Tag Archives: pvp
Cataclysm and World PVP
I would definitely be on board to say, as things are right now in WoW, ganking is not as bad a problem as people may think due to shear laziness. But it doesn’t change the fact that World PvP is fairly dead, and for a lot of reasons.
First and foremost, people’s insistence on ignoring each other while leveling is rather prevalent. Most players at this point have already been through the deal and have one or two 80′s. I’d feel confident saying that the vast majority of characters leveling right now are alts. Players just can’t be bothered and it’s saddening because fighting other leveling characters was, in my option, was what the nature of PvP servers was supposed to be about. Now you kill someone, and they immediately hop on their alt and threaten your life / naughty bits for it. Observe:
Part One | The Death of PvP Servers
-Defining PvP, How it Was, and What it’s Become.
-PvP servers in Cataclysm and Bringing Back world PvP
Part Three | What WoW Needs: A 3rd Faction.
-How a 3rd faction opposing the Horde / Alliance could work.
There was an interesting discussion going on in the Wyrmrest Accord forums about ‘honorable’ PvP (the thread got deleted, not sure why…). It caught my eye because I remember having a rather heated argument in IRC with fellows from my home server, Andorhal.
The overall discussion started in late summer right after all the revelations on Cataclysm came out and it was revealed that flying mounts would be allowed in classic Azeroth. At a panel, someone specifically asked if there were any plans to protect low level players on PvP servers from higher players and their flying mounts. The answer was, in short “No, that’s the nature of the beast on PvP servers.”
So as good friend and fellow blogger Kaae heartfully recounted in her blog, Blizzard’s recent faction change service has, in the opinion of many, caused more problems than it has solved. And, I hate to say it, I’d have to strongly agree. The issue has been mentioned several times on popular wow-podcast, The Instance, and discussed on forums, blogs, and sites across the net.
So the issue, what exactly has happened? Why? And how can we fix this?
As an aside, this is going to be a wordy, generally humor-less entry, a bit of a detour from my usual posts. But since I feel this is a serious issue, I’m dedicated a lot of time and research on this.
Hopefully anyone who reads this fully will appreciate it!
Part One: Predictions
It bothered me from the start when they lifted the faction restriction on PvP servers, as it was something they had said from the beginning they would NEVER do, to upkeep the integrity of the game. But WoW has become such a huge cash-cow, it seems as though Blizz is throwing a lot of their previous ‘morals’ to please the masses, or make an extra buck.
I predicated a lot of trade spam and “gtfo my alt” bullshit, and most of my doubts centered around the immaturity of world PvP and ganking. Kaae, however, predicted a more pressing issue since before the service went live: it was going to create a huge population imbalance that would severely alter the play experience for the Alliance on our server. Many scoffed at the thought, or at least doubted the severity of her claims.
Low and behold, the lift happens and many of our Alliance’s top players, or more popular social players, wound up re-rolling horde alts. Soon a good chunk of these players leveled to 80, and began spending more time on their horde toons. This was the first major sign that Kaae had been right.
A few weeks later the actual faction transfer goes live, and the the final twist of the dagger has taken place gradually over time since then. Entire guilds have faction switched. Those who didn’t found themselves losing key players to the horde, either on our server or others. Kaae found her guild jumping to the #1 spot quickly, as all her fellow highly ranked guilds either left or fell apart.
The general morale on the Alliance has fallen dramatically, as well. People are giving up and leaving themselves, so it’s been a giant chain-reaction.
As as much as we’ve felt the change, this is not by far the worst faring server out there.
Part Two: What’s the problem and why did it happen?
Information can be browsed via WoW-Census, a database site dedicated to displaying ratios between factions, races, and classes on any given server. While the accuracy and reliability of this site is generally taken with a grain of salt, it’s still a good overall glimpse at how things have changed since faction transfers went live.
Now, as mentioned before, the topic has been covered on and off on the Instance several times, and one server, Cho’Gall, was used as an example of the extremity of these changes.
The server, previously about 2:3 ratio Alliance/Horde, now finds itself at 1:8, which is actually down from its 1:15 ratio at its worse. Alternatively, Alleria, a PvE server, has a 4:1 alliance to horde imbalance, a number made worse since the faction changes.
So why does this happen?
The issue appears to be predominant although not limited to lower population servers, especially PvP. My guess is this is for a few reasons:
~Previously on PvP servers, there was always a bit of a mystery regarding the other faction. What’s their economy like? How are their pugs? What’s their trade-chat like? Outside of progression which is monitored on threads and 3rd party websites, there was little insight to the rest, and ultimately, majority of what goes on.
