View Full Version : Troubs in CMM?
Nordy
04-09-2007, 10:13 PM
<p>I'm starting to near the point with my Troub where the only drops I really need anymore are from inside castle mistmoore (Yup, the pants, and also the maestro's flame). I haven't fully tried to get a group there, but just looking at what I've heard would it even be possible for a group with a Troub to be successful? Everything so far has pointed to the group setup being precisely right for that zone, which means there's got to be a proper mezzer. Once you have the enchanter, there's really no room for a second support class when you really need high DPS characters to cope with the fast respawn timer.</p><p>Again, I've got extremely limited experience with this zone so I'm just talking about what I've heard. So my question(s) is, have any of you been successful in CMM? What kind of group was it? How far did you get? Is it going to be insanely difficult to find people who would be willing to take a Troub in there? or would you still be able to have a successful run with a group containing two support classes?</p>
Pogopuschel
04-10-2007, 05:46 AM
I was in there with a SK, Coercer, Troub (me), Defiler, Inquisitor, ??? (some dps class I don't remember which) With a DPS mod of ~140 the Troubadour really is a dps class in groups, 700-1000 was no problem (which isn't too bad considering the fights don't last as long as in raids and it takes some time until the mob reaches you, and you get behind it, ...). We didn't wipe once. The repop timer is like what - 3-5 min per mob? So it's not that bad. Also there are safe spots throughout the zone, where you can afk. I'd say if the group knows what they are doing, 2 support classes are not a problem. Also, the Coercer in my group didn't really bother mezzing... There's a couple of tough encounters in the zone (group of five ^^ level 75 mobs and stuff like that), but with two healers on board... It might still be hard to get a group because people often believe you shouldn't have more than one support class in the group, and they are corre ct ofc since having two, three is not ideal. That does however not mean that it cannot work. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Mildavyn
04-10-2007, 08:54 AM
I have been the solo mezzer for Castle Mistmore. Troubs can do the job fine. The hardest part is convincing everyone else that you can do it.
Antryg Mistrose
04-10-2007, 11:16 AM
Paikis@Venekor wrote: <blockquote>I have been the solo mezzer for Castle Mistmore. Troubs can do the job fine. The hardest part is convincing everyone else that you can do it.</blockquote> Troubadors can only mezz 2 mobs. If thats all your group needed, then your group could probably have done without mezz at all. Swapping between a Troubador and and Illusionist, I find the troubador's crowd control laughable. In a mage heavy group though, Troubador more than pays its own way as DPS. Even with only a couple of mages, we add plenty. I've recently been in a pickup group that easily cleared Nizera with Paladin (not that well geared), Wizard, Troubador, Illusionist, Templar, Warden. The dps was a lot better than I'd expected - put an enchanter with a troubador and the sum is greater than the parts.
Mildavyn
04-11-2007, 05:46 AM
I agree, Troubs don't have the kind of crowd control that aan enchanter does, however we CAN do wel enough with what we have to easily get through CMM and Nizara. What you say about troubs and illusionists being perfect for each other is very true. I used to play with one regularly, between the two of us we could put out 3k DPS on a single target. Synergism FTW!
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.