Moor Squad of Death - Charis
In a nutshell, a Moor is a 'spell-class' character that makes solid use of a bow and complements it with skills, imagining it a refined mode of battle. A Ranger is a 'melee-class' character which prefers ranged attacks, sometimes using javs, and has more of a 'tough-guy' than a 'refined' attitude. Some classes could go both ways, and some sample distinctions.
Nec- Moor would use
a Golem or revive, a rogue merc, hefty Amp, and perhaps CE.
Moor Squad (MS) - A Team Quest for Bow-lovers and their mercenaries
The LegionOfGreiz takes the Town Guard (and the Spear) to its highest potential. The Moor Squad takes on the challenge for the Rogue and Bow. Every character is a bow wielder, and they treat their mercenary as a true companion, in many cases even giving them the 'choice' equipment rather than be selfish. Skills are chosen to augment their merc's capabilities, to punish unrefined hordes that like to mob as a rabble, and for protection. On any given squad there will be a variety of skills, but no char 'purely' a support character. Each character (or at least his merc) should be a capable warrior. Idea for Moor Squad comes from play with ChariShakaku, a cool session with DocDouglass' fanat pal with rogue, and exploits of KoPokoyk and others. Thanks ;P
The team composition is not fixed, but here are some examples.
Paladin: Fanat is super, Concentration and Might also good, and Holy Shock interesting but less useful to team. Many other skills get situational use, including Conviction and Holy Freeze, even if flashed. There is room on the squad for several Paladins, to get maximum dmg for the Rogue Moors. Defiance?
Druid: Oak and Wolverine pushed strongly, he may be a bit of a tank
Barbarian: BO and Shout very useful. (Hmmm... I wonder what Battle Command would do to the 'special' skills of rogues??!?). Grim Ward use would help.
Necromancer: Amp, LR, Dim Vision, Attract, Terror, so many useful skills. CE has situational use when a Rogue is mobbed.
Sorceress: (Darn it Blizz... why did you nerf piercing bows?!??) Enchant, Frost Nova, Glacial Spike, Static Field, Telekinesis (yes, TK the Urdar stunning ur rogue)
Assassin: Cloak of Shadows, Burst of Speed, situational Mind Blast.
Sample Team: 3 Pals (Fan,Conc,Might), Bar, Dru, Nec, Sor, Asn.
Team-purity and Gear-purity:
- Mercs lvl VERY slowly
at low level
These suggest that to keep your merc lvl'd there will be substantial solo 'care' needed. Also, mercs in general tend to dominate in normal, do ok in nightmare, and find themselves in trouble in hell. This suggests no twinking of rogues in normal, a minor goodie in NM, and if drops are lacking, beefing up gear in Hell. (All subject to team consensus. Also, "If you eat candy in front of the other children, you better bring enough candy to share!" In other words, be fair to other players in terms of what you load on your merc, and consider helping them out as well :) It may work out better for folks to team up "on occasion" with 'clvl' and act posted in advance as targets, considering the busy schedules around here.
"The Bow's the
thing... wherein we'll slay the conscience of the king"
(At present I have a lvl 75 Nec, lvl 30 Pal, lvl 35 Asn who would work, a Moor, Ranger, and Nightshadow, respectively. I'm also planning a Druid Moor, just unsure when to start him)
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