~For many people, the ability to re-roll and eventually xfer to the other side is less daunting than simply re-rolling and xfering to another server, because you’re on the same “home” and are able to see familiar names and guilds. Furthermore, you can xfer items and money from your main characters VIA neautral AH, as starting fresh on a new server often means being broke-ass poor, a big change from the comfort of being supported by your mains.
~Taunting people who’ve killed you or whom you’ve killed is always fun. Furthermore, making a DK alt to camp your friends/enemies is also very appealing.
~Lower pop servers often give the illusion that one side has better players/progression, often leading to a desire to switch.
Why is this a problem?
At face value, it’s not. World PvP is dead, and Battlegroups generally contain even helpings of different server types allowing for a general balance in instanced BG’s. The issues lie deeply in player experience, the majority of which I mentioned in the intro.
WG is another issue, as I’ve find on Andorhal that horde now owns it 80% of the time, and when we win, it’s usually by a landslide.
There’s no competition for guilds to progress from one side to the other. Current alliance players who can’t afford or simply don’t want to xfer are stuck with a dying pool of people to play with. And really, what is the fun of having nobody on the other side?
Part Three: How can this be fixed?
The obvious answer, and it’s been mentioned plenty of times, is to offer free faction xfers to problem servers/factions.
~Would this work?
Hells to the yes. I know, with my 3 80′s and countless alts, I’d be more than happy to send one or two to the other side to try and balance things, especially PvP alts who aren’t bound by a raiding guild. And, entire guilds could find themselves switching to the other side, or start satellite guilds to help out. And I know i’m far from the only one who feels that way.
~Would Blizz do it?
Up in the air. Blues have already stated this as one of the major options they are considering. They’ve done free server xfers to specific factions to adjust population imbalances before. It wouldn’t be much different other than allowing cross faction to do it as well. The main concern on their end, of course, is the loss of revenue from allowing this to happen. I don’t feel that would be that big of an issue, though, considering that they’ll probably limit the offer to extreme cases, like Cho’Gall, and most servers wouldn’t be seeing this offered any time soon.
Another option: Force server balance by locking down xfers/creations on one side.
~Would this work?
Iffy. The differences between the horde and the alliance are extreme enough that people aren’t going to choose a side based on a server. They’d choose a server based on a side. This wouldn’t do much to help correct existing balance issues or encourage re-rolls on the other side. It would simply prevent switches from making them more severe.
~Would Blizz do it?
Highly unlikely. PvP centric games like Aion put a similar lockdown on servers that dip too heavily to one side. For an established game like WoW, though, this would probably cause a lot of unrest amongst players. Many xfers and re-rolls are to join friends on other servers. Being unable to do so seems like a major let-down, and would likely not fly with most. It would also limit the ability for people to roll alts, unless a rule for an existing toon with a certain level is used.
Suggestion: Offer more detailed information when choosing severs.
This should include faction ratios right off the bat.
~Would it work?
It would help tremendously, yes. People who are rolling for the first time are probably not going to know how to or bother wanting to do research on the server they choose. It’s likely going to be based solely on overall population and type. Being able to see that the server you’re about to pick, is heavy on one side to the other could definitely help deter people from joining one that’s heavily imbalanced.
Xfers wanting to leave an unsatisfying server are more likely to do their own research based on their goal: pve or pvp, what guilds are available and how the server does over all in their area of interest.
Xfers leaving to go TO a specific server for a reason, IE a friend or guild they’ve previously made arrangements with, already have their minds set, though, so it would do little on their end.
~Would blizz do it?
Maybe. It seems to me like a minimal amount of coding to alleviate a big problem.
Part 4: Teh Conclusion
It appears as though the developers and think-tank behind World of Warcraft continue to try and lift the limitations previously placed to help the game grow. I personally feel like these changes that are being made, along with Catacylsm as a whole, are more or less an overhaul of WoW to keep the game up-to-date. Essentially, instead of having to eventually make “WoW2″, it would seem they’re simply trying to get the current game in shape to become retroactive in itself so that there will never be a full need to create a sequel.
How this pans out overtime is really up in the air. Making big changes to a game that’s been around for five years is not an easy task. The extra revenue they’re making from all these services seems to be like too much of a bonus to just say “nay, we were wrong” to either.
