Enchantingskill's Class Synchronizations

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"[toc]\n\nAs you know the whole concept of Pantheon: Rise of the Fallen is based on grouping up.\n\nThe most important part of making a new group is the **class composition**.\n\nThere are a bunch of skill combinations which will make the gameplay way easier and interesting called ***Techniques***. Technique skills are mostly strong debuffs like resistance down/armor decrease/hit chance decrease etc...\n\nThe thing you need to know about those abilities is that they need an **opening** (like Opening Gap ability) and **closure** (the exact spell). \n\nI will try to show some of those classes combination which will lead you to a successful and steady group.\n\n## Openers\n\nHere's a list of opening states:\n\n### Exposed\n\n* *Warrior*, *Dire Lord* and *Paladin* with **Expose** (Level 1)\n* ... TODO\n\n### Off-Balance\n\n* *Wizard* with **Frost Foot** (Level 7)\n* *Rogue* - Deceptive Strike(level 15) Slashing \u003csup\u003e(Swords)\u003c/sup\u003e creates Off-Balance for 30s\n\n* ... TODO\n\n### Opening Gap\n\n* *Shaman* and *Cleric* with **Forced** (Level 7)\n* *Enchanter*, *Necromancher*, *Summoner* and *Wizard* with **Force** (Level 3)\n* ... TODO\n\n\n## Synchronizations\n\n### Reduce Resistances\n\n\nA list of synchronisations to reduce resistances (bigger nukes)(glassy)\n\n1. *Enchanter* uses **Forceful Will** (resistances down 25%) \nThis one isn't actually a combination, since it can be done by a solo Enchanter.\n2. **Exposed** --\u003e *Summoner* uses **Mana Pins** (resistances down 25%)\n3. **Opening Gap** --\u003e *Rogue* uses **Lucky Strike** with a Blunt weapon (resistances down 25%)\n4. **Opening Gap** --\u003e *Monk* uses **Spear Hand Strike** with a Blunt weapon (resistances down 25%)\n5. A tank like *Warrior* or *Paladin* here is recommended because of the **glass-cannon group**.\n6. The last memmber of group but not least is importand so u can choose which Tank to take for more stability - If melee = Warrior / If caster = Paladin\n\nSynchronization between those classes, debuffs the mob for 100% resistance down, which means if he doesnt have any other resistance buffs,you and your group will do 2x the elemental damage.\n\n## Full melee/Physical damage composition\n\nThere is way when those groups will work as good as others.Lets take a look of some of the possibilties.\n\n1. *Warrior* - Mostly used as tank,this class is one of the most important when we talk about melee grouping,or atleast 3 melee in group. One of the most important things are his **buffs** like :\n* **Conquest Formation , Banner of Onslaught , Furious Howl** (Cast/attack speed +25%,Physical dmg increase,Physical dmg 10% increase) Those buffs are generally used for melee types in group!\n\n 2. *Monk* - Monks are one of the biggest melee dps-s ingame. As they can lower the targets armor,they got a really big importance in the whole group.\n\n* **[Opening Gap]** ==\u003e **Scorpion Kick** (blunt)\u003csup\u003eMaces\u003c/sup\u003e (Reduce armor by 20%) which will help the whole group increasing his dmg output. \n\n* **[Off-Balance]** ==\u003e **Sweep** (Hand-to-Hand)\u003csup\u003eFists,Knuckles\u003c/sup\u003e (Creates **[Weakened]**, increasing Physical damage mobs receive.\n\n3. *Rogue* - The most complexed fighters ! Rogues got the option to adapt in any situation,beacuse their spells switches with the weapon they use.\n* **[Opening Gap]** ==\u003e Lucky Strike (pierce)\u003csup\u003eDaggers\u003c/sup\u003e (armor reduced by 20%)\n* **Corrosive Brew** - Also reduce the targets armor by 25%\n\n4. *Dire Lord* - It is not necessary for DL's to be tanks all the time,they got a lot of abilities which can help the whole group and also got good dps.\n* **Devour Dextirity** - Devours dexitirity from target and adds it to himself\n* **Devour Constitution** - Devours constitution mean that he decrease the max health of the target, which instantly decrease the time of combat.