****ed, but if a hunter does his job by tracking and doing what their name entitles, hunting, they can be the first one to attack in a 1v1 from range, letting them dish out a huge chunk of damage before a melee comes close. I have seen hunters win 1v1s before, but I believe this takes alot of skill from the hunter, or a lack of skill from the creep. But if all else fails, they can just pew pew from the back of the raid or ec and rack up decent points =/
Burglar - Currently leveling my burglar, cant wait to get him moors ready but I believe a burg to be a bit challenging in a solo setting (fighting), but stealth takes them out of the running for me. They can be stealthed and pick and choose their fights unlike nonstealth classes, never know if they are going to get pounced. Also they have many oh **** buttons, HIPS, TnG, Misch. glee, etc...
Warden - Just like the runekeeper, not much needed to be said...Conviction is awesome, BPE is great, bleeds are decent. Long fights are in store with a warden so be careful. Ive seen wardens 3v1 and win. 'Nuff said
Heavy armor:
Champions - Good dps output, sprint traited is awesome vs classes with slows. Dire need is a good heal if used properly (full-near full power). Controlled burn for 1v1s to attack faster and BPE, sudden defense.
Guardians - Guardians are deadly. If DPS traited they put out almost as much dps as a champ. You can disagree with me on that all you like but they sure as hell can dish out the pain in a 1v1. They have many oh **** buttons, warriors heart, pledge, and god knows whatever else. Ive seen guards get zerged like none other and come out alive, if that happened to any other class they would be toast, except maybe a warden...
Captains - I personally dont really know much about captains, mine is only like lvl 20? I have heard if dps traited (not many do this nowadays) they can put up a fight. And with a 25 second god mode (last stand) I can see a fight going in favor of a cpt, but I might be COMPLETELY wrong there...
Edit: Changing conclusion
Every skilled pvper knows slows/cc beats dps anyday in the moors (my original opinion was that champs had it hardest solo in the moors, thinking that captains would have a higher leg up with a 25 second last stand). Obviously a captain doesnt have a slow, and cant stun unless a defeat response is present. Popular belief was that captains have it hardest because of their lack of slow. Changing my original decision to captain.
Thanks all!
Last edited by aad0italian; Jul 07 2010 at 06:14 PM.
I disagree, I know you said you don't know much about capt but capts have it worse than anyone solo. Even if dps traited its pathetic compared to champs. We have no slows and only one stun if traited which can only be used after a kill. We can be hopelessly kited if we don't have make haste up and even then slows still affect us. Last stand is nice but has a long cd and is really the only thing that makes us live longer than 15 seconds when fighting reavers and even shorter against wargs. Our armour is no better than yours unless using defensive or wearing a light shield. Our big heal is on defeat skill and we have one self heal traited (not including man heal) and then reavealing mark.
Honestly, anyone will have a hard time convincing me otherwise.
I disagree, I know you said you don't know much about capt but capts have it worse than anyone solo. Even if dps traited its pathetic compared to champs. We have no slows and only one stun if traited which can only be used after a kill. We can be hopelessly kited if we don't have make haste up and even then slows still affect us. Last stand is nice but has a long cd and is really the only thing that makes us live longer than 15 seconds when fighting reavers and even shorter against wargs. Our armour is no better than yours unless using defensive or wearing a light shield. Our big heal is on defeat skill and we have one self heal traited (not including man heal) and then reavealing mark.
Honestly, anyone will have a hard time convincing me otherwise.
A captain I group with alot of times im out in the moors has told me stories of when he used to be a dps cpt and he misses it...so maybe at one point it was worth being a dps cpt? It was once easier for captains? I dont know, just curious
A captain I group with alot of times im out in the moors has told me stories of when he used to be a dps cpt and he misses it...so maybe at one point it was worth being a dps cpt? It was once easier for captains? I dont know, just curious
Used to be great to be a capt. We could hit hard and get big crits. Many factors played into us getting nerfed, the weapon generalization and creeps being buffed along with our skills never being huge dmg we always relied on our halberds to give us that extra dmg and crit. As a capt I could 1v1 reavers and beat down rank 9 wargs that pounced me. Now I'm dead in a second.
