Melee vs Caster
9 posts
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With old RAs melee classes can't charge the hell ot of every caster anymore, which makes them vulnerable against casters.
OTOH 1.65 was before the great TOA caster era with 25% castspeed and other neat overcap stats, which leaves the casters gimped as well. Are melee grps still viable, as casters can kite your AT all day? Are caster grps too fragile and maybe too weak? Who will be stronger? PS.: This refers to all RvR occasions. Kaasi - Shaman
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It all comes down to the quality of the peeler. if he can protect his casters well, casters are stronger. if not, melee win
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Meele grps are stronger and easier to play. win win
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i think there will be strong melee setups and strong caster setups and both will do fine. no charge, but no PD either, no 5 min Purge but det and no overcapped cast bonuses, less hp for casters but old moC... anything goes
![]() people should stop worrying what will be stronger and just play what they wanna play imho |
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Honestly? I'm just trying to kill some time until the server launches. Best way to do that is with meaningless and endless balance discussions. ![]() Kaasi - Shaman
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sry ![]() |
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IMO, a good caster grp destroys a melee group anyday,
if played well, my old caster group beat just about everyone ( way back in the day).. have to have good communication during fights for peel etc, casters have to watch each others back and focus a target. healers will not be able to keep up if you focus and Cc correctly. |
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This is the right answer. People who like to play casters, will always answer that caster groups are good as long as X, Y, Z conditions are met. A tank group is...always good. What most people fail to mention is a caster group is fragile. If you have people asleep on inc, or you get a bad hit you are at a much greater disadvantage than with a tank group. These things happen ALL the time, especially on a new server when the population is high and everyone is out in the RvR zones. So while you're out there with your caster group and you get hit over a hill by a tank group, or you get added on by DG running into your ****** at speed 6, or your eldritch is half /afk talking to his mom on inc and doesn't prekite, you're going to be in a bad spot. Tank groups are reliable and easy to play. Caster groups are a fragile glass cannon. They both can win, one is just more consistent at doing it than the other all else being equal. <Telus>
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Depends on the caster group composition really, for example: PBAOE groups are well known for destroying melee assist trains
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