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  1. #141

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    so I spec'd one cleric tank, one heals, the other three AoE dps from the builds listed here... how do you guys get around the "too many people playing the same role" = can't que from the LFG page? 3 pure dps is a no go apparently.

    I had this same issue on my cleric/4 mages group, I had to que tank/healer/support/2dps to get in with that group.

    Toons are all 18, queing for IT.

    edit: I would just run to entrance and zone in but i really want the random LFG loot

    Edit 2: work around I came up with was spec a second cleric justicar/sham and que that toon as the support, then switch roles once inside. Pretty simple in the end hehe.
    Last edited by wyofiddler : 10-05-2011 at 09:34 PM

  2. #142

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    Quote Originally Posted by wyofiddler View Post
    so I spec'd one cleric tank, one heals, the other three AoE dps from the builds listed here... how do you guys get around the "too many people playing the same role" = can't que from the LFG page? 3 pure dps is a no go apparently.

    I had this same issue on my cleric/4 mages group, I had to que tank/healer/support/2dps to get in with that group.

    Toons are all 18, queing for IT.
    Yeah, gotta have 1 tank, 1 support, 1 heal, 2 dps. Make sure the checkbox for support is set on one of your dps clerics. Add another role if necessary, though you don't have to use it AFAIK.
    Team 1: 7x60p80 Clerics + 3x60p60 Mages (Legio IX)
    Team 2: 5x60 Clerics + 5x60 Rogues
    Team 3: 10x60 Warriors

  3. #143

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    Quote Originally Posted by wyofiddler View Post
    so I spec'd one cleric tank, one heals, the other three AoE dps from the builds listed here... how do you guys get around the "too many people playing the same role" = can't que from the LFG page? 3 pure dps is a no go apparently.

    I had this same issue on my cleric/4 mages group, I had to que tank/healer/support/2dps to get in with that group.

    Toons are all 18, queing for IT.
    best way to get around the LFG tool is to get a 2nd roll then spec that as what you need to be able to que. there are specs that let you que as support for cleric.
    here a popular support spec for clerics
    http://forums.riftgame.com/rift-gene...ns-videos.html

    i'm not running an all cleric team but close got one cleric tank 3clerics dps.support spec. and one chlor mage. cleared all of expert T1 dungeons working on gear before i try any T2

  4. #144
    Member Ughmahedhurtz's Avatar
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    11 points in Justicar qualifies for support. (maybe less but that's what mine have)

    I just check all available boxes for the 3 DPS and it works.

    Last edited by Ughmahedhurtz : 10-05-2011 at 11:33 PM
    Now playing: WoW (Garona)

  5. #145

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    Quote Originally Posted by Ughmahedhurtz View Post
    11 points in Justicar qualifies for support. (maybe less but that's what mine have)

    I just check all available boxes for the 3 DPS and it works.

    Good to know, that'll make it easier once i get a couple more levels and the dps are running 11 Justicar points...

  6. #146

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    Quote Originally Posted by Smedbox View Post
    I tried Kings Breach last night, with three level 36 and two level 50. All three had full rest XP but used no potions. They got about 60-70% of a level, clearing the dungeon and completing the three quests in there. I'll do it again tonight without any of the quests and clearing it as fast as I can to see what XP/hour I can get...
    I did Kings Breach again two times last night. Again with full rest XP and no potions. Without the quests, they got 50% of a level each run. It took me about 30-40 min to clear the dungeon with this group, so it's about 1 level per hour. If you don't have rest XP or potions, it would be half a level per hour.

    It's worth it to note that you don't lose any rest XP while you're PvP:ing, so it's a good idea to alternate between dungeons and PvP - PvP:ing to gain rest XP then into a dungeon to spend that on killing mobs.
    Team 1: 7x60p80 Clerics + 3x60p60 Mages (Legio IX)
    Team 2: 5x60 Clerics + 5x60 Rogues
    Team 3: 10x60 Warriors

  7. #147

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    I just started T2's and I have to say, the progression ladder is a bit off. Normals to the two level 50 instances were easy, but you sort of expect that of leveling instances. Stepping into T1, I expected more of an upgrade, but was I was able to largely ignore mechanics and knock over bosses far too easily.

    When you first step into T2's, it's a completely different game. Nearly every encounter has additional mechanics that will kill you if you don't deal with them properly. Lots of movement, dispelling and positioning that just wasn't necessary in previous tiers. I'm really enjoying it so far, I was starting to get bored with how faceroll the first 50(.5) levels were. Managed to clear Charmers Caldera, Iron Tombs and Kings Breach over my weekend, but they were definitely not faceroll. Had to re-think my strategy on nearly every fight, add more macros, etc.