Captains are by far the hardest class to solo on in the moors. Low DPS, minimal CC and no reliable slow. Sure, we are survivable, but then pretty much every other class has some survival skill as well. Compared to champions specifically, champs have an AoE slow (hamstring) and two AoE stuns and a greater sprint than captains do, not to mention dire need for self healing coupled with much much greater DPS than a captains. Thats why in my opinion captains are harder to solo in the moors.
Votan | Xeyila | Grisburnakh
Retired - Thanks for the fun and the fights
Captains are by far the hardest class to solo on in the moors. Low DPS, minimal CC and no reliable slow. Sure, we are survivable, but then pretty much every other class has some survival skill as well. Compared to champions specifically, champs have an AoE slow (hamstring) and two AoE stuns and a greater sprint than captains do, not to mention dire need for self healing coupled with much much greater DPS than a captains. Thats why in my opinion captains are harder to solo in the moors.
see but I consider survivability a huge part in soloing...and I'd pick a 25 second invincible skill over a 2k dire need (I am a man, but since some champs are not men I am not bringing man heal into the equation). But yes, the no slow, limited cc would def complicate things...but make haste can easily go through that
see but I consider survivability a huge part in soloing...and I'd pick a 25 second invincible skill over a 2k dire need (I am a man, but since some champs are not men I am not bringing man heal into the equation). But yes, the no slow, limited cc would def complicate things...but make haste can easily go through that
Make haste does not ignore slows, so with a 25% slow we can go normal speed... not that great. Survivability in the moors these days is not how long you prolong death but how fast you can either get away or bring them down.
see but I consider survivability a huge part in soloing...and I'd pick a 25 second invincible skill over a 2k dire need (I am a man, but since some champs are not men I am not bringing man heal into the equation). But yes, the no slow, limited cc would def complicate things...but make haste can easily go through that
Last stand is next to useless against most creep classes if you are soloing, who cares that you can't die for 25s, wargs will HiPS and wait for it to tick off, spiders will burrrow, BA's will root, Reavers will slow, Defilers and WLs wont die in the intervening time anyway.
Its a good skill to run away from people with, but in reality a hamstring, sound the attack, sprint from a champ is greater than a LS make haste from a captain.
Votan | Xeyila | Grisburnakh
Retired - Thanks for the fun and the fights
At a time where it's hard to get freeps to come out, let alone healers - a healer (sometimes the only one in a group or raid) is imo, the most challenging role in the 'Moors at present.
I know it's not a direct answer to your question, but there's a big difference between going out there as a DPS class and a healing class that's actually trying to heal a raid before exploding
♦ R13 Minstrel ♦ Guardians of the Dagorlad ♦ Jaiyne ♦
At a time where it's hard to get freeps to come out, let alone healers - a healer (sometimes the only one in a group or raid) is imo, the most challenging role in the 'Moors at present.
I know it's not a direct answer to your question, but there's a big difference between going out there as a DPS class and a healing class that's actually trying to heal a raid before exploding
Both healing stand a better chance than a healing captain.
Edit: I may have misunderstood your post, in a raid then a healing capt can be hard to do i you're the only healer but if you mean surviving in a raid as a healer then capts can live long, since they aren't targeted first.
wait are we talking the hardest to play or the worst at getting renown?
Cappies are pretty poor solo, but I'm not sure playing a captain to its maximum takes a genius. I would suggest that an LM played to its max is more difficult to play, but it is easier to get renown with in general. Same would go for a burglar.
So, what exactly is the OP's question? Hardest to play or hardest to get renown with?
hardest to play is the champion, because nothing is a guarantee with them because of all the penalties they must endure just to perform their role. Ultimately, to be reliable, they need massive heal support and buffs, plus the opponents willingness not to put them as a primary target. And even with those things, they will typically die a lot because they have very little self-preservation skills.
I guarantee your level 65 r0 greenie BA will contribute more to your Creep raid than my level 2 Minstrel will contribute to my Freep raid. After all, both took about 5 seconds to create.
hardest to play is the champion, because nothing is a guarantee with them because of all the penalties they must endure just to perform their role. Ultimately, to be reliable, they need massive heal support and buffs, plus the opponents willingness not to put them as a primary target. And even with those things, they will typically die a lot because they have very little self-preservation skills.
The question was hardest to play not hardest to survive on.
Captain is harder to solo with than a Champion. I've played both, I've soloed with both, Champion is much easier, mostly thanks to more burst DPS and a snare. Sure, a Captain can last for 25 seconds without dying, but if you can't catch up to your target, what's the point?
