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View Full Version : Best Soloing Scout Class?


Bladezil
01-21-2008, 02:24 AM
<p>I've been considering rolling a scout and I just wanted to get some input from you guys on what you believe is the best soloing scout class. I've heard good things about swashbucklers because they have many attacks that can be done from the front instead of needing to be behind the target so often.</p><p>Thoughts?</p>

Rippitt
01-21-2008, 02:42 AM
Swash/Brig for sure - swashbuckler will have better survivability (especially vs multiple mobs), brigand will be able to chain stun and burn (not so hot against multiple mobs)

TheFitz
01-21-2008, 02:49 AM
/agree with the above poster at least in regard to Brigand. I've soloed my Brigand all the way to 43 except for a few Runnyeye groups. With the ability to debuff and chain stun most of the mobs dont stand a chance. Nameds and up to ^^ Heroics usually melt like butter. Multiple mobs can prove annoying with essentially only 1 AE. But I can take 2-3 ^ and sometimes 2 ^^ heroics. It's about spreading your stuns around. I absolutely love my Brigand.

Rooksarii
01-21-2008, 10:55 AM
<p>Absolutely agree with the above posters as well. On the flipside of the Brig/Swash soloing situation, Swashbucklers definately shine with multiple mobs. I myself have been able to take out heroics to a degree, and have a decent time with ^^ or ^^^ with any non arrow, ^ or down arrow adds. Keys in multiple mob situations are crowd control on healers or high dps then mixing AoE with stuns on the primary target to whittle down the adds (Hurrican is an insane ability for just this purpos).</p><p>While the swash can stun, one of our key saving graces is the single target mez ability. a 2 ^^ encounter can be trimmed down a good deal by mezzing one, concentrating on the other, then finishing the deal after mez runs out. Though a bit harder time of it than the Brig, we can chain stun to a degree, but it involves using up our long-timer aoe and getting the Walk the Plank ability from the Agility AA tree. </p><p> Don't expect to walk from one heroic to another within the same minute as a swash, however. Oftentimes I have to burn En Garde and Inspiration, both on 3ish minute timers, to survive a lot of these heroic fights.</p>

Hor
01-24-2008, 12:50 PM
<p>  Like the folks above me, I have to say that either a brigand or swashy can be quite effective solo.  I soloed a swashy to 79( mostly due to a new baby and odd work hours), then betrayed to brigand out of boredom and curiousity.  The differences?  As a brigand, my overall dps went down a bit, but my survivability has increased.  With all the stuns and an AA to extend them, I can reliably take out the nameds (mosty 83-84^s) in Jarsath without ever getting hit.  Band of Thugs helps a bit with multiples and or adds, but not greatly.  The brigand throwing attack has a knock-down component which is very useful for see-stealth MoBs.  Overall, the brigand AA's seem to be more useful than the swashy ones.  On the downside for brigands, the self buffs aren't as nice, and more than one beastie at a time can definitely cause problems.  Both classes bring enough pain to be effective through-out Kunark, and personally, I have yet to decide on which one I want to remain.  </p><p>Oh... don't forget, swashies have the sexier hat...</p>

Faenril
01-24-2008, 01:25 PM
Do not forget too that swashies have reach, which allows them to hit mobs without standing in their melee range. Can be very valuable against heroic/named mobs.

Rippitt
01-26-2008, 08:27 AM
What makes the swashbuckler different from basically every other class in the game? Hurricane. Extra mobs joining the fight for another class is almost always a bad thing. For us, it offers more chances to proc heals (I have 4 effects on my character that proc a heal on melee attacks, and two that proc heal/ward when I take damage). I very rarely mez a mob unless it's a second ^^^ heroic coming to join the fun. Anything less than that, the heals you get from hitting that mob with hurricane will probably outweigh the damage you'll take from it. Especially with a freehand build that offers such an edge with avoidance.

ZerkerDwarf
01-26-2008, 04:56 PM
<cite>Rippitt@Guk wrote:</cite><blockquote>What makes the swashbuckler different from basically every other class in the game? Hurricane. Extra mobs joining the fight for another class is almost always a bad thing.</blockquote><p>That's why I suppose Hurricane to have a quick cast and recast timer (after having been disabled). If you e.g. are fighting a mob without much space to move with non-aggros around you want avoid to join in, you can quickly turn on and off hurricane as the situation demands. Or two grouped heroics of whom you intend in advance to keep one mezzed... just turn on and off quickly as you need it.</p><p>Concerning the comment of AerieHeart... how can you fight a mob out of ITS melee range (as a swashi)? Mobs your are envolved in combat with and that are not mezzed ALWAYS run automatically into your (and also their) default melee range... so what is the use of increased CA and autoattack range? (Serious question, no dizzing irony.) ... am I missing something?</p>

Birn
01-26-2008, 05:22 PM
<cite>ZerkerDwarf wrote:</cite><blockquote><cite>Rippitt@Guk wrote:</cite><p>Concerning the comment of AerieHeart... how can you fight a mob out of ITS melee range (as a swashi)? Mobs your are envolved in combat with and that are not mezzed ALWAYS run automatically into your (and also their) default melee range... so what is the use of increased CA and autoattack range? (Serious question, no dizzing irony.) ... am I missing something?</p></blockquote>You can slow them down, you should have 2 attacks that actually slow their movement and with this you can kite mobs without getting hit by their autoattack (some of the CA's might hit you tho, and casters will of course use spells).

Faenril
01-28-2008, 07:32 AM
<cite>ZerkerDwarf wrote:</cite><blockquote><cite>Rippitt@Guk wrote:</cite><blockquote>What makes the swashbuckler different from basically every other class in the game? Hurricane. Extra mobs joining the fight for another class is almost always a bad thing.</blockquote><p>That's why I suppose Hurricane to have a quick cast and recast timer (after having been disabled). If you e.g. are fighting a mob without much space to move with non-aggros around you want avoid to join in, you can quickly turn on and off hurricane as the situation demands. Or two grouped heroics of whom you intend in advance to keep one mezzed... just turn on and off quickly as you need it.</p><p>Concerning the comment of AerieHeart... how can you fight a mob out of ITS melee range (as a swashi)? Mobs your are envolved in combat with and that are not mezzed ALWAYS run automatically into your (and also their) default melee range... so what is the use of increased CA and autoattack range? (Serious question, no dizzing irony.) ... am I missing something?</p></blockquote>KK let me explain with more details <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />With the reach AA line, your mele range is > than the mob's melee range.Not considering poisons, your swash normally has three snares and one 3 seconds root.If you snare the mob and keep on moving away from it / turning around, you can hit it but it can not hit you.When snares break and the mob rushes you, use your knockbacks, stun or mez, rince and repeat as soon as snares are available again.You won't kill as fast as a pure DPS burst "I kill you before you kill me" approach, but it is a viable tactic. I remember soloing heroic mobs this way, I could not handle otherwise.That being said many swashies do not like playing "mini ranger style", so it's a matter of taste too <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />