I played a lot of the necro/warlock/dom. It was fun, no downtime, decent dps, a lot of 'plan Bs'.
Has anyone liked the other mage soul combos? I couldn't try it yet...
Storm/Dom fit together nicely with the bonuses to air damage. Kind of the same with Pyro/Archon with the bonus to fire damage. It is along the lines of Necro/Warlock - death damage. With the Mage calling more than the others, there appear to be pairings that just work very well together almost as if they were a single "class" split into two.
With either of those, could see taking Chlor or Elem (for the pet and debuff that would increase damage).
I have to say overall that I was most enthused with the Mage calling.
With the other callings, I felt there was more of an exclusionary feeling to them. As a DPS Warrior, I would not want increased threat generating abilities from Tanking souls. I would not want DW or 2H abilities if I was looking to be a Shield focused soul ala Paladin. I ran into the same issues with Clerics - I could either focus on healing, focus on melee DPS, or focus on ST/AoE ranged DPS. Mixing the three just did not feel natural. With Rogues, it was a similar case of Ranged vs. Melee but with the additional fun of not wanting to mix in those increased threat abilities if I did not want to pull aggro.
Mages...just appear to mesh better. No, I did not try Pyro/Storm/Necro or anything like that... but outside of having redundancy and lacking some of the complimenting buffs/debuffs - outside of Necro/Elem, there just was not that exclusionary feeling to the Mage calling.
I miss the MMORPG genre. Will a developer ever make one again?
nec for the pet and i know he got a healing skill to him later on, chl for dmn/healing so i kan keep my pet alive and take som dmg on the enemy. and war only for his morf skill
The Rifstalker is my main tree at the moment, moving up the bladedance (Extra dodge and the attack you use after you've successfully dodged as well as the 100% chance of attacking after you've dodged), then up the bard tree for the extra health and armour, plus 1 hour endurance buff of the first tier. Then back up the Bladedancer tree.
Nothing like Rifting forward in PvP to get at the juicy mages without their pets, then rifting around with the other two skills (that get behind them) before they start casting. Ohh it's fun... [downside in some of the PvE areas, namely gloamwood, you do fall through the earth now and again bouncing around]
Fact i can tank, and take on mobs with little down time (each combo point left over heals me 6% of my total health)
good fun!
"nothing actually matters, we're just slightly evolved monkeys clinging to a dying piece of rock hurtling through space waiting for our eventual death." - Frankie Boyle, Mock The Week
Comments
Storm/Dom fit together nicely with the bonuses to air damage. Kind of the same with Pyro/Archon with the bonus to fire damage. It is along the lines of Necro/Warlock - death damage. With the Mage calling more than the others, there appear to be pairings that just work very well together almost as if they were a single "class" split into two.
With either of those, could see taking Chlor or Elem (for the pet and debuff that would increase damage).
I have to say overall that I was most enthused with the Mage calling.
With the other callings, I felt there was more of an exclusionary feeling to them. As a DPS Warrior, I would not want increased threat generating abilities from Tanking souls. I would not want DW or 2H abilities if I was looking to be a Shield focused soul ala Paladin. I ran into the same issues with Clerics - I could either focus on healing, focus on melee DPS, or focus on ST/AoE ranged DPS. Mixing the three just did not feel natural. With Rogues, it was a similar case of Ranged vs. Melee but with the additional fun of not wanting to mix in those increased threat abilities if I did not want to pull aggro.
Mages...just appear to mesh better. No, I did not try Pyro/Storm/Necro or anything like that... but outside of having redundancy and lacking some of the complimenting buffs/debuffs - outside of Necro/Elem, there just was not that exclusionary feeling to the Mage calling.
I miss the MMORPG genre. Will a developer ever make one again?
Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20%
Warlock/Chloromancer/Necromancer, heavy on the necro...the order is a bit misleading.
for pvp i plan on doing Sab/marks/Rockgod....i mean ranger
I like my necro/chloro/dom build, mostly down necro/chloro remainder in dom for a little touch of cc.
Shadus
Necromancer/Chloromancer/Warlock
nec for the pet and i know he got a healing skill to him later on, chl for dmn/healing so i kan keep my pet alive and take som dmg on the enemy. and war only for his morf skill
Para/cham/rift
"Negaholics are people who become addicted to negativity and self-doubt, they find fault in most things and never seem to be satisfied."
^MMORPG.com
Reaver/pally/beastmaster but I may switch the beastmaster for voidknight instead.
I'm loving my cabby/inqui/warden but I just made a riftblade/reaver/beastmaster and using a warrior as a caster and it's pretty epic.
Riftstalker/Bladedancer/Bard
The Rifstalker is my main tree at the moment, moving up the bladedance (Extra dodge and the attack you use after you've successfully dodged as well as the 100% chance of attacking after you've dodged), then up the bard tree for the extra health and armour, plus 1 hour endurance buff of the first tier. Then back up the Bladedancer tree.
Nothing like Rifting forward in PvP to get at the juicy mages without their pets, then rifting around with the other two skills (that get behind them) before they start casting. Ohh it's fun... [downside in some of the PvE areas, namely gloamwood, you do fall through the earth now and again bouncing around]
Fact i can tank, and take on mobs with little down time (each combo point left over heals me 6% of my total health)
good fun!
"nothing actually matters, we're just slightly evolved monkeys clinging to a dying piece of rock hurtling through space waiting for our eventual death." - Frankie Boyle, Mock The Week