Captain solo is by far the worst Freep class imo. They aint made to solo. They are on the other hand extremly valued as a group class to make up for it.
healing minstrels are hard to play, i heal often in raids /groups (majorily targetted learn survival skills )but our dps as stated is top notch, with devestates for over 1k -3-4k, with a big drawback, self heals ... we lose a lot and we're like a squishy champion in light undies. if u are in heal mode , going to a raid expect a fight to take 10 minutes plus. If you get jumped.
hunters imho are the hardest class to play in the moors outside of a group. soloing on a hunter post moria is a definate challenge. having skills with long inductions, no melee attack really and no oh crud i'm being hit i want my mommy skills.
champions , challenging for any minstrel to keep up, they often die before they can get a heal.(learn when to get out of ur - incoming healing stances )
A bubbled champion > than a healed champion til they can get back to the group.
Captains, always welcome in the moors, but a buffing healing class, support role really.
Oath breakers i highly recommend, but many like to have shield brother traited to give a class that has more dps than they do .
guardians = op... i have seen guards solo take on 5 creeps at once and win. Even watched a greenie warg try to kill an afk guard and it took him 10 minutes to do any damage it was quite funny.( yet know when to flip off sw no sense in both the mini and the guard dying. Also if you're paired w/ a mini switching between overpowered and sw can make or break a fight).
rks= high dps, great single target healers, squishy aka glass cannons.
reavers love rks and wargs do also.
lore masters in the right hands, often a scarey class to fight against ( looks at faja).
Also recommended, cc healing based(pve) trait line lms often welcomed in raids. Wound clears and increased heals can often be beneficial than ents and dps.
burgs, often in their own groups (which imho isnt very affective cj's could keep your party alive) they are evil in a good way (looks at trinstar )
wardens are a challenging class to play in the moors, while very affective great if u lack a guard or champ for tanking a keep, but not much dps yet very hard to kill from what i hear.
what works for some may not work for you, experiment w/ trait lines and play w/ stats and builds before you find one that works for your playstyle.
Last edited by Zalexia; Jul 06 2010 at 03:06 PM.
alzie rank 14 mini
"less talky, more killy"
"kill fast , run faster!"
The Apocalypse Kinship
Captain solo is by far the worst Freep class imo. They aint made to solo. They are on the other hand extremly valued as a group class to make up for it.
/Silkdawn
i have seen incredible captains , xendra, acsb.... they can hold their own if played right.
alzie rank 14 mini
"less talky, more killy"
"kill fast , run faster!"
The Apocalypse Kinship
i have seen incredible captains , xendra, acsb.... they can hold their own if played right.
Captains can hold there own and beat high ranked creeps (except spiders and defilers) on the condition that the creep doesn't run away. Thats the fundamental problem of soloing on a captain, you can have a creep beaten and they can permanently kite you until they get into a position to beat you, or just plain run away.
Every other freep or creep class (with the exception of the WL) has the ability to keep the opponent in range to finish a fight, a captain does not (again against higher ranked creeps, against lower ranks Make Haste and ITON is enough normally)
Votan | Xeyila | Grisburnakh
Retired - Thanks for the fun and the fights
The question was hardest to play not hardest to survive on.
I suppose you're right. If you are always in the rez circle or in a corpse screen, you really aren't playing at all.
I guarantee your level 65 r0 greenie BA will contribute more to your Creep raid than my level 2 Minstrel will contribute to my Freep raid. After all, both took about 5 seconds to create.
i have seen incredible captains , xendra, acsb.... they can hold their own if played right.
Perhaps because Im a spider and it simply doesnt matter how they hold themselfs, they aint gonna win, all they can hope for is staying alive long enough to run to safety. Even if they are tough they lack the other parts necesary to fight back like a Champ or a Guardian. Especially the parts keeping up with a spider. Slows, sprints, stuns, immunities etc.
I dont know about healing Mini actually, I do enjoy that myself the times I feel like I need my healing fix. I usually try to flatter some Guardian to bring out his shield and shieldwall me. The rest is cake. The time it takes to bring down a shieldwalled Mini will garantee the raids victory over a Creep one, so even if they DO bring me down I know Ive done my job.