So I suppose this is a wait-and-see scenerio!
Nothing of particular note to say. I have enough mats/gold to get my Vabbian armor for my warrior (woot!). Now the only thing is getting her to Vabbi… she’s level 6 …
In other news, I find it amusing how everybody assumes I’m male in-game not so much because people just like to assume that, but because I act brash and egotistical. Not shitting you, I have been told that my crude and braggart ways are too manly for me to be a chick.
I find that funny, on so many different levels…
Also, as an aside, completed For the Horde on my locky-poo, got myself a bear mount. Yay! He’s adorkable!
Something about Guild Wars just brings out the evil in me.
Either way, while listening to some random person (Ashes of Nature) in PvP (Kurzick vs Luxon)rage about the “imbalance” of PvP, I (Drea Velaso) chimed in to fan the fire.
It was fun until I realized he was one of dem delusional types who makes shit up in his head and is convinced he’s right.
Anyway, it was pretty freaking stupid but funny.
Ok, so it’s been a while. Nothing of particular note in the past, oh, month other than leveling.
I stopped by the Lich King launch party in New York. That was a lot of fun, hung out with the NY meetup.com wow crew and a few peeps from my server.
Got my lock to 80, working on my rogue right now.
Currently on the PTR for the upcoming patch 3.0.8 (minor, it’s looking like) to see what sort of updates we’ll be having.
Notes can be found here: http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
Elementals in Wintergrasp will despawn when the battle begins (as a farmer, I both love and hate this). I’m also loving the increased honor and marks for ranks, and with an ez 5 honor kills to gain the rank, well… it’s obvious why AV is dead. The bonus XP Aura will work in instances now!
PvP gear, finally available after Tuesday’s stuff (yay!), but literally 3 days before vacation so I won’t be honor grinding anytime soon.
Not a big deal.
Locks have no changes worthy of mention. In fact, in 3 pages of blue posts on MMO-Champion, I’ve seen nothing regarding the lock class (well. ok, ritual of summon buff?)
They are still extremely weak in PvP. There were some interesting arguments going on about the class on some random Youtube video I watched. They can be decent still, i’m not saying they can’t at all, but at the hands of people who REALLY pay attention (and i will admit, I am not one of those). I feel like the average – above average lock has to struggle a bit. The below average can’t roll ones face on the keyboard and still pwn face.
I definitely think locks have, at least at the current gear level, lost their throne as king of PvP. I don’t see top arena teams for the start of Season 5 including them at all.
I’m not losing faith, though. Affliction has always scaled with gear, and the lack of even a mumble in blue about the class makes me feel like a huge overhaul might be a few patches away!
As far as pvp goes, affliction is doing very lackluster in 5mans as I can tell. Not that the spec isn’t raid viable, but with melee DPS being what it is, dots don’t have time to really do their thing. I hear they do somewhat better in 25 mans, but nobody’s hurting from a lack of locks in their raid group.
The good news in all of this, however, is that destruction is showing up to be a lot stronger in PvP than it was before (3 second stun every 2 minutes?? awesome.)
If i were braver, I’d go destruction for arena. I did try it for BG’s and WG, doesn’t do so well with a lot of players really. But I can see it being something awesome for 3v3.
Anyway, enough babble.
Screenshot post coming eventually, as with more ramblings on PTR.
In AV, a handful out of 40 players who know a good defensive strategy can make or break a game. Strand, however, is roughly the travel size of AB (maybe even slightly bigger), with 5 less people to defend six key points, not including graveyards. With ties currently being the most common outcome, it’s important to keep in mind that a team needs everyone to work together to pull off a full victory (assuming you’re not facing a team of total morons).
Here I offer my (wordy) advice on how to achieve this.
This is a work in progress, and I’m completely open to everybody’s opinions and thoughts on the battleground as well as what I’ve written here. So please, leave a comment =D
Thanks, enjoy the read!
Keypoints in a Nutshell:
-Siege tanks are prime targets. Get them down before they’re close enough to gates to do damage. They are vulnerable from behind, dangerous from the front. Melee DPS classes are the most effecient at this.
-Ranged classes play an extremely important roll as defenders. Ranged should focus their efforts on DPSing down or CCing enemy players. Lock dots currently do not work on siege tanks.
-Gates should always have their defense cannon manned if the one before on the same side has fallen. Additionally, once an outer gate has fallen on either side, players should prepare to fall back and defend inner gates.