\n* **Torment** - Ability reduce incoming healing by 25% (good versus self-healing mobs)\n\n5. *Warrior* - Yes,thats 2nd Warrior! Warriors can time up their buffs to keep the group buffed up all the time,this way the melee DPS stays high and steady.\n\n6. Last spot but again not least is for Healer. Of course i recommend to be *Shaman* for his melee based buffs\n\n---\n\n\n## Balanced/Steady composition\nRecommended for killing *Named Ones* .\n1. Paladin \n\n- For a good base we need a good tank of course,i recommend to choose a Warrior/Paladin for that composition,mostly a paladin!\nIn my opinion paladins are the most steady in self-sustain,so they can hold a single target better than anyone else.\n\n2. Cleric\n* In this type of composotions,the cleric is used for shielding up the whole party and of course for supportive buffs they had. If everything going smooth,cleric will heal in rare cases if a danger comes out.\n\n3. Shaman\n\n* Everybody know what shamans are used for. Healing over time,buffs,also for nice debuffs and DoT skills. That one will be the major healer. If shamans and clerics work in synchron its a really mana saving and will hold the whole group a lot of time under pressure. If clerics use shields properly,shamans can hold their targets with HoTs only and Replenish if needed.\n\n\n4.Rogue/Ranger\n\n* Rogue of Ranger is needed mostly for Techniques,but lets not forget about the damage they'v done.\n\n5,6. Wizzard/Summoner/Necro/Enchanter\n\n* I recommend 1 Wizzard 1 CC .If the named one got more spells for interruption u will need for sure one cc like enchanter. 1 enchanter 1 Necro also works but dps may lack a bit if its not **undead** type of monster because of necros abilities to deal higher dmg on undeads. \n\n---\n\n## Casters composition\nThis type of compositions is based generally on wizzards as u already know how much damage they can deal. The most important part of this group is the **TANK** . In my experience iv seen many times how hard is for the tanks to get aggro away from wizzies,so u need to know that this is glass-canon group and will definetely need more communication and synchronization between memmbers.\n\n1. Dire Lord\n* Here i will put Dire lords as top tier tanks for casters groups. Why ? Because they got the most consistent and steady thread generating,also because of his **Provoking Phantoms** ability they generate thread all the time without having intervals of losing aggro because of the high dps wizzards deal.\n\n2. Cleric\n* Clerics are preffered as healers here because of shields they have and can pre-bubble the casters to avoid any spicy moments.\n\n3. Enchanter/Necro\n* In this way both of the cc classes will work with proper pulling.\n\n4. Wizzard\n\n5. Wizzard\n\n6. Wizzard/Summoner\n\n* Summoner is a great addition to casters group! He got a technique called Vulnerable (Off-Balance ---\u003e Vulnerable) which improves spell damage by 15%. Thats a big dps boost for all the casters ! \n\n\n---\n### Lower Armor Class\n\n* *Shaman* uses **Weathering** (20% AC reduction)\n* *Rogue* - Lucky Strike(piercing)\u003csup\u003eDaggers\u003c/sup\u003e (20% AC reduction)\n\n\nTODO\n\n### Lower Mob Damage\n\n1. **Opening Gap** --\u003e *Enchanter* uses **Thwart Power** (Level 11) or *Necromancer* uses **Power Sap** (Level 7) -- creates **Rattled** (mob dmg reduced 8%) (does not stack between Enchanter and Necro)\n1. *Warrior* uses **Disarming Strike** (Level 18) (mob dmg reduced by 8%) (seems to stack with Enchanter or Necro technique)\n2. *Rogue* - Lucky Strike(blunt)\u003csup\u003eMaces\u003c/sup\u003e(Reduce mob dmg by 8%)\n\n..TODO\n\n### Slows\n\n1. *Shaman* uses **Scorched Fog** (25%? slow)\n1. *Enchanter* uses **Illusion Graft: Mental Fatigue** (Level 12) (25% slow)\n1. **Opening Gap** --\u003e *Monk* uses **Spear Hand Strike** with a Hand-to-Hand weapon (slows 25%)\n2. *Summoner* - Need to close **[Opening Gap]** with **Conjure Chains** (25% actions slow) (level 5)\n\nTODO"
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