Ive always also been running around as a healing mini solo even and although I know its a bit foolish Ive got used to it and I definatly dont feel weak. Although I might lack a bit of DPS in this mode I certainly dont lack the survivability. Using the number one role a Minstrel have to the max, heals. The only thing I can say in favour of previous posts is that since SoM its a bit tougher running like this since especially Reavers and Wargs have got their DPS boosted. Their burst DPS can be a little to much sometimes if youre not careful.
Ive always also been running around as a healing mini solo even and although I know its a bit foolish Ive got used to it and I definatly dont feel weak. Although I might lack a bit of DPS in this mode I certainly dont lack the survivability. Using the number one role a Minstrel have to the max, heals. The only thing I can say in favour of previous posts is that since SoM its a bit tougher running like this since especially Reavers and Wargs have got their DPS boosted. Their burst DPS can be a little to much sometimes if youre not careful.
/Silkdawn
Wargs and spiders render a healing minstrel useless with CJs for starters. Yes, you'll last longer with shieldwall, but once the guard runs out of power or is stunned/feared/mezzed, it's a 2:1 special for the creeps.
At any rate, for all the champs crying that it's hard to play a champ in the Moors, I'd advise them to try healing for a day. I'd do anything to just shing-shing on some days
♦ R13 Minstrel ♦ Guardians of the Dagorlad ♦ Jaiyne ♦
Wargs and spiders render a healing minstrel useless with CJs for starters. Yes, you'll last longer with shieldwall, but once the guard runs out of power or is stunned/feared/mezzed, it's a 2:1 special for the creeps.
At any rate, for all the champs crying that it's hard to play a champ in the Moors, I'd advise them to try healing for a day. I'd do anything to just shing-shing on some days
i have seen all classes played well in my 1 year played time it is all landing on the person behind the character not the class , how well one does or how hard it is depends on how well you think outside the box.
alzie rank 14 mini
"less talky, more killy"
"kill fast , run faster!"
The Apocalypse Kinship
8-time Grand Champion Guinness Drinker June 2008 model in "Failmasters of 2008" Calendar Making the world a better place one less pair of pants at a time
At any rate, for all the champs crying that it's hard to play a champ in the Moors, I'd advise them to try healing for a day. I'd do anything to just shing-shing on some days
Played a healer, played a captain - both aren't as hard as playing a champion. Healers and captains can contribute, champions can't, if the creeps have any semblance of talent.
I guarantee your level 65 r0 greenie BA will contribute more to your Creep raid than my level 2 Minstrel will contribute to my Freep raid. After all, both took about 5 seconds to create.
Hardest to play, probably a warden because you have to build your attacks, and being able to shift them if you weapon is taken away or that spider attack that can shut down a gambit line. It is challenging but they are built to take a good shot if you can build up your defense.
I am not a healer, but that has to be tough as well. I know poison cure duty on the moors as my hunter. He is kept busy the entire fight just clearing them. Has to be ten times worse as a mini or rk, but I can't say from experience.
A solo hunter in the moors is a exercise in frustration. Too many ways to break track, track induction and cooldown are also a problem. Plus slotting Heightened Senses pretty much loses you your 10% bow induction reduction, or you take a shot to your damage bonus. The induction/movement/focus balancing act is a vicious circle. You need the focus for the quick high damage shots, yet to build your focus you have to TRY to get your long induction shots off. But if you move, and to stay still means you die faster, you lose the focus you just tried to gain. Add to that no real melee damage and all the creeps (no light armour classes on the creep side anymore) have better mits, resists, armour and morale than you and it is hopeless once they reach melee distance. So much for your mid armour dual weilder.... you live and die by the distance you can keep between you and the target, yet with stuns, fears, cjs and sprints available to creep side it is a hard thing to do.
Tydalmir
Last edited by Tinluen; Jul 07 2010 at 12:25 PM.
Vyxe said, "Cheer up it could be worse out here tonight." So we all cheered up, and wouldn't you know it.... things got worse!
champs have an AoE slow (hamstring) and two AoE stuns and a greater sprint than captains do, not to mention dire need for self healing coupled with much much greater DPS than a captains.
