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BloodSwo
08-15-2007, 11:37 PM
<p>I am playing a warlock right now and want to power level up another character on another account so I can two box with my warlock... I am wondering what class would be a good fit.. I would really like to play a Pally or Bruiser but I would either of those be very good at the job?? </p><p>Thank ya</p>

EpokSilvermo
08-16-2007, 08:10 AM
Considering tanks my experience would be the following list, ordered by best fit with a Warlock: Paladin / Berzerker > Shadow Knight / Guardian > Bruiser / Monk The worst choice would be Bruiser / Monk cause their AE hate generation is too little compared to the other tanks and the Warlocks AE damage.

Agaxiq
08-16-2007, 01:50 PM
I'm doing it with a different twist - an Illusionist. Their root is awesome and they have a bunch of mezzes/stuns etc when things get hairy.  Mentored, a well-equipped 70 Warlock can solo all heroic content up to the 50's anyways. Synergism, Time Compression on the warlock - the stuff dies fast, and the Illusionist is a buff bot and minor crowd control. Could try it with a troub as well for an equal - yet still unique and interesting experience. A mentored warlock will peel agro off of any tank going up through the levels, even if they are mastered and have mastercrafted armor. Now once they reach level 70, its a different story.  I'd say SK would be your best bet, by far. Our debuffs will align right (all noxious) and the SK's can life-tap better than pallys can heal themselves, IMO.  The reason being is that the pally, even with a maxed focus, will get interrupted a lot trying to heal themselves.  The SK's life-taps with reaver on is a better healer than a pally, and will hardly get interrupted at all.  If the warlock pulls agro and the SK can't get it back, the SK can just FD the warlock, so really the SK's get 2 rescues <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Pally might have amends, so the mobs will almost always be on him, but thats where the benefits stop, IMO.  Two boxing generally means you are at most 75% effective on each character, so as long as you start the fight with the SK and let him get a few hits in before the warlock does anything, you will probably be ok. I do it with a level 70 bruiser now.  It works ok, the warlock does pull agro a lot though.  With the latest LU the Bruiser has a mini rescue (+1 hate position) on a regular basis, but with only one heal I have to be careful.  We've done level 68 single target heroics (not named) without too much trouble.   I can't clear Nest though, the Chamberlain is too tough, but I can get everything else.  I'm betting I could do it with an SK instead of the bruiser though.   I got all my claymore updates up to near the end of PoA with the bruiser/warlock combo, having the constant FD is nice.   Again, just have to be careful with adds and be prepared to die a lot as the Bruiser can only FD himself.  Maybe with a monk and group FD..... agressiv

miliskel
08-16-2007, 02:15 PM
might want to knoqw that chanberlain is easy with brawler as u go over and dev fist the pet and then u burn chamberlain, without the pet it isnt as strong it seems to me, and doesnt reflect spells back at who its targeting

Agaxiq
08-16-2007, 02:45 PM
Thats typically what I would do - but his DoTs will eventually kill you without a steady stream of heals or potions, and stone deaf and tenacious will you'll only get off maybe twice in the whole encounter, if that. Only soloers I've seen kill him kite him around the room with stun potions etc and a bow - and it takes them a while - he has a ton of HP for his level.  I guess maybe I could try kiting him around with a throwing axe, but that would take ages. I'd love to see a video of someone doing it.  He's a tough encounter for my bruiser and warden, just from a power standpoint.   Tried to root and max range, his max range is much larger than any caster. Not to derail the thread, of course <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I didn't recommend a zerker or guard in my last post just because they have no way of healing themselves in the fight - that will always restrict what you can do. agressiv

Jesdyr
08-17-2007, 03:52 PM
Agaxax@Unrest wrote: <blockquote>I'm doing it with a different twist - an Illusionist. </blockquote> I started 3 boxing a Coercer/Warlock/Wizard. My main is the coercer and she mentors down to them. All three roots stack plus the coercer stuns/mez/stifles keep mobs locked down (when needed). Add in a nice pet and aside from really bad pulls, things die fast without ever landing a hit/spell on you. Really it is just like having 2 extra pets for me <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> The mages are still low level (30 lastnight) but this is because I am attempting to level a transmuter with the items found by this group.

LionWilled
08-17-2007, 10:05 PM
<p>Honestly?</p><p>Mystic.</p><p>I'm totally serious.</p><p>When  I was level 44, I was grouped with a level 46 Mystic in the Feerrott, and we decided to try our luck with killing things around CT. So when went over and I pulled a group of those big statue guys (can't rememebr their names). They were level 47 ^ or ^^'s I believe. The group root was failing too much so I ended up tanking all three trying to burn them down, I thought I was dead meat.</p><p> I lived with more than half life. A clothie tanked 3 mobs that were 3 levels higher than I am and all were at least ^, and I just burned em down, all thanks to the sweet sweet love of Mystic wards.</p><p>Just my two cp.</p>

grimgolem2
08-18-2007, 10:52 PM
When you say all 3 roots stack, what does that mean exactly? is it just increased duration on the root? less chance to break? I don't understand, you can chain root a mob as it is what do you need 3 of them for?

Jesdyr
08-20-2007, 11:25 AM
<cite>grimgolem2 wrote:</cite><blockquote>When you say all 3 roots stack, what does that mean exactly? is it just increased duration on the root? less chance to break? I don't understand, you can chain root a mob as it is what do you need 3 of them for? </blockquote> It decreases the chance of that mob moving. With 3 characters plus a charmed mob blasting away at something, the coercer's root will break fairly often. Having the Wiz/Lock also casting roots at different times in the fight just adds that extra security. I have had all three roots break at the same time. It's rare, but does happen. I mainly solo'd my coercer to 70 and have learned to deal with things like that.