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DeathsSilkyMist 07-03-2024 04:46 PM

Enchanter/Shaman/Mage/Necro with 4x bio orbs would be my pick for Harla Dar if she can be blind kited.

Enchanter focuses on Tash, Slow, Clarity, and Group Resist MR.

Shaman focues on Malo, Healing, and DoTs. This would be a very slow and long fight, so you want a Shaman to be able to maintain their mana, and they get a free DoT clickie via Epic. Could Torpor the pets too as long as your DPS is slowly reducing HP.

Necromancer does DoTs and twitches. Can use their pet if the Mage needs a break. Can res if something goes bad.

Mage just saves all mana for pet chaining to keep Harla Dar in place.

All group members would need to be bio orbing as often as possible. The group would need to be well coordinated so when one caster is doing something, like a Necromancer Doting, at least one or two other members are bio orbing.

Once Harla Dar is down to Gating HP, Mage stops using pet and switches to doing nothing but spamming bio orb. Necro also stops using their pet, and focuses more on DoTs.

Duik 07-03-2024 06:07 PM

I think dsm just got his equivalent to morning wood.

DeathsSilkyMist 07-03-2024 06:40 PM

Alternatively you could swap the Mage for a Druid. You'd be able to blind kite out of the water by having the Druid Harmo anything that wanders by. They can DoT too. Keeping Harla Dar in shallow water to prevent AoE works nicely until gating HP range. If Harla Dar wanders into deep water via Blind, it will be difficult to land spells. Perhaps the Necro could keep Harla Dar snared if it is snareable, so you can keep the Mage.

7thGate 07-03-2024 07:39 PM

I think Harla is probably the hardest of the 5. She can be slowed and blinded, but is very resistant. I've seen a shaman burn their whole mana bar trying and falling before with tash and malo, but I've also seen it land.

Some sort of preslow might be possible, but I wouldn't count on landing effects during the fight. I think you have to fight on spawn to stop gate as well, since I'm pretty sure she regens more than gate mana per tick.

If you're going to do vaniki, you would want to sell loot rights ahead of time I think. A lot of high value camps don't necessarily hold value for 4 specific casters after all.

DeathsSilkyMist 07-03-2024 07:40 PM

Quote:

Originally Posted by 7thGate (Post 3690732)
I think Harla is probably the hardest of the 5. She can be slowed and blinded, but is very resistant. I've seen a shaman burn their whole mana bar trying and falling before with tash and malo, but I've also seen it land.

Some sort of preslow might be possible, but I wouldn't count on landing effects during the fight. I think you have to fight on spawn to stop gate as well, since I'm pretty sure she regens more than gate mana per tick.

If you're going to do vaniki, you would want to sell loot rights ahead of time I think. A lot of high value camps don't necessarily hold value for 4 specific casters after all.

Yeah my hope is 4x bio orbs is enough to overcome the resistances. Just keep blind on through enough casts, and you spend no mana. Would love to test it out sometime to see if it's effective enough. I do have a bio orb. Then she couldn't gate or summon.

Troxx 07-03-2024 08:11 PM

Vaniki would require pre-tash/malo/slow. Charm pets could tank but I honestly think for that particular fight ench/ench/cleric/cleric would be best to handle the raw damage output. Slowing would be hard without malo. A mage could malo and the extra dps would certainly help but I question if a single cleric could keep even the stoutest charm mob in that zone alive as it won’t have defensive like a warrior would. Extra heals from shaman would help but the slow on torpor might drag the fight out too long.

Other viable strats would include enchanters having several pet candidates lined up to just send a new one as needed.

Swish 07-03-2024 08:50 PM

Can you give me a number crunch real quick?

Uhhh.. yeah, gimme a sec… I’m coming up with thirty-two point three three uh, repeating of course, percentage, of survival.

Vexenu 07-03-2024 09:25 PM

Quote:

Originally Posted by bcbrown (Post 3690685)
My friend, my perspective is as it always has been: I'm interested in the question in the context of leveling relatively untwinked from 1 to 60, not endgame camping.

That means no torpor, no fungis, no pocket characters. In that context I rather like the following groups, in a very rough order:
enc/clr/necro/wiz
enc/clr/mage/wiz
enc/enc/clr/wiz
enc/enc/necr/clr

I actually like your earlier suggestion of ENC/ENC/CLR/DRU best (although I concede the Wizard in place of the Druid for an ultra-endgame focus with Hate access and TL shenanigans, but most comps would get way more overall mileage from the Druid).