Hamstring is a single-target slow, not an AoE. Our two AoE stuns, while powerful, are not without their drawbacks. Creep B/E/P and resist rates are at an all-time high, so it's not uncommon in a 1v1 for me to see my Horn either avoided or resisted twice/three times in a row (I can slow a trait to change it from 5 --> 8 targets and it changes to a Physicial resist check). My crafted Horn is a default 5-second stun for 6 targets, with a legacy on our Rune to turn into 10 seconds. However, this is A) only a level 60 item B) something we must stand still to use C) resisted even MORE than my Horn skill.
Regardless, Captains are the most difficult class on which to solo because if a Creep doesn't want to fight them it WILL get away. Mirkwood really hurt Captains with the combat weapon speed normalization... Captains went from being able to crit for 2-3k (sometimes more) to 1-1.5k.
Originally Posted by Zalexia
champions , challenging for any minstrel to keep up, they often die before they can get a heal.(learn when to get out of ur - incoming healing stances )
A bubbled champion > than a healed champion til they can get back to the group.
Sigh. Your ignorance flies far beyond amusing. Champs do NOT have ANY -Inc. Healing penalties in the 'Moors while in Fervour. We're squishy because A) Fervour removes all of our avoidance and B) Blue-dot Wargs have more armor and mitigations than us, even though we're a heavy armor class.
Bubbles are great for saving someone that is getting FF'ed, but don't ever think that a bubble means you should stop healing the target...
2> Most difficulty being effective regardless of skill, i.e. due to the limitations of the class?
3> Most difficulty surviving while being effective?
SOLO, as in NO freeps ever in sight. Not leeching, not gold tagging, not running with help.
1> Warden - Although when they ARE skilled they're super powerful.
2> Captain, or a Healing spec'd Mini, but the Mini would be dumb to be Healing solo. So Captain.
3> Champion - Champs WILL die more than other classes....but our killing ability makes us better off overall than many other classes.
Raiding...static...
1> Minstrel - Healing a raid is tough work.
2> Champion - "Effective" being a measure of one's ability to fullfill their role. Not just survive.
3> Champion - Complete cannon fodder for ranged and CJ classes.
Raiding...mobile...
1> Minstrel - Healing a raid is tough work.
2> Hunter's in Pew mode - Induction dps is rough when continually on the move. If hunters switch roles to support/melee dps/cleanup in this type of situation they can be VERY effective.
3> Minstrel - Here is where Mini's start to really have problems with being targeted and not having enough support. It's a ROUGH balancing act for a raid to stay aggressive and still protect their back line support troops.
Small grouping
1> Minstrel - if they are targeted there's nothing anyone can do to insure they live or even contribute to the fight.
2> Minstrel- if they are targeted there's nothing anyone can do to insure they live or even contribute to the fight.
3> Minstrel- if they are targeted there's nothing anyone can do to insure they live or even contribute to the fight.
IMHO.
Second Marshal Luc Brandenbuck ~Battlemaster~
Stalker's Enemy*Reaver's Enemy*Blackarrow's Enemy*Warleader-Foe*Weaver's Enemy*Defiler-Foe Champion:'The only thing our opponents can do that we care about is die.'-Graalx2
Sigh. Your ignorance flies far beyond amusing. Champs do NOT have ANY -Inc. Healing penalties in the 'Moors while in Fervour. We're squishy because A) Fervour removes all of our avoidance and B) Blue-dot Wargs have more armor and mitigations than us, even though we're a heavy armor class.
Bubbles are great for saving someone that is getting FF'ed, but don't ever think that a bubble means you should stop healing the target...
Not to mention, minstrel bubbles do very, very little against monster players - given how few do common damage. The time they're really helpful in the Moors is when the person has too many NPCs on them (that do common damage). Alz, you realize minstrel bubbles only protect against common damage, right? And by protect, I mean suck all the target's power...which is a whole other problem. They do nothing for shadow, fire, acid damage.
The best things for helping a player when monster players are FF them are cures and heals.
Captain bubbles are just great all around obviously.
♦ R13 Minstrel ♦ Guardians of the Dagorlad ♦ Jaiyne ♦
Not to mention, minstrel bubbles do very, very little against monster players - given how few do common damage. The time they're really helpful in the Moors is when the person has too many NPCs on them (that do common damage). Alz, you realize minstrel bubbles only protect against common damage, right? And by protect, I mean suck all the target's power...which is a whole other problem. They do nothing for shadow, fire, acid damage.
The best things for helping a player when monster players are FF them are cures and heals.