-Players who rez should always take a moment to patrol mid field, making sure enemy players aren’t taking graveyards or manually bombing gates.
-The inner gate cannons CAN reach graveyard flags and WILL interrupt a player trying to cap them.
-Keep checking to see which gates have fallen, and call out fall backs when necessary.
-Do not allow yourself to be distracted by big player fights unless you’re positive it’s safe to do so.
-Hand planted bombs are also easy to interrupt, but have fast charges.
-Generally keeping players / weapons as far away from gates as possible is key.
If a team follows the keypoints, they will successfully defend their base. The more in depth parts will help to gain additional achievements, IE keeping offense on the beach the entire time.
InDepth Overall Defense Strategy:
At the start of the game, have the entire team go down to the front lines. In a full team of 10, each outer gate should have both cannons manned (preferably by ranged / casters who can dismount and add to damage control if needed. Hunters are great here). The other six players on the beach should be ready to do as much damage to the tanks before they get within firing distance of the gates.
High single target DPS melee (rogues especially) with a dedicated healer can take care of this fairly easily, while ranged casters (mage / lock) and tanking dps (ret pallies) should help keep enemy players CC’ed and off the melee. Meeting the offense right as they land on the beach and fighting them as close to the boats as possible serves as a huge advantage. The closer to the “start” the tanks are when you attack, the more time you have to break them down before they reach gates.
Keep in mind offense will also rez closer to the gates than the boats they come off on.
If the tanks come within firing distance to gates, there’s a good chance melee players have been killed. Ranged DPS and casters at this point will want to focus fire on the tanks, trying to keep the players at bay when possible, but prioritizing DPSing the weapons down.
Offense generally does not split evenly; most times one tank per gate will be dispatched, with the majority of players rushing one side. If you’re short players, one manned cannon + ground fighters on the heavy side, and two manned cannons on the other should suffice. One extra ranged attacker on the light side can also be helpful, but only if the defense team is not outnumbered by a large margin.
Ideally tanks are destroyed before they damage gates and defense manages to keep offence on the beach.
The best defense is a good offense, in the words of the wise Woulverine.
It’s clear the outer gates will be taken down if the tanks are within firing or ramming range with full or high health. At this point, players should fall back in prep for defending the inner gates. Ideally two players port in before the gate is destroyed and run back to man the next set of cannons. Meanwhile, current cannon players should still be using the weapons on tanks, or using their ranged attacks on enemy players. If the D team’s “offense” players, however, are taking a beating or already dead, the current cannoneers should abandon ship and take over the inner gates.
Repeat the basic strategy of keeping enemy players busy and destroying siege tanks before they get to the gate. Added troubles include making sure they don’t cap the midfield graveyards which cannot be recapped by defense, and keeping them from getting new tanks / bombs.
Keep in mind that the cannons from the inner gates will reach the graveyard flags and can be used as interrupts to keep enemy players from capping. If there aren’t any tanks in view, this should be your focus. Bombing enemy players on foot is pretty worthless. The damage is so-so, and they will generally run out of target range before the cannon hits.
Midfield is 80% of the time where an average successful defense SHOULD end.
If offense breaks through the 2nd set of gates, everybody NEEDS to fall back into the chamber and keep tanks from getting near the final gate. Again, the key is to get tanks down ASAP, and keep bombing players from getting near the final gate.
Forcing enemy players to burn their cooldowns is always a good idea at this late in the game.
IF the teams are evenly matched, or time is on your side (less time = better for D) one or two sneakier players (droods or rogues) can lag behind and try to keep new tanks from making it into the chamber. If the midfield graveyards haven’t been taken by O, it might also be worthwhile to have these players keep them from capping as long as possible. This is helpful mostly if offense resses and attacks in small groups or individually instead of a group. Buying time is always a good thing as defense. However that late in the game, chances are eventually they will get the graveyards.
If not, they’re morons.
The Final Stand:
If offense breaks through the final gate with a tank, they win. Without a tank, and with something obscene like 10 seconds to go, it’s somewhat possible to CC them (mass fear chaining, frost nova, etc.) and hold them off. This, however, is highly situational depending on your classes, organization, and time left.
In other words, good luck with that.
