View Full Version : 80+ development
Flabble
02-14-2009, 10:44 PM
I've finally reached lvl 75 and I am cruising along at a steadyish pace. Right now heres my formation:
:bst::swm::exo:
:witc::arc::art:
:mnk::malehero::sha:
One more bloody lvl and i can finally get oracle :P
I think i might try and end up with a gun heavy build, but not quite sure where to head from here. Should i get inventor? or should I lean towards melee? like, would this be okay?
:swm::lak::bst:
:inv::exo::jan: ////:can: maybe?
:mnk::malehero::ora:
idk, comments?
Involution
02-15-2009, 01:04 AM
Whatever floats your boat I guess. There is no perfect builds out there, and ones that include gun mains aren't very ideal nor flexible. It all boils down to what you want to achieve with your build during a pvp with a gun main formation.
Melee heavy formation
+ Advantage of using various VERY useful melee skills and spells
(freezing axe, lightning, ect.)
+ Potential for high damage single unit spike
(flame sword, light slash, normal attack, ect.)
+ Flexible formation to endure a match, and hopefully win
(melee armor - better tanks, more back up tanks to have an enduring front)
- Lack of stun pressure
- Oddball gunner main with little utility
- Will never be as good as melee main formations running same build
:lak::swm::exo:
:spm::femalehero::vik:
:pro::mnk::ora:
3 gunner formation
+ Potential for a lot of total damage
(especially when combined with seth's will)
+ Superb stun pressure
- Very little flexibility
- Weak front line
- Easily disabled and countered
- Very little utility
:lak::swm::exo:
:jan::malehero::inv:
:pro::mnk::ora:
Mix-bag formation
+ Lots of utility depending on what mercenaries you run
(witch, archer, exorcist, artilleryman, viking)
+ Flexibility to utilize various different strategies
- No room for error
- Gun main is not an ideal main
:witc::lak::exo:
:vik::femalehero::inv:
:arc::mnk::ora:
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