
Originally Posted by
cbomya
Hello all,
I've ran quite a few epics before and after U9, and wanted to share my experience as it relates to this discussion. For context, the majority of my epic questing is done with guild members and friends, not because we dislike pick up groups, but to ensure that useful scrolls stay 'within the family'.
Pre U9 our typical group would consist of at least one caster, usually an AM specced for crowd control, at least one healer, usually one capable of melee, and the remaining slots were typically melee characters, usually a monk was desired to assist the caster with crowd controlling loose enemies. The caster would dance, hold, web, hypnotize the enemies, cast a few buffs, and occasionally swing a