The MOST COMMON MISTAKE D makes after the first gates are down is continuing to focus the majority of their force to one side, leaving the other completely open to attack. Offense can take easy advantage of this by having the majority of their players keep the D group busy. Meanwhile 1 or 2 players can grab a tank and completely charge the other side unnoticed. In the event they ARE noticed, with nobody manning the defense cannons, one or two D players will have a tough time taking down the tanks on their own. Even if they do, there’s a good chance whatever gate was being assaulted has been broken down already, if not destroyed. There are also manual bombs that can be placed at gates to take them down.
This is why, if you’re playing defense, it is absolutely key to pay attention to the prompts that tell you what has been attacked / destroyed. Checking your map has never been so important.
Once the two inner gates have been taken down, defending the final gate becomes key. Everybody, no matter what they’re doing or who they’re fighting, should drop what they’re doing and high tail their asses to the final gate. Hell, dying and ressing at the home base may even be considered a good idea.
Remember: Even if one side has the beach gate still up, as soon as they break through even the FIRST gate on the second side, it’s time to fall back.
80% of the defense rounds I’ve lost has been this exact situation. By the time anybody notices one side is open, they’ve got both gates on one side down and are charging the final one with two tanks.
Don’t let this happen to you.
Keypoints in a Nutshell:
-Time is against you as offense. Keep this in mind at all times when choosing your moves.
-Team should be split between those who fight off enemy players, and those who focus on taking down gates as fast as possible.
-Never send a tank in without one defensive player on foot. Keeping the tanks up as long as possible is key to victory.
-DPSing down the defense cannons, especially preemptively, can buy offense a lot of time.
-Capping the mid-field graveyards will automatically bring players waiting to res to it, even if they’re on the beach.
InDepth Overall Offense Strategy:
For both sides, what happens in the initial clash on the beach is usually a good indicator of how the round will turn out. This is especially true for offense. Defense can somewhat easily come back from a crappy initial push, especially if they’re waiting on more players. Offense, however, is fighting the clock and being held back on the beach for extended periods of time will cost them greatly.
While tanks can hold up to 3 players, I’d recommend that only one person drives, while other players prioritize defending it. Offense is not impossible without tanks, but much more difficult. Keeping as many of them up as possible is important.
Melee DPS classes should focus on keeping enemy players away from the tanks. Ranged DPS and casters would do well to crowd control anyone coming to attack, and killing their healers, if any.
If defense cannons are manned, one or two high powered casters or ranged (mage is ideal, destro lock, hunters, or even a ShS rogue are also good choices) can rush the gate and start DPSing down the cannons. They’re fairly easy to take down with good burst damage, and getting out of LoS of their firing range isn’t too hard either. Have both players focus on one at a time. Two still working cannons at half health vs one down and another up… you can do the math.
This is an often overlooked strategy that amounts to buying way more time than people think. You’ll have to watch out for counter ranged / casters who might be stationed on the platform to take you out.
If they are unmanned, they can be ignored, especially if the tank has advanced close, but there will always be the risk someone might hop on late. It’s at the discretion of the players.
Once offense has managed to break through the outer gates, the midfield is where they’re most likely to gain huge advantages, which is important. Here, they can get new tanks, cap graveyards, and prey on a most likely broken defense. Midfield is the make-or-break stage of the fight for D. Right after a break though, chances are they’re spread out and far from where they need to be to defend the inner gates.
The likely scenario as offense is this: the “light” side of the fight, or the outer gate least defended (usually the east / right side of the map), will have been been broken through. Your s-tank will be advancing to break the inner gate. Meanwhile the defending team will be piled on the opposite side, either still fighting the rest of offense or waiting to res.
If your siege tank doesn’t already have 2 or 3 escorts, get on that. One of these escorts should also grab the graveyard on your attacking side.
Meanwhile the rest of the team should be doing everything in their power to keep defense busy and away from defending the opposite gate. This usually means camping the graveyard, and generally is pretty easy cause of PvP mentality to kill everyone in sight.
On that note, do not cap both mid-field graveyards until you have broken through an inner gate. Otherwise, they rez right where you don’t want them: on the other side of the gates you’re trying to knock down. Good ol’ SFGY philosophy.
This is also a scenario where taking out the cannons, manned or not, could prove advantageous is you’ve got an extra body to do the job. That’s because if someone decides to hop on later, they can destroy backup tanks or interrupt a gy cap.
Eventually D will catch on. You’ll notice when they start fleeing like animals towards the gate. This is when you’re O team is gonna have to push aggressively to make sure they don’t stop your s-tank from doing its job. Hopefully, though, by “catching on” it’s when they realized the inner gate is already downed and the s-tank is advancing towards the final gate.