    Will probably change once my gear isn't bare minimum to enter T2's, but at the moment it's a blast.

    Seems like Trion likes mechanics that make people move a lot. I'm noticing my Clerics are doing a lot less DPS stepping into T2, simply because you can't stand in one spot and mash BoJ anymore. I'm seriously considering leveling up a couple of rogues and replacing my Inq's. Rolling 2-3 Marksmen is very tempting at this point, with how ridiculous Vampiric Munitions is, plus the fact that they can pretty much maintain their normal rotation while moving.

    I've also noticed in PvP it's really hard to maintain pressure on people when you have to stop and hit DoL every few GCD's, plus the lack of a heal debuff. I'm wondering whether it wouldn't be better to have 2-3 dedicated healers and the rest dedicated DPS. Clerics smashed everything up until T2, but I'm starting to miss the lack of mobility.
    Last edited by Apatheist : 10-08-2011 at 07:13 AM

  8. #148

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    Quote Originally Posted by Apatheist View Post
    I just started T2's and I have to say, the progression ladder is a bit off. Normals to the two level 50 instances were easy, but you sort of expect that of leveling instances. Stepping into T1, I expected more of an upgrade, but was I was able to largely ignore mechanics and knock over bosses far too easily.

    When you first step into T2's, it's a completely different game. Nearly every encounter has additional mechanics that will kill you if you don't deal with them properly. Lots of movement, dispelling and positioning that just wasn't necessary in previous tiers. I'm really enjoying it so far, I was starting to get bored with how faceroll the first 50(.5) levels were. Managed to clear Charmers Caldera, Iron Tombs and Kings Breach over my weekend, but they were definitely not faceroll. Had to re-think my strategy on nearly every fight, add more macros, etc.

    Will probably change once my gear isn't bare minimum to enter T2's, but at the moment it's a blast.

    Seems like Trion likes mechanics that make people move a lot. I'm noticing my Clerics are doing a lot less DPS stepping into T2, simply because you can't stand in one spot and mash BoJ anymore. I'm seriously considering leveling up a couple of rogues and replacing my Inq's. Rolling 2-3 Marksmen is very tempting at this point, with how ridiculous Vampiric Munitions is, plus the fact that they can pretty much maintain their normal rotation while moving.

    I've also noticed in PvP it's really hard to maintain pressure on people when you have to stop and hit DoL every few GCD's, plus the lack of a heal debuff. I'm wondering whether it wouldn't be better to have 2-3 dedicated healers and the rest dedicated DPS. Clerics smashed everything up until T2, but I'm starting to miss the lack of mobility.
    Thanks for posting your experiences, it helps to have some idea of what to expect once I get to that point with my own teams.

  9. #149

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    Quote Originally Posted by leroyreborn View Post
    yes if your moving it will just got to something you can cast. well even do it for range. for like a MM or ranger build that has range moves can just put a melee at the bottom of the macro and if can not cast any range spells will default down to melee witch it can
    This doesn't seem to work. On my chloromancer I have the following macro:

    suppressmacrofailures
    cast Ruin
    cast Nature's Touch
    cast Vile Spores
    cast Crumbling Resistance

    It won't cast Crumbling Resistance if I'm moving... :/
    Team 1: 7x60p80 Clerics + 3x60p60 Mages (Legio IX)
    Team 2: 5x60 Clerics + 5x60 Rogues
    Team 3: 10x60 Warriors

  10. #150

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    Quote Originally Posted by Smedbox View Post
    This doesn't seem to work. On my chloromancer I have the following macro:

    suppressmacrofailures
    cast Ruin
    cast Nature's Touch
    cast Vile Spores
    cast Crumbling Resistance

    It won't cast Crumbling Resistance if I'm moving... :/
    I cut and pasted your macro to my Chloro and it worked fine.

    I'll give you a tip, though. Archon buffs aren't really worth it for 5's. Respec your Chloro to the cookie cutter Chloro/Lock build and you will see roughly a 25-30% increase in damage and healing from your mage (at 50, at least, when you have all the buffs). Also gives you access to the, "sacrifice life: mana" ability, which effectively gives your mage unlimited mana.
    Last edited by Apatheist : 10-11-2011 at 08:16 AM

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