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#1 |
Loremaster
Join Date: Aug 2005
Posts: 101
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![]() Is this just for any class or are troub's just made this way so they cant? Im level 44 and fighting in sinking sands. Im thinking of re rolling another scout class but i really like my troubador for the i guess "average damage that they can do up front without haveing to do a cheap shot and then swing around back or side for a positional attack. Really how is are DPS UPFRONT not from the side or back compared to say a brigand, bruiser, or berserker, and also could i have taken those mobs out with these classes more so a brigand ( which im thinking of re rolling too ) with ease. Sorry if this is a sorry post but im really thinking of rerolling to a Brigand if they can out produce more dps up front then a troubador with not having to do positional attacks ( ill really save the positional attacks for group pick ups ). Thanks all but i really hope trouby's get some lovin within the next century.
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#2 |
Loremaster
Join Date: Apr 2005
Posts: 825
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![]() You're not giving enough information to really be able to help you. I will say though that if I had the tolerence to level up a new character, I would take one of the rogues too.
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#3 |
Loremaster
Join Date: Nov 2004
Location: San Diego
Posts: 36
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Winning fights with a bard depends on either killing things very quickly or not being hit. Bards lose toe-to-toe battles in general.You don't have mez yet, but a strat I often use on groups is to mez one, charm another, load up the group debuffs and try to kill at least one before I have to run away, winnowing the encounter down one by one.Someone elsewhere in this forum suggested using Jester's Cap and Precision of the Maestro on groups and chain casting our group debuffs until PotM wore off. Neither of those spells are available at 44, though.I guess the best strat would be, use regen song and mit song as well as the usual buffs and try to kill one, then run the others off and come back for them when you're healed up.All other scouts solo better than we do. As we get higher in level we have more options, but it is never easy.
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#4 |
Loremaster
Join Date: Jan 2005
Posts: 219
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![]() Probalby not completely relevent to your problem (I play on a PvP server and we lock levels and gear up hard before we level). At 36 full-1 mastered with mostly mastercrafted gear, a group of 3 39's of the common solo mobs in Feerott is not much of a problem. It actually surprised me. But I understand very decent gear and fully mastered just isn't possible for most people leveling faster. The only thing i can say is start at range and fully debuff them incoming so you can take em down quick.
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 172
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Hmm Not sure what the source of your woes are specifically. I can still take down a group of 3 yellow down arrows at 50 without the use of stealth or positional attacks. The Mez at 50 certainly makes that much easier but I'm still not all that used to using it yet. In my 40s I was doing trios in SS just like you so its definately possible. I used to have alot of trouble playing my Troubador because very early on I tried to play him too much like my swashbuckler. Once I finally realized the majority of our abilities are on the 'Spell' side of the knowledge book and started playing him like that, it got much easier. That means boosting Int over any other stat, and taking advantage of the decent range those spells have to soften a group up as much as possible with green button debuffs before they get to me. Zander's Choral Rebuff at Adept III as soon as you can get it is very helpful in this range as it makes not only spells hit harder but my weapon imbue procs as well. I'll always hit my current target with my snare for the further mental debuff to speed the damage along even further.Buffwise I run the personal one, since it damages them while they swing at me and Int boost makes everything better. Aria is another must run since it gives you a chance at bonus damage on nearly anything you cast at them, including non damage spells like your Debuffs. Its alot of fun when your snare does damage, let me tell you. I find the combat regen buff also useful when soloing. I've pulled victory out of some pretty dismal fights just because that kept me alive another few seconds.Not sure if any of that is helpful but its how I currently do things. Gearwise I'm pretty average aside from always having mastercrafted weapons (My troub is a Weaponsmith)
Message Edited by Sabatini on 12-07-2006 07:54 AM |
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#6 |
Loremaster
Join Date: Aug 2005
Posts: 101
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ditto on all you said i currently have basicly all mastercrafted and legendary gear i must be doing something wrong and yes i dont raise int i need the str sta and agi it seems most of all so far. But i guess i need to raise int alot more well guess im back down to spending more plat on int gear
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#7 |
Loremaster
Join Date: Nov 2004
Location: San Diego
Posts: 36
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Reconsider your need for str/agi. We can only win solo encounters as bards by killing things before they kill us. Snare things and use our DD songs and the DoT encounter song to take things down while we use our healing song to get us ready for the next round of toe-to-toe melee. Once you get mez, mez stuff, stealth up and use Sandra's for a nice hit. But yeah, get your INT WAY up so kiting works better, and you'll be able to take on encounters solo.
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#8 |
General
Join Date: Jan 2005
Posts: 18
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In response to the rolling as a brigand...my husband plays a brig and he says that class is very dependant upon position (a lot of CA's requiring them to be behind the mobs.) I know he gives me the eyebrow when i spin the mob on my bruiser and he has to run around. Good luck with your troub. I loved mine. But I will play her a lot less until she gets some lovin. Liev 70 troub 70 mystic/70 bruiser/49 coercer |
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#9 |
Loremaster
Join Date: Jan 2005
Posts: 219
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![]() Just to reinforce what others have said about Int. I have other concerns being on a PvP server, but I have seen what I consider very good raiding troubs decked out in what looks like mage gear. If I am preaching what you already know, forgive me, I am just telling you what works for me. I can't overemphasize the value of beginning at range. If you cast your three long term debuffs and maybe the AA stiffle arrow (on casters) incoming, your spell line will do a huge amount of damage, especially with decent INT. I try and get my group nuke off as soon as all debuffs are off, then pop down my CA's/Spells. That finishes, or as near as nothing, the first mob. I save my HO and stun-debuff positional for mob 'part deaux'. He is pretty soft by then. Normally I can finish him then evaluate if I can last for the rest. If so, I work the highest damage things still available. Certainly a bit of a kite is workable for the last mob if you are low. Also, If you haven't used charm by the end of the fight, a charm, in a close fight with two mobs can save the day. Just remember it kills all your debuffs on the charm mobbed when it breaks. Charm can also give you time to break off and fllee. Regardless, I try and not base my strategy on a successful charm, its just too iffy for me. In two mob encounters, I don't mind starting with charm, but in three+ mob fights, charm seems to cause me more grief than good, early on. I have had good look 'goin defensive', mostly, on my concentration buffs when doing large solo groups. For me, I don't think our offensive group spell buffs are balanced for solo play. |
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#10 |
Loremaster
Join Date: Apr 2005
Posts: 825
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![]() My favorite use of charm, and pretty much the only time I use it, is when I'm trying to harvest quest objects and a mob attacks me. Charm, resume picking up the item. Right now between the resists, interupts and casting time vs duration, I don't find it's very reliable, or all that useful.
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#11 |
Loremaster
Join Date: Jun 2006
Posts: 1,112
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its not immpossible but it is difficult one you must ahve good gear 2 you must have better then adept spells/skills 3 if u want a good place to practice these sorts of thing get split paw and do the solo arena every tiem u can you realy learn how to handle a tough well balanced group there as the |
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