The Druid gives you a third charmer in a good number of zones (which the group could obviously prioritize while leveling) for ridiculous DPS, and just as importantly, provides a massive safety barrier for the group by keeping all pets perma-ensnared. DSM also made a viable point about a group comp being superior if it can split into two duos when necessary or advantageous, and this comp obviously could - both ENC/CLR and ENC/DRU are extremely capable. Throw in all the extra Druid goodies like track, ports, SoW, Harmony, thorns, extra heals, ultimately PotG, etc... and this group is really cooking. Insane safety margins for charming with both the Druid (snare/heals) and Cleric (stun/heals) in support. Can easily run roughshod over all groupable content and dungeons. I really don't think the Wiz comes out ahead of the Druid unless the group wants to specialize in sniping Hate minis.

7thGate 07-04-2024 01:51 PM

Quote:

Originally Posted by Troxx (Post 3690741)
Vaniki would require pre-tash/malo/slow. Charm pets could tank but I honestly think for that particular fight ench/ench/cleric/cleric would be best to handle the raw damage output. Slowing would be hard without malo. A mage could malo and the extra dps would certainly help but I question if a single cleric could keep even the stoutest charm mob in that zone alive as it wonÂ’t have defensive like a warrior would. Extra heals from shaman would help but the slow on torpor might drag the fight out too long.

Other viable strats would include enchanters having several pet candidates lined up to just send a new one as needed.

A cleric should be able to heal ~12+ times, which is probably equivalent to 8-10 pets lined up on deck. I suspect that you can't keep enough pets around to make subbing in pets viable as a primary healing mechanism. It might be worth keeping a few to handle large burst though, as Vaniki can burst extremely hard with lucky lifetap procs.

My logs have Vaniki doing around 80 dps slowed, but that doesn't include the lifetap proc. Pulling a random Vaniki from my logs, I'm seeting 18 procs in 180 seconds, so probably about 50 dps from lifetap. That's too high for Torp healing, but can probably work with around 1 CH/minute on a strong pet. I would probably go Shaman/Cleric/Enchanter/Enchanter since I think you need Malo, you're going to need a lot of reslows if you're reliant on Chanter slows, and Shaman slow is an extra 20% effective HP increase over chanter slow, which can actually matter for this. Torp will also help string out the fight and allow for increased time between CHs for the cleric to med, extending the fight time by a lot.

DeathsSilkyMist 07-04-2024 06:24 PM

Quote:

Originally Posted by 7thGate (Post 3690850)
A cleric should be able to heal ~12+ times, which is probably equivalent to 8-10 pets lined up on deck. I suspect that you can't keep enough pets around to make subbing in pets viable as a primary healing mechanism. It might be worth keeping a few to handle large burst though, as Vaniki can burst extremely hard with lucky lifetap procs.

My logs have Vaniki doing around 80 dps slowed, but that doesn't include the lifetap proc. Pulling a random Vaniki from my logs, I'm seeting 18 procs in 180 seconds, so probably about 50 dps from lifetap. That's too high for Torp healing, but can probably work with around 1 CH/minute on a strong pet. I would probably go Shaman/Cleric/Enchanter/Enchanter since I think you need Malo, you're going to need a lot of reslows if you're reliant on Chanter slows, and Shaman slow is an extra 20% effective HP increase over chanter slow, which can actually matter for this. Torp will also help string out the fight and allow for increased time between CHs for the cleric to med, extending the fight time by a lot.

Agreed, Shaman/Cleric/Enchanter/Enchanter looks like it would work for Vaniki using those numbers.

Torpor + Regrowth reduces DPS done to the Enchanter Pet by 52. If your logs were using Enchanter Slow, the 5% extra Shaman slow would reduce DPS by another 16 roughly speaking. So Vaniki would be doing 12 DPS via melee and 50 DPS via proc, for a total of 62 DPS.

At 62 DPS Vaniki is basically doing 5000 damage every 80 seconds. If the logs were using a Shaman slow, Vaniki is doing 78 DPS, or 6200 damage every 80 seconds. The Enchanter pet should have at least 8000 HP, so the Cleric can spend at least 80 seconds meditating per CH on average. With Clarity 2 the Cleric is getting 32 mana per tick while sitting. CH costs 360 mana per cast with specialization, and 32 x 11 ticks (66 seconds) = 352 + 12 mana (one standing tick) = 364 mana. This means the group could sustain indefinately in theory, assuming nothing crazy happens.

Torporing the Enchanter Pet has no consequence in this fight, because Vaniki is already slowing the Enchanter pet by 35% via Willsapper, and Torpor only slows by 30%.

The Shaman can also summon their pet to add roughly 17 DPS to the fight if hasted by the Shaman. Would be a bit higher if hasted by the Enchanter.

Obviously Malo is there for ensuring the group can keep Vaniki slowed.


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