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The state of CLR/WAR Duos as of 1/8/06Follow

#1 Jan 08 2007 at 9:42 AM Rating: Decent
As of December 5, 2006, the hot zones are:


Level 20: Kurn's Tower
Level 25: Unrest
Level 30: Tower of Frozen Shadow
Level 35: Lower Guk
Level 40: The Hole
Level 45: Chardok
Level 50: Old Sebilis
Level 55: Grieg's End
Level 60: Cazic Thule
Level 65: Splitpaw Lair

I have been doing a lot of reading on duo's and most of it was old info. When it was written PoP was the latest expansion etc. Back then they said post 60 maybe even late 50's it's rough for a CLR/WAR duo to exp well without a slower. Things taking too long to kill etc. With many more expansions released since then, is that still the case for a CLR/WAR duo?

Looking at the hotzones above the wife and I have been hitting those hotzones. We can prolly do 25-30 in unrest easily then move to ToFS at 30. I remember duoing before with a war/clr and we duoed in ToFS until 54ish progressing up the tower. You can do up to 54 on the floor with the dogs and spectres. So I don't see the need to go to lguk and any of those until maybe 50 for Old Seb. Unless you can think of any other reason?

Then when we hit 60 in Seb is CT even an option for a War/Clr duo? And 65 Splitpaw duo? Or maybe some of the new zones post PoP are better CLR/WAR duoable even though not hotzones?

Basically just looking to see if clr/war duo has gotten better with zones/new items avail. If so what path should we plan for both item/aa/zone wise per level range? Also it hasn't been hard to find someone to throw in the group when needed so maybe dps will be good not sure about mob slowing. But Potion haste and belt haste stack so thats one thing better now too since the old days. Potions didnt exist.

Thanks for help.
#2 Jan 08 2007 at 9:51 AM Rating: Decent
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I don't see you duoing Paw without a slower and more DPS. I was there last night and had problems with chanter, druid, and war. We just didn't have enough DPS. Then a necro joined us and made it ten times easier. Plus in Paw you might have problems with adds so a chanter or bard would be recommended to bring along. CT might be a little easier but I've had problems with adds there also. I've tried duoing with my war and a cleric friend in Sunderock and the Steppes with very little success.

Plus since you have the core of a group it shouldn't be to hard to get others to join.

#3 Jan 08 2007 at 10:01 AM Rating: Decent
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We duo-ed CT with 68 war/66 cleric. Was not too difficult, some fights were long do to lack of dps (cleric was melee/nuking as much as possible). Straight xp was not stellar for my 66 cleric but AA wasn't too bad. We got some of the new drops too, War was happy with the aug.
#4 Jan 08 2007 at 10:05 AM Rating: Excellent
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Maultar wrote:
So I don't see the need to go to lguk and any of those until maybe 50 for Old Seb. Unless you can think of any other reason?
There's special augment drops in each of the hot zones.

Minor Stone of Power Level 20: Kurn's Tower (AC: +2, HP: +5)
Lesser Stone of Power Level 25: Unrest (Mana: +5, End: +5)
Stone of Power Level 30: Tower of Frozen Shadow (Wis: +5 Int: +5 Mana: +10 End: +10)
Greater Stone of Power Level 35: Lower Guk (AC: +5, HP: +10)
Minor Stone of Might Level 40: The Hole (Resists: +2, HP: +25)
Lesser Stone of Might Level 45: Chardok (Mana: +30, End: +30)
Stone of Might Level 50: Old Sebilis (AC: +8, HP: +30)
Greater Stone of Might Level 55: Grieg's End (Mana: +40, End: +40)
Stone of Greatness Level 60: Cazic Thule (AC: +10, HP: +45)
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#5 Jan 08 2007 at 10:09 AM Rating: Decent
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At 67 the Dr00d and BL duo could take on one mob in Splitpaw but it took everything we had. We haven't tried yet at 68.

I think a Warrior and Cleric can go a long way douing though. With DS and Haste potions you'll be able to do some damage. Find undead zones so you can utilize the clerics nukes. (guess ToFS's would fill that bill. Smiley: grin)

Never know what you can do til you try. Have fun.
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#6 Jan 08 2007 at 12:44 PM Rating: Decent
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The other issue off the top of my head is: what do you do for snare?
A lot of zones are almost unplayable unless the mobs can be snared due to the adds they attract as they are running away.
#7 Jan 08 2007 at 1:03 PM Rating: Decent
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Clerics can root. It's certainly not anything as handy or as reliable as a snare and it often takes two or more but mobs can be stopped. We used cleric/paly roots/stuns in Old Seb the other night to keep them froggies from running off.

There's also a proccing weapon or two out there that the warrior can use and throwing potions that may or may not work.



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#8 Jan 08 2007 at 6:33 PM Rating: Decent
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Just some thoughts from my personal experiences.

Warrior and Cleric duo is possible up to level 75.

Warrior DPS is fine if you use DPS weapons as opposed to the usual Warrior "tanking" weapons.

More importantly, Damage Shield potions. I suggest making a Shaman ALT to level 16 and getting her 150ish skill. You can sit in one small room in Plane of Knowledge and make Distillate of Skinspikes V (30pt dmg shield) without ever standing up.

With Cleric Complete Heal and the Heal Over Time line, you will survive.

PS: One suggestion. XP in the Hole until level 65 or more. The constructs and gargoyles down there do not run at low health and have low Hit Points. Set up camp at the "Blasted Doors"

PSS: Get a Silken Whip of Ensnaring if possible. Amazing toy.





Edited, Jan 8th 2007 9:28pm by Reyla
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