Captain bubbles are just great all around obviously.
actually minstrel bubbles have been vastly improved since mirkwood ws heal delay.
If i put the bubble on and feign it actually absorbs the damage til ws can be toggled off. yet you balance power w/ that . so its a catch 22 so to speak.
and yes i know that GIFT of the hammerhand is only common damage but our personal bubble absorbs most damage. yet i have used gift on champs and gotten them enough time to throw them a heal. if they are tackling reavers reavers tends to be more common damage. some warg wounds, it just bides that extra bit of time . i think though the improved lay of the hammerhand is different now some what it absorbs a lot more . fire dots are not as threatening in a bubble. just have to manage our power. Champions also dont have power issues even with the gift on them as other classes do. Atleast from what i noticed, we just also have to kill something for them to get their power back if they are in our group.
Last edited by Zalexia; Jul 07 2010 at 02:24 PM.
alzie rank 14 mini
"less talky, more killy"
"kill fast , run faster!"
The Apocalypse Kinship
actually minstrel bubbles have been vastly improved since mirkwood ws heal delay.
If i put the bubble on and feign it actually absorbs the damage til ws can be toggled off. yet you balance power w/ that . so its a catch 22 so to speak.
Here's a link to both the skills so you can see...and I was specifically talking about the Minstrels' Gift (not our own Lay).
actually minstrel bubbles have been vastly improved since mirkwood ws heal delay.
If i put the bubble on and feign it actually absorbs the damage til ws can be toggled off. yet you balance power w/ that . so its a catch 22 so to speak.
and yes i know that GIFT of the hammerhand is only common damage but our personal bubble absorbs most damage. yet i have used gift on champs and gotten them enough time to throw them a heal. if they are tackling reavers reavers tends to be more common damage. some warg wounds, it just bides that extra bit of time . i think though the improved lay of the hammerhand is different now some what it absorbs a lot more . fire dots are not as threatening in a bubble. just have to manage our power. Champions also dont have power issues even with the gift on them as other classes do. Atleast from what i noticed, we just also have to kill something for them to get their power back if they are in our group.
If reavers are dealing common damage they are FAIL REAVERS.
Bigtime.
Second Marshal Luc Brandenbuck ~Battlemaster~
Stalker's Enemy*Reaver's Enemy*Blackarrow's Enemy*Warleader-Foe*Weaver's Enemy*Defiler-Foe Champion:'The only thing our opponents can do that we care about is die.'-Graalx2
Bottom line - a minstrel bubbled player is most definitely not a replacement for heals!
didn't say it was just said it bides a touch of time to get them back. Especially if you're grouped w/ crazy champions. I think i can assume what the skills do but ty.
alzie rank 14 mini
"less talky, more killy"
"kill fast , run faster!"
The Apocalypse Kinship
didn't say it was just said it bides a touch of time to get them back. Especially if you're grouped w/ crazy champions. I think i can assume what the skills do but ty.
Agree - it can really help bide time but only with common damage (again with our Lay specifically)
♦ R13 Minstrel ♦ Guardians of the Dagorlad ♦ Jaiyne ♦
Played a healer, played a captain - both aren't as hard as playing a champion. Healers and captains can contribute, champions can't, if the creeps have any semblance of talent.
Guardians may be borderline OP at the moment, but they aren't that easy to play if you want to be successful.
The only reliable slow require positioning behind the target or a lucky crit.
To apply a DoT, you first have to parry an attack, then execute 3 freaking skills in order to apply the DoT. Of course, you have a very limited amount of time to stay in range, face the target and execute those 3 skills. If you miss/block/parry/evade Thrust (2nd skill), then you have restart from the beginning.
So basically, you have to master your straffing skills. If you suck at straffing then you have to take the parry line out of picture which lead you to very little DPS skills and no CJs opportunity (minus TTT)
Technically, the only survival skill they have is a huge boost to avoidance, which can easily be neutralize with a CJ, so they are as easy to kill as a champ.
It require a lot more skills than just spamming an instant cast, 40m range, no cooldown skill on the move (*cough* RK)
All right guys, changed up my conclusion based on all of the discussion going on here about captains, and I couldnt agree more. It slipped my mind that they do not have a slow, but I also figured 25 seconds of god mode would give them the upper hand but I was wrong. Thanks all for the input, been an interesting bit of info to read everyday when I get back from work!