Shadow (Login ShadowHM) Posted Nov 17, 2003 7:24 AM
Having no prior experience with large team efforts, I am confused about some things.
First: Protocols about waypoints
It seems logical that the team should find the area waypoint before engaging in questing in that area. That permits returns to the area should Bnet hiccup and kill the game before the quest gets completed, if nothing else. However, there (at least for me) are times when this is not necessarily the right course.
Last night, for example, the Slackers found the Flayer Village before we found the Flayer Waypoint. I argued for Dungeon excavation and seeking of Brains forthwith. Doc expressed dissatisfaction with this approach, and reminded us of the rule about finding the waypoint first. Consensus seemed to be that the quest for Brains took precedence in this case.
As it turned out, the Flayer WP was found shortly thereafter, and Kurast was found rather quickly too. (Miracles do happen. I have wandered the Jungle many times finding one and not the other of the two - the WP and the Village.)
So, how clear cut are the 'rules'? I don't want to be suggesting rule changing/breaking due to my inexperience all the time or offending those who are used to such rule sets.
Thoughts about the ET team
It does seem to me to be a bit counter to the 'variant' team approach to have a Paladin running Conviction, since it takes away from the Elemental strength he is supposed to be lending to the team. A Necromancer who is using Bone Spear does not lose his strength by using Lower Resist. But maybe I am missing the point. Are we making this team to see if it will work (and hoping for the best) or are we designing a team that we confidently expect to nail most things?
I have played a fair number of Bow users, which should be similar in stat placement to Throwers. Hitting things in Hell is not easy without Conviction or Blessed Aim, no matter how you pump Dexterity. Items with plus to AR AND Elemental damage are going to be hard to come by. So it does make me dither. Item dependency versus skill redundancy? I have no objection in the long run to running Conviction on the Paladin as his main aura, but it will make his contribution on the Lightning front be very limited, and possibly make the assigning of skill points to Holy Shock a bit of a waste.
Another thought I had was about Mercenary selection. If we are attempting to cover all elements, then it seems to me that we should each try to hire the mercenary that does the damage type that would be tertiary to our chosen two elemental damages. On the other hand, we are (so far) in terms of design, a bit light on Fire Damage. Perhaps that should also dictate selections when/if the team gets as far as Act 3?
No wonder teams are so hard to set up, eh? The designing of effective combinations is a tricky business, isn't it?