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a friend and I thinking of rolling dual infs but would it better end game wise if one of use was a scout? in the inf area one is going slash the other thrust prolly one merc inf the other cs inf its been a long time since I messed with specs so some advice on this would be helpful lol
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Imho it depends on how you like to play. Scout/Inf has got his ups and downs as well as inf/inf. For Xp Scout/Inf would be better (Imho) because of 2.500 Range Pull. Mob half dead when arrives. pa+poison. Mob gone. Scout would need no weaponskill (1h) for that, only shield to slam/block for Inf+bow.
on inf/inf you can go double PA+afterstyle+poison,which is not bad either. For RVR its the same..you wanna go melee or one ranged one melee (scout pulls the -enemy- and the inf pa´s when scout slammed f.e.) but..if these will be your first toons on uthgard, i dont think it would be really wise either. because scout and inf require quite good equip. else they are just meat to beat for mobs + enemys. Ild go Caba(Matter)+Cleric for DamageshieldPulls. Farming Equip with that and then start new Toons (with the leveling up you will get some nice stuff allready for your secondary toons) Scout/Inf + Good PVM-Team ( Bowrange-Pull. PA. Poison. damn good block (Scout, high Shield spec),guard+protect) + Good RvR-Team ( Scout = Bowrange, MoS5 as stealther-detect. Volley,etc. Inf=Climb Walls,Poison,PA..etc) + usefull Crafter Combo could be scout fletcher (Arrows+bows+bolts+xbows,siege equip) and inf Alch (Poison, Buffpots, underwater-breathing pots (for BGs),active and reactive effects for armor+weapons) Inf/Inf + ok PvM Team (Double PA, One puller per xbow (range 1.500?)poison.different weapon speccs/char specs.) +Good RvR-Team (On inf jumps on the enemy, other one PAs later.) + ok Crafter Combo for that Team Alch + something else if someone wants to add anything, go on. just my opinion at 6am ![]() |
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I can agree to the general thought, but:
However, I would also recommend an infi/scout duo over two infiltrators. The scout's ranged rupting potential (using rapid fire) and his higher defence (MoB, PD etc.) are not to be underestimated. There are some nasty tactics that could come into play, e.g. infi climbing a wall and setting ground targets for the scout's volley (since you can assist a ground target with both parties staying stealthed). |
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2.2k..ok..where i got the 2.5k from? dunno.. no protect..in 2 man wont be needed either
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I also remember reading maximum ranges of 2100/2300/2500 of hunter/ranger/scout respectively. I just checked again and Forty is right, but I still don't know where did I get those numbers from
![]() <strong>FIX TEH PROFILE PAGE SO I CAN CHANGE MY SIG PLZ</strong>
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I 2.1 2.3 2.5 is somehow too far, but it was 2.1 hunters, 2.2 rangers 2.3 scouts on live for a long time. On uth, its 2.2 for all 3.
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Minstrel/Inf is also a good duo.
You can also attack small groups with minstrel CCing and speed to flee ![]() Uthgard till 2003!
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minstrel/scout is also nice ^^
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Well the bugger backed out on playing here he likes storm server too much and says its to much of a hassel to switch back and forth geuss ill be making that fire wiz or levelin that inf myself afterall lol
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2500 is with the ToA bonus to range.
It is true however that the Scout has the longest range. In my opinion Albion has the best stealthers, unless you macro a nightshades DDs with your normal styles. Most people just seem to forget his DD/DoT even exists. |
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NS don't have a castable dot on uth ![]() |
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wrong.. in game tested ranges on uthgard are: hunter 1900 ranger 2100 scout 2200 so all 3 shooting too short. a report about that is made in the german bugreport-forum. dont know if staff recognized it.. but i guess so |
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Damnit all to hell 1.8 server. Ha ha ha. |
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