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View Full Version : Triple Up Soloing


Raji
08-05-2010, 01:45 AM
<p>I know Necros likely do this much better, but;</p><p>How are we at grinding triple ups, or even soloing named?</p>

Banditman
08-05-2010, 09:36 AM
<p>We can kill triples.  It's not easy.  It's not safe.  It's not really very consistent.  I do not recommend any kind of grinding of heroic mobs for leveling or AA purposes.  There are much faster ways to acheive the same ends.</p><p>It's not that Necros are necessarily "better" at it, it's simply that their risk factor for doing it is lower.  If their pet dies, they can simply FD and try again.  With a Conjuror, you get a free trip to the nearest respawn point.</p>

Lantis
08-05-2010, 02:01 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>It's not that Necros are necessarily "better" at it, it's simply that their risk factor for doing it is lower.  If their pet dies, they can simply FD and try again.  With a Conjuror, you get a free trip to the nearest respawn point.</p></blockquote><p>With the changes to secondary tradeskills, no real excuse for not leveling tinkering, and keeping a good supply of FD items <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

JenoJeno
08-05-2010, 04:36 PM
<p>when it comes to soloing on the conj, i find it REALLY hard. the best I was able to do was Shard of Love lol... and even then I need to use my tank pet on the last name...</p><p>And there are a few necro's i know that can solo several zones with no problem... i'm very well geared, maybe i'm not specing right or something? But what a pain in the *** it is to solo zones on my conj!</p>

Xal
08-06-2010, 06:55 AM
<p>We used to be a lot better at soloing, but it can still be done. Snare, kite, root and call in your pet when the snare runs out, then start over again. Will need a lot of room to do it though. And thanks to the way our root works it is very likely to break even after you called your pet back, simply because of the dot ticks. If a mob happens to be snare/root immune, you're pretty much done for unless the mob is easy anyway.</p><p>In T9, you can also pretty much forget about your tank pet. A master tank pet in master def stance will still not be able to hold aggro since its taunts did not scale the way overall dps did. In fact, the mage pet is much more solid at keeping aggro. The taunt is not helping a lot since it basically just modifies your hate position - making you grab aggro again on the next spell.</p>

Badmotorfinger
08-06-2010, 01:30 PM
<p>Start incorporating Translocate into soloing.  You should be able to keep up snares and roots to slow him down enough as you just translocate back and forth as the mob moved back and forth between you and the pet.  You just need room to do it.</p>

Banditman
08-06-2010, 01:42 PM
<p><cite>Badmotorfinger@Nagafen wrote:</cite></p><blockquote><p>Start incorporating Translocate into soloing.  You should be able to keep up snares and roots to slow him down enough as you just translocate back and forth as the mob moved back and forth between you and the pet.  You just need room to do it.</p></blockquote><p>That's definitely a unique and creative use of that ability.  You could use it in conjunction with Preceptors Command to keep the mob on a string for quite a while while you and your pet burn it down.</p>

Badmotorfinger
08-06-2010, 03:12 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite>Badmotorfinger@Nagafen wrote:</cite></p><blockquote><p>Start incorporating Translocate into soloing.  You should be able to keep up snares and roots to slow him down enough as you just translocate back and forth as the mob moved back and forth between you and the pet.  You just need room to do it.</p></blockquote><p>That's definitely a unique and creative use of that ability.  You could use it in conjunction with Preceptors Command to keep the mob on a string for quite a while while you and your pet burn it down.</p></blockquote><p>Yeah, you can switch the Hate positions if Translocate isn't up to get the same effect.</p>

Alfeo
08-10-2010, 02:08 PM
<p>Yeah, If you set your pet up on one side of the named and you at the other with the pet max casting distance from you. You can use WoV + Translocation + Call Servant and then throw in bewilderment to kite mobs. Its what I used for slamhammer who I found liked to hit my pet pretty [Removed for Content] hard if I let it get close.</p><p>Also, due to stat scaling, animist transference actually functions as a nice heal for the pet since it gains much more than it loses. That combined with our pet heal, stoneskins, death prevent and sacrifice (you can at least click it for its first immediate tick then cancel for a 2-3k heal with very little stun duration) can actually keep a pet up decently long. And this can all be done with a raid spec, if you go full survivability spec, maybe get animist bond and some other tools you could probably juggle enough stuff to keep a pet perpetually up.</p><p>Basically if its snareable or at least rootable then even if it takes a while, you can kill it. Mobs that are prone to two shotting the mage pet might force you to try a tank pet or an alternative strat but if you are creative you can still do quite a bit. OoA is very easy, SoL isn't too bad (trivial if you scale it to 80 then unmentor in zone the loot is the same either way ) and RE2 is simple if you dont overpull save the last guy who'll one shot you. After those you can always try some of the TSO zones or conservatory/library (first named is a pain in library though).</p>

JenoJeno
08-12-2010, 05:29 AM
<p><cite>Alfeo wrote:</cite></p><blockquote><p>Yeah, If you set your pet up on one side of the named and you at the other with the pet max casting distance from you. You can use WoV + Translocation + Call Servant and then throw in bewilderment to kite mobs. Its what I used for slamhammer who I found liked to hit my pet pretty [Removed for Content] hard if I let it get close.</p><p>Also, due to stat scaling, animist transference actually functions as a nice heal for the pet since it gains much more than it loses. That combined with our pet heal, stoneskins, death prevent and sacrifice (you can at least click it for its first immediate tick then cancel for a 2-3k heal with very little stun duration) can actually keep a pet up decently long. And this can all be done with a raid spec, if you go full survivability spec, maybe get animist bond and some other tools you could probably juggle enough stuff to keep a pet perpetually up.</p><p>Basically if its snareable or at least rootable then even if it takes a while, you can kill it. Mobs that are prone to two shotting the mage pet might force you to try a tank pet or an alternative strat but if you are creative you can still do quite a bit. OoA is very easy, SoL isn't too bad (trivial if you scale it to 80 then unmentor in zone the loot is the same either way ) and RE2 is simple if you dont overpull save the last guy who'll one shot you. After those you can always try some of the TSO zones or conservatory/library (first named is a pain in library though).</p></blockquote><p>what you said about WoV + Translocation + Call servant, i'll elaborate for those...who don't understand.</p><p>Have the pet tank it, put up stone skins if necessary at the start, run behind the name and get max range, translocate, the mob will be snared from WoV. The mob will walk to your pet, since you swapped places. When it gets to your pet, use call servant, and snare / root it again and then run to the other side, and get ready to call him again. Its pretty simple <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I've tanked several names this way and it works wonderfully. It definantly took some practice!</p>