seriously why do we have to fight 4+ mobs at once like everyone else? Theres just no way
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seriously why do we have to fight 4+ mobs at once like everyone else? Theres just no way
Can't even kill 3 at once if the mobs have like 35k health
even using oathies and cappy marks.... great job turbine devs
Yes I use my revealing mark
the main problem here is that in the library you HAVE to fight like 5 guys at once
>>the main problem here is that in the library you HAVE to fight like 5 guys at once
Those three 38k Vandals are a hard challenge for most character class, particularly the light armored ones.
For a captain, much really depends on your weapons and armor. A well equipped Captain can just tank his way through them one at a time, however without teals, I can see the damage quickly over whelming the self heals.
I've found the biggest danger during these instances is the low dps for a captain. In the time needed to burn the tougher mobs, other groups tend to wander in and join, the archers in particular are dangerous. (like those five at once you mention).
However the library door is your friend, concentrate on killing just one.. then turn tail and dive through the doorway.. This resets the fight. Pause, heal, let your skills come back off CD, then go back out and kill the next one..
The maximum number of enemies that are linked together in the Library is 3. If you are fighting more than 3, you accidentally pulled more than one group. Make sure you pay attention to which mobs wander, and which stay stationary. You can pick off the wanderers before taking on the stationary mobs (or ignoring them completely, if you don't need to kill them).
I believe you never need to fight more than 3 if you do your pulls right. That said, I often fight 6 in LtC to move things along.
You may not have the gear/virtues/etc to do that though.
A few thoughts:
a) pull carefully. If 2 groups of 3 are near each other, don't pull until one paths away. If wandering solo captains are near a group of 3, don't pull
if you can't handle the 4.
b) fight snipers/archers from melee range. Drag the melee mobs over to the snipers/archers. You take less damage that way
c) keep all mobs in front of you, otherwise your parry is useless
d) trait mitigation virtues (physical mit/tactical mit) unless you are capped
e) if your equipment isn't up to par, while working on that (big battles provide all the jewelry you need, and teals have gotten pretty cheap in AH) use food/scrolls/tokens for fights you find too hard
f) also upgrade your LIs when you can. In particular, PA targets is very helpful here for fighting big groups. You do more damage, and you are more likely to get a crit to improve your routing/rallying cry...
g) keep your herald up at all times with shield brother on him, keep inspire ticking at all times... Keep revealing mark on current main target, with bleeds on that target.
nooooooo!
ive always been so proud of us. we dont have these threads on the capn forum! everything is easy for us.
well, dont mean to diss you, if youre having trouble... ive just always loved that we dont get these threads here and now i cant use that to throw in other classes' faces. so, thanks ;)
ok, sillyness aside, i have a decent yellow hybrid build that can pull 5+ GROUPS, not just mobs, with little issue.
http://www.lotrottp.lotrostatus.com/...zATLG8oRTDoRAA
so, what i do is really try to abuse the AoE stun of Routing Cry and keep self-heals up.
put bleeds on the red/signature mobs
use Dev Blow and Grave Wound to one-shot the green/weak mobs.
slow and steady, 10+ mobs die. (really, i can take three of the 3man groups and 2 sigs before i need Sheild of the D)
the build i linked is so strong, solo. so strong.
in a red build, you want to get AoE bleeds up ASAP! then one-shot the greens with Shadows Lament, DB, and Grave Wound. Routing Cry should nearly kill all the greens with one Defeat-Response-Blast.
i only take on ~3 groups at a time in Red. im not as comfortable dropping to half health. but its probably faster in red, just not as safe.
ok, let me find my useful solo yellow build and link it for ya.
edit/ps- great advice, delgon. i take so much of that for granted. like positioning. i just assume people herd the mobs properly. totally my bad on that assumption. again, great advice!
I typically have run Red with enough blue to get the healing mark. I have 0 issues with any of the dailies. Might want to look at your skills and work on your rotation some to get the best possible DPS for the signatures.
My weapon broke in the middle of fighting lol. Couldn't do anything but exit and go repair so I'll have to wait until tomorrow to try again
Come on, it's easy to kill the 3 signatures...
Not a problem for my cappy in either of his two main builds, red/blue or yellow/blue. Generally the red one, plus the Herald of Victory (my little friend Hodorf). The most mobs he can handle = about 6, as long as not too many archers. Using corner pulls, line of sight and choosing where you're fighting, plonking the limited AOE (PA, standard, routing cry) out early, and timing defeat events for RC. I keep the HOTs on me going from Gallant Display and Inspire too.
3 signatures at a time not a problem if you keep moving, stack your self-buffs, and pull stuff into corners. (Some numbers: about 20k morale in red, 44k phys/36k tac mastery, 55% crit def, 56/50 mits, RC critting for 7k.).
The AOE stun in the yellow line helps immensely when dealing with multiple enemies
Just run redline with a pet and as others have said 1pull is all you need of 3. When I first did library with my cappy I would hit mob and back down the stairs so I would not get any other NPCS. But at this point I get 6 mobs for speed on my cappy.
One other suggestion to help. Use hope token and battle/warding lore to give yourself a boost.
to add to this, people often forget that pets ARE crowd control. you can always subtract one mob from every group based on your pets ability to force-taunt.
so, the 4+ OP was referring to is only 3+, as your pet should take at least one mob, if not more (heal aggro will usually pull any extras, but those 5s of not bein beat on can help!)
hehe, I was not prepared for one cappy to say that is not strong enough to nuke 3 x 36 mobs
could be if you are not decent geared. But trust me, with mini I can take up to 2 groups, RK fire 1 group is ok and just pay attention to not pull more, same for LM, and burg, well burg will never die there. I rarely died in library because not being careful or pulling extra groups. Just try to take one group each time, cut the LOS of archers if is the case.
1. Don't pull half of the npcs
2. Remove archer bleeds
I haven't had any issues whatsoever with soloing any content, even in red line... and I've been playing an end game cappy for roughly a week? I've played all the classes and I've found cappy to be stupidly faceroll when it comes to survivability