Sylver wrote:NeverBoxer 1.0 is nearing completion - here's the list of changes so far:
... Fire-Teams - adds the ability to target and fight multiple enemies simultaneously;
Melee & Ranged Fighting - Split your party into melee and ranged Fire-Teams and fight accordingly;
...Ranged characters now hold position automatically when combat starts while melee characters move into battle automatically; Direct attacks and follow commands from any character upon window swap amongst SLOT1-5 characters - no variable keymapping necessary (all done in keymap programming - was a challenge!); ...
Still working on Pet heals and AOE heals/damage spells... hopefully I get those in there too.
...
Very interested to see how you implemented fire-teams.
For me and I suspect at least Lesmartes, the biggest thing is effective healing of the GF & Pets up in the Fray.
When this current group gets to 60 I plan to have the ability to mix groups as follows (using Tank pets):
1) GF+DCx4 (slow and steady group);
2) GF+DCx2+CWx2 (faster but hopefully steady enough group);
For bosses that don't have high self-healing my though is that if GF+DCx4 can't do it then likely it cant be done... The fire groups would simply be:
In the Fray: GF + Tank Pets in the Fray;
Back from the Fray: DCx4 in tight cluster AoE healing & Focus Fire on Boss and AoEing Damage & Focus Firing on adds (with GF taunting some);
DC spells that I think are key for the Healing/DPS group are:
- Astral Shield (with Divinity) AoE on 'self' so the Cleric Group has this as continuously as possible (2 Clerics should be able to alternate and keep it going indefinitely with good timing);
- Sun Burst to heal DC group & AoE adds that come to them; Use "extra" divinity PiPs to round robin throw adds back and slow down the incoming damage;
- Round Robin Daily Hallowed Ground feated for healing in addition to the other benefits it gives (should help the Tank and Pets also).
- At wills Focus Fire (FF) on Boss until adds come and then FF on each add till then are gone (maybe use a second DPS daily here).
- Forgemaster's Flame w/Divinity on the Boss to heal the GF and Pets (the other 2 Clerics should always be able to keep it up on boss and the Astral Sheild clerics will give as much as they can which should be at least every other cast cool-down).
- Party drink potions as needed to supplement healing during spikes;
I put a sample of the timing I have planned & uploaded a sample keybind that AoE target's self in the other thread. If I get more time I will try to document it in more detail the timings and rotations in another post. I think efficient use of Divinity & coordination will be the key...