I agree buffs should be 31+, that's the main advantage of the class.On 2008-05-14 11:10, Seority wrote:
Acrotecher's:[*]If you have lower then 31 buffs, don't bother with this class.[*]ALWAYS rebuff when previous ones are stopping.[*]ALWAYS heal!!![*]Debuff's at least 21 please, THEN whip! [*]Use traps ONLY when necessary.
(I hate fortewhippers with a passion. You're there to SUPPORT ONLY, with few exceptions.)
You don't HAVE to have buffs up at all times. If you're in the middle of a fight, and the enemies are almost dead, the whole party spread out, I don't expect an AT to run around trying to buff everyone. It may be faster for that AT to do damage, then buff AFTER the group of enemies are killed. (their damage will equal if not exceed what the buffed damage would've done, and they would waste more time running around trying to buff)
Healing is a must, for basically any techer class (until MF)
Debuffs are not needed. In the time it would take to cast all the debuffs, you could do damage greater than the debuff allows from other players, and the enemies die so fast anyways.
I never use traps as an AT. Traps have become a lost art really only used in soloing and by PT's.
AT are not there to support only. Supporting is their focus, but they do have a casting and attack speed bonus. They can dish out damage pretty damn well. One thing to note is Whips are NOT their only melee weapon.
THE JACKEL
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