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21

Thursday, December 15th 2011, 2:58pm

Don't go s/p if you’re planning to be in a 6 man progression group. It makes it very hard to clear new instance for the first time. Though, It is a good combo for a 12 man at end game because of its party healing and buffs, however, it has to be carried in 6 mans. They just simply cannot keep up on the dps charts and force the other 3 dps into having to put out that much more. This issue is somewhat moot if you have 3 s/wd or r/s in party though, lol. You could go s/r, so you have the rogue option there later, and it's still solid dps.

22

Thursday, December 15th 2011, 7:35pm

speaking as an end game s/p, anyone that says that class needs to be carried has never played one or seen one played WELL! I have done all the instances and not once was I carried.

The real issue is gear, stating and rotation. if you gear properly dps is not the issue. yes you really don't have any offensive buffs in party but you do have defensive, my vamp arrow would reg 2.2k every 2secs for 8 secs to all in party and with the right rotation it is up non stop, and for snipe again rotation. you use your hardest hitting attacks in group and since it's only 3 sec cast for s/p i use it. I have played my s/p for over 2 years and have had no complaints or rejections when getting into partys.

so bottom line play what you like and have fun or rerole and find what you like. but s/p does play end game. :p

23

Thursday, December 15th 2011, 8:42pm

The s/p in our guild does about 125k dps in Totsh. Much lower than say... r/s at 250k or w/r at 200k. But yes if you enjoy it, play it.