View Full Version : Question about Troubs
MadLordOfMilk
05-27-2006, 05:47 AM
Something that I don't really get: How does nerfing a Troub's crowd control affect their ability to solo mobs? All I can think of is "stand there and regen while the mob is locked down" but I don't think SOE intended for that to be a valid tactic... anyway, anyone wanna shed some light on this?<div></div>
<P>We can currently charm a mob that will attack what attacks us. If you're smart enough troub to go on the coercer boards, you just follow what they recommend as good mobs to charm. It would add a good percentage of my dps when I soloed. Good enough that in some fights the mob would out DPS me.</P>
SeregWethrin
05-27-2006, 09:02 AM
<div></div>it still does not allow us to solo anything like a heroic mob because after we kill the heroic with our charmie we have to evac or keep it charmed and run away eventually or its going to kick our [expletive haxx0red by Raijinn]. Those who have tried to charm a heroic mob know how risky it is to do and its not like it allows us to do much because we have to tank the mob in question. Have you ever tried to tank a heroic as a non all fabled troub its hard as [expletive haxx0red by Raijinn]ing hell for a troub who have some of the worst defensive abilities next to the finger wagglers because unlike a cleric we cant heal we get no defensive stance like the other scouts and with the 10% change of breaking on damage we still have to be able to tank what we kill so this still pretty much puts almost anything heroic off limits except to the very very well equiped.I am not saying an all fabled all mastered cant tank a heroic but most troubs can not so they shouldnt need to fear us having that problem with our pets. However without this method soloing non heroics just got alot more difficult making it not even worth the xp because face it we are horrible dps with in many situations a healer our dpsing us if they wanted to. I can even see nerfing charms duration on a heroic encounter if they wanted to or just decreasing the duration to a reasonable time such as 2 or 3 minuetes but they did go overboard on nerfing the cc abilities without giving anything to replace them.
MadLordOfMilk
05-27-2006, 09:27 AM
<div></div>I thought the pets that troubs charmed weren't supposed to be able to attack?
SeregWethrin
05-27-2006, 12:13 PM
if the troub gets attacked by a mob they still assist the troub and with the 10% breaking chance this means that all the troub has to do is tank what he wants to solo while his pet helps his dps (mainly to about what the other scout classes are). Its a pretty well known tactic used by troubs to solo as without it, soloing just is not worth the time and effort as we kill to slow and just dont have the survivability to last long in solo enounters.<div></div>
Sir Blig
05-27-2006, 08:53 PM
<P>hmm mine never auto atacked</P> <P> </P> <P>they would just stand there untill one of the mobs you are going up against does some form or ae or splash spell and the charmed takes damage, once that happens the charmed mob will go off(attack), if one pulls with the charm (i.e one of a group) something usualy ticks it off while the group is getting to you and normaly thanks to the easy breaking of charm it will be lose in no time at all.</P> <P> </P> <P>I have had whole fights where the charmed mos did nothing but stand there looking at me. </P> <P> </P> <P>depending on the mob once they go agro they will be more willing to agro on the next fight. </P> <P> </P> <P>edit for typos</P><p>Message Edited by Sir Blight on <span class=date_text>05-27-2006</span> <span class=time_text>06:01 PM</span>
Jaimster
05-27-2006, 09:05 PM
<BR> <BLOCKQUOTE> <HR> MadLordOfMilk wrote:<BR>Something that I don't really get: How does nerfing a Troub's crowd control affect their ability to solo mobs? All I can think of is "stand there and regen while the mob is locked down" but I don't think SOE intended for that to be a valid tactic... anyway, anyone wanna shed some light on this? <BR> <HR> </BLOCKQUOTE><BR>You're asking (I think) about two different aspects. The charm is different (as has been explained by others) than the mezz. The mezz is something that I like to occasionally have when I solo (like for adds so I can kill one, then the next; or to hit a mob I intend to charm as charm takes forever to cast and can be interrupted), but mostly I like the mezz for group situations when you are fighting and see a mob wandering towards you. It gives me something non-passive to do in groups besides mash debuffs and whatnot - it makes playing a troubador more interesting. Our DPS is beyond pitiful but these utility spells/spell lines made up for that in my mind. Removing them makes be the perfect buffbot... unless I'm soloing and in general I will then be a dead or evac'd buffbot since our runspeed is knocked down in combat...
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