Quote (KickassB1tch @ May 17 2017 11:27pm)
I believe we have 5 poeple on the team so far.
me, my friend, Dob, odin127, AshyLary
AshyLary wants the necro job, and he will have it.
I think I'd like to be the pally, but I'll let others fill the spots first and I'll pick the last remaining spot ( expect for barb i can't play barb ).
I'm looking for an 8 man team, at first I said I wanted a team of 5 at most, but some of you have brought to my attention that there will probably be a death or 2 on the way; and if you die you get left behind. We'll want to build in some redundancy into the build strategy laid out above, so I'm opening 3 new spots
1) Pally, as long as our conviction pally doesn't die this pally will be hammerdin ( hmmm or maybe holly fire + zeal??? that might actually work out well with the party buffs )
2) TrapSin, you may choose to build her how ever you like at first, but when we re-spec she must be a Lightning trapsin.
3) Barb, you may choose to build him however you like, but he must have a reasonable amount of BO
How these 3 new character tie into our build strategy:
The second Pally adds a new type of damage with his magic hammers And increases the Barb / skell physical damage with his concentration aura. At first we will already be getting might with pally#1, and blessed aim from act2 mercenaries, our overall dmg will already be insane, so this second pally should consider using a defensive aura, at first. if the first pally dies this pally will assume his role.
The Trapsin might consider being a kicksin or claw to benefit from Might and Amp physical dmg party buffs we will start out with, but fire traps are very effective and will deal areadmg sooo starting with fire traps might be better. later we will need lighting traps as this will benefit from the lower res and conviction party buffs we have after re-spec.
The Barb.... I know very little about barbs so the build is entirely left up to the player, he will most definitely benefit from might and amp, and ( as long as both pallies survive ) later will benefit from pally#2's concentration aura. I didnt feel it nessary to have a BO barb, because we will have Oak Sage very early on with the druid and a skell army as defence. But should the druid die, Barb's BO will become very important.
Empty spot - Pally
AshyLary - Necro
Empty spot- Sorc
Empty spot - Druid
Empty spot - Zon
Empty spot - Pally#2
Empty spot - TrapSin
Empty spot - Barb
Fill these Spots, and feel free to suggest different character builds or ask questions.
you gonna die at rakanishu>thread