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View Full Version : The SK and solo play with some pugs


Ruben
04-23-2008, 02:17 PM
<p>I am thinking of rolling up a SK to play solo and also maybe in some pugs. I have heard from several people that the SK is a very good melee solo class.</p><p>I have the ability to make him all MC armor weapons and jewelry throughout his levels and also adept III's.</p><p>I just wanted to get some opinions from the SK community on what everyone thought of the SK as a solo class and also how they perform in pugs and maybe get some AA pointers for what I assume would need to be a max dps build.</p><p>I greatly appreciate any suggestions or comments.</p>

Hamervelder
04-23-2008, 02:30 PM
SK's solo just fine. For now. Lord knows when they'll break some more of our spells or combat arts.

Razlath
04-23-2008, 02:50 PM
<p>The SK solos very well, and absolutely rocks in a duo or trio.  For pickup groups as long as you get a good group you are fine.  If you get a group who doesn't want to work with you on aggro and positioning, etc, then you are probably in for a bumpy ride.  That much is true of any tank class though.</p><p>As for AAs, that really depends on what you want to do.  LOL I personally seem to be doing the exact opposite of much of what is posted on these forums.  I like to refer to myself as survival specced however.  ;}  It makes my solo fights take a bit longer, but I don't have to worry about my spec not working for normal duo / trio or pickups.</p><p>I took the STR line for the haste pumps and a little bit of hate mod (I don't remember what that line ends in).  I took the WIS line (I think its wis at least) for the increase to offensive skills and the group immunity to fear, I think the heal crit is in that one as well.  I took the Int line for the spell damage increases (through spell crits) it gave me.  On the back page I took stuff that buffed life tap style spells mostly, or reduced re-use timers on critical spells.  I stand in defensive stance and sword and board nearly exclusively.  I use the heck out of our pet solo, and utilize positioning to ensure it does as much damage as I can make it do.  ;}</p><p>I would give more details on my AA spec but I refuse to pay to see details of my own darn characters on EQ2players, and I am not at home to look it up.  Of course like I said, I do it all "wrong" so not sure you want to follow my layout.  ;}</p><p>I am incredibly happy with my survival abilities, and my DPS isn't bad either.  Since my normal trio is a SK/Inquis/Coercer trio, many of my decisions were based around that.  ;}  For pickup groups I sometimes have trouble with aggro, but usually only against the high spike DPSers, and then usually only if the party is DPS lite or they insist on engaging before I have finished pulling.</p><p>Hope all that helps!</p>

Seolta
04-24-2008, 09:07 AM
<p>Solo is fine though with RoK our ability to solo heroics(compared to mages) got nerfed to hell because of the increased mob melee dps.</p><p>Grouping is fine though several classes can steal aggro from you at will(or through stupidity)</p><p>Our snap aggro spell(Deathmarch lvl5<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />  hasn't been upgraded and it doesn't scale, so even with it up wiz, rangers and most t8 raid equipped dps classes can pull aggro through it at will.</p><p>And btw, forget raiding, we simply are not recruited or even tolerated for the most part.</p><p>Enjoy!</p>

silentwolf
04-24-2008, 12:36 PM
<p>I started on melee crits and then once I got 21 points, I re-spec and took the reaver line for the heals. now I'm back working on melee crits and then will go spell crits</p><p> <b><u>Reaver </u></b></p><p>Infernal Blessing - 5</p><p>Unholy Weapon - 5</p><p>Leech Touch - 3</p><p>Coil - 5</p><p>Tap Veins - 5</p><p>Reaver - 1</p>

Hamervelder
04-24-2008, 01:15 PM
<cite>Noxagga@Najena wrote:</cite><blockquote><p>I started on melee crits and then once I got 21 points, I re-spec and took the reaver line for the heals. now I'm back working on melee crits and then will go spell crits</p><p> <b><u>Reaver </u></b></p><p>Infernal Blessing - 5</p><p>Unholy Weapon - 5</p><p>Leech Touch - 3</p><p>Coil - 5</p><p>Tap Veins - 5</p><p>Reaver - 1</p></blockquote>Spell crits should come first.  Most of our damage as SK's is from our spells.  Ergo, spell crits are much more beneficial than melee.  I'd even go as far as to say that spell crits are more important than Reaver, and 4/4/8 in the INT line is the very first thing you should do with your AA's.

Ruben
04-24-2008, 08:02 PM
<p>Cool thanks alot everyone for the input and suggestions. I rolled em up last night so going to start working him up and look forward to some funs times on him.</p><p> I appreciate the pointers on the AA.</p>