(edited by PRFNTX.6893)
Showing Posts For PRFNTX.6893:
I use a very similar premise but i add defense in the second weapon set.
http://www.guildhead.com/skill-calc#Mzcz0czzMnLvMMnLvmGGaG0MkVzMzs
Typically ill judge in drop the fire field, then charge for the AoE blind+fire aura, spin to spread fire, and switch to mace and use focus 5 for area might, use the defensive skills to block/blind away as many attacks as possible while the fire ticks down. Then jump back to Sword when I’ve used all the focus skills.
(this was made for PvE but i had decent success in PvP as well)
First of all i will say that I’m somewhat inexperienced with dungeons so far. I’ve completed all paths in Cadecus’ manor and story mode for Catacombs, manor, and Arbor. I thoroughly enjoyed every dungeon I’ve run but i have never had a group quit because of successive failures.
Success to me has always felt like a forgone conclusion, and this is due to being able to run back after being defeated, in the middle of combat. There have been times when there wasn’t time to walk back but for the most part, if you get defeated you run back and join the fight. I personally feel as though this makes every success gained that way feel like a failure, because you don’t deserve it. Especially on the longer bosses where this may happen more than once.
Does anyone else feel this way? Do you think they should be turned off while in combat with bosses, events and/or trash? Only for explorable? Or perhaps adding a “Hardcore” mode with better loot and no running back in combat?