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Old 11-29-2007, 10:49 AM  
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Default More Thoughts on Divide and Conquer

So been raiding T8 for a few days now, and I am actually pleasantly surprised at how Divide and Conquer actually works for us. This is mostly due to the fact that I've had to tank alot of mobs, our MT has gear issues atm, and I been taking over when he dies ALOT.

So for tanking, this spell is just great, but not perfect. For a single target mob this spell really shines though. It is basicly a longer version of drag. Between Drag, DaC, and rescue, I have had NO problems at all grabbing aggro and holding it when the MT dies. I'm really liking this spell and what it does for the tanking bruiser.

It could however be improved. It takes longer to cast than our other taunts, and it gets interrupted if you move, making it our only CA that you have to stand still to use. Took me awhile to get used to that, because usually when the MT dies I am scrambling to get into a good position, and trying to cast on the run.

Initially I didn't like the way this spell was going to work, but now that I'm using it as a staple 3rd rescue, I must say I do like it.
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Old 11-29-2007, 07:27 PM  
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Default Re: More Thoughts on Divide and Conquer

The ability is still only decent, though I have been using it as a substitute for drag, which is kinda lame to have another ability that can perform the job of another even if it is only half of what drag can do.

Ability could still use a lot of tweaking to make it more interesting for a class defining ability. Such as the straight hate gain to the rest of a encounter, but as for fixes the interrupting is lame and also the resistability on it is very high. It should even have a longer range than our normal taunts with the addition of being able to pull a single mob without social agro of others around it.

Still even with all that I would gladly trade it for the berserker ability, as it is still amazing overpowered and with giving such an ability to zerkers still confuses me.
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Old 11-29-2007, 11:00 PM  
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Default Re: More Thoughts on Divide and Conquer

aye divide and conquer is decent very useful in certain single target encounters not so in group ones i have seen. what is sad is the zerker ability sounds like a bruiser CA imo too the fighters that needed more survivability got none
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Old 12-01-2007, 06:41 AM  
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Default Re: More Thoughts on Divide and Conquer

Have you all noticed that you cannot use D&C while moving like every other Combat Art?

Tested about 10 times tonight in Jarsath Wastes.. if I walked, ran, jumped, etc. The CA would interrupt.

Wonderful. That better be a bug.
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Old 12-02-2007, 02:08 AM  
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Default Re: More Thoughts on Divide and Conquer

It's not a CA, it's actually a spell. If it gets resisted, it pops back up in like a second, just like spells do also. Bullshit.
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Old 12-02-2007, 02:39 AM  
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Default Re: More Thoughts on Divide and Conquer

Very bullshit.
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Old 12-03-2007, 05:50 PM  
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Default Re: More Thoughts on Divide and Conquer

Though I will admit that the ability itself sucks when you cant use it while moving, its beyond a doubt the best emergency mob yank i've used while tanking in groups.
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Old 12-04-2007, 02:38 PM  
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Default Re: More Thoughts on Divide and Conquer

I agree on the not moving portion of this spell. I was suprized when my guildy was speaking of this.
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Old 12-05-2007, 05:24 AM  
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Default Re: More Thoughts on Divide and Conquer

u should see what two bruisers do to a grp in PvP with D&C ... hilarious ;)

and yeh i start to really like that ability.....
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Old 12-05-2007, 05:15 PM  
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Default Re: More Thoughts on Divide and Conquer

No one really cares about pvp tbh.

The best thing about bringing new 80 abilities into the game has probably made it more unbalanced than ever. I still think a lot of the abilities are just completely ignorant or oblivious to the classes. These were designed by one person and then finished by another. I mean aside from a plate tank getting an ability to take less damage on hits and a counter to juggernaut. Monks get a force target for 1min30sec, and of which they can toss up tsunami and theyre immune for 12s, but when that wears off they still have agro and can put up Iron Stance for 30s which is 2621 of mit, but stuns them though that doesnt matter since they cant lose agro still, and in addition another 655 mit from Body Like Mountain they can put up every 30s. Monks did need some help with tanking, since they were the more tank like of the brawlers, but we get a snap agro for 8s at best which I doubt any of us needed and just doesnt make sense.
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