Forum Settings
Reply To Thread

END Game Advise Needed =)Follow

#1 Apr 21 2011 at 10:15 AM Rating: Decent
15 posts
Im currently in a small/family guild and its working out great. Im the type of player who likes to fill the slots needed in the guild . My question is lvl 50 Dps builds and in general . What openion's do you all have on things you have learned.. Example if you leveled as a melee cleric and loved it but once you hit 50 you switched because your casting dps was better .. another expample there arent enough Bards for buffs in high lvl teams or Bards are not even needed at that level .. the kind of advise or mistakes / changes you had made once you hit 50 and started on end game content .. I wish i took This craft because there are so few at 50. or even i wasted my time lvl my cleric to tank because the warrior tanks takes less damage , that kind of thing !!! Help the guild Help the world !!

Edited, Apr 21st 2011 12:17pm by MrGrumpy
Just helping out !! Greenscale shard, Guild "Emergency"
#2 Apr 21 2011 at 11:08 AM Rating: Good
10,563 posts
I... don't know what you're asking. You can change souls at will, so it really doesn't matter what you level with.

As for professions, the only thing I can say is that you only ever need 1 apothecary in your guild. Have a few foragers supply him flowers, but there are hardly any specialized apothecary recipes so there's no need to have more than one.

Basically, it comes down to balance. You want about equal numbers of all callings and professions, and you'll be good.
◕ ‿‿ ◕
#3 Apr 21 2011 at 9:29 PM Rating: Decent
155 posts
Each person AT end game should have all 4 Roles purchased and fully trained. That way you as a small Guild have greater flexibility with fewer numbers. Professions don't really matter, on my Shard it seems every single person has at least one toon with 300 Runecrafter, things like that. Now with that said having players who know end game T1 = patterns is a different story as the tokens needed are a very VERY low drop rate. Here is my advice for the best flexibility in a small Guild:

Warriors: Should have DPS/Tank/Support DPS Roles fully trained.

Rogues: Should have DPS/Tank/Bard Roles fully trained.

Clerics: Should have DPS (Ranged)/Tank/Support DPS (Melee)/Healer Roles fully trained.

Mages: Should have DPS/Chloromancer Roles fully trained.

Now I'm not saying each player will be fully competent in each Role they have trained but it gives greater flexibility if they at least HAVE it vs not. Also, Clerics don't always need both DPS Roles, I for example have Ranged DPS/Tank/MT Raid Healer/Expert Party Healer Roles, but the point is the same.

Make sure as many people in Guild are doing any/all of the Expert/Raid/Group daily quests that they're able to do. This will give your Guild more loot to choose from and make you more capable faster. Also if you have a Guild website where Guild members can post on forums with questions or ideas that will help you as well.

Edited, Apr 21st 2011 11:30pm by delindsay90210
My Roles:

DPS: (Inq) 51 (Sent) 10 (Ward) 5
Raid Healer: (Puri) 32 (Sent) 34 (Ward) 0
MT Healer: (Puri) 51 (Sent) 15 (Ward) 0
Tank: (Just) 47 (Sham) 7 (Inq) 12
Inquisicar: (Inq) 51 (Justi) 14 (Sent) 1
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help


Recent Visitors: 20 All times are in CDT
Anonymous Guests (20)