By now, dispatch a 2nd tank, possibly 3rd if the main one has taken a beating. The Chamber / Keep is arguably the toughest fight.
Depending on how much time it took you to get there, you will either meet extreme resistance or none at all. If you find that you ARE getting a lot of defense players trying to slow you down, have someone run and cap the southern graveyard (also the defense spawn point), forcing D to rez farther away from the battle. Doing so will grant you some time, and at this point you may need it. 80% of the time D will be in a state of chaotic panic if O manages to get this far.
This is where having more than one tank will come in handy. As always, focus on keeping people off and away from them. Anybody who has any sort of CC abilities, use the hell out of it. The final push is a race against time and pretty much a battle of skill / will. Breaking through the final gate will ultimately result in a win for offense.
I made two short PvP videos from Strand. The first is of Holy Priest, build can be found in this entry. THe quality of that video is extremely terrible. I had to use my mac’s in-game movie capture, and the lag was… well you can see what it was. I’m probably going to take it down as soon as I can make a better one.
only a link cause it’s not worth embedding XD
Second is deep Affliction lock. Quality is way better, Frap’ed from my PC (which i didn’t want to do cause of the lack of ground textures) and I uploaded a big file so there’s the “high quality” option on youtube as well.
People are freaking angry on the internet, btw. Comments so far have been “you suck” or “You suck, and the fact that you killed people means they suck more.”
Wow, can’t win. XD Especially since I think it’s pretty obvious the video was for fun.
Link for high quality : http://www.youtube.com/watch?v=d8d_JIiitM0
Ah, Strand of the Ancients. Where to start….
After doing some thinking to write out my in-depth strategies for the BG, I noticed that this is strinkingly similiar to a certain competetive pvp match in Guild Wars (coughFORTASPENWOODcough), which is my favorite.
Two sides, one with siege weapons, and two sets of gates to break through, plus a final one.
The battleground itself is fairly fun to play. Obviously the new weapons (siege tanks and defense cannons) bring a whole new level of experience and a welcome relife form “capture the flag / node” monotony of previous battlegrounds.
There are still a lot of downsides, though. The set up is way too forumlated. You start as either defense or offense (from my experience, horde seems to always start defense in round 1), and fight to either capture or defend the keep. You have a set ammount of time to do this, and then it’s on to round two in which sides are switched. Very repetetive and this gets dull after a while.
Outcomes are either:
-Both sides defend and it’s a draw, which is the most common outcome from what’ I’ve seen.
-One team defends as well as captures the enemy keep which is a full victory.
-Both sides capture the keep (I’ve yet to see this happen).
I’m not sure if it’s a glitch or not, but I only have 2 Strand marks on my lock, out of all the games I’ve played. Either this is a bug or you only get a mark for a complete loss or three for a complete win, and none for draws (that doesn’t quite add up to me).
I don’t mind it overall, it’s definitely fun. Just needs to be fleshed out a little more.
Today i had the best fight ever in Random Areanas with my PVP ranger.
I had gone through about six or seven games where my group lost miserably. This put a huge damper on my good mood (I also beat the game on my monk today, so I was feeling pretty invincible.) To make sure it wasn’t me, one particular game I played ended in a measly minute and a half. My entire team died, and 2 of 3 left. So I did what I do best with a R/A build.
I ran and ran in circles around the other team.
For 13 minutes straight. Their mesmer left, their tank was stuck, and all that was left were two monks who were determined to put me down.
Boredom and taunting from their side lead me to finally take one of them on. “Cmon, 1vs1.” Me vs a monk. I hated the idea cause really, all I had was traps, pin down, and running skills plust my self-heal. If i had poison, he would’ve been done for. BUt alas, no good.
Started out fine. He ran into my trap, i pinned him down, and kept power shotting him. THen the other monk joined. For a split second, I got worried that I might actually lose, but their damage was doing absolutely nothing to me. I never got below 60% health. And if I had poison, I might’ve gotten at least one of them down.
This goes on for five minutes. THey taunt me, as per usual. “C’mon, you can’t take down two little casters!”
I love how they suddenly called themselves casters. Besides the fact that their little wands were doing like 7 dmg per hit, they kept healing each other and themselves. This would go on for another 13 minutes but I was pretty much done. It was clear they weren’t backing down, and I was bored. They had finally told me that I was good, so I ran over to the tank who had been glitched in one spot the whole time and let him have his way with me.
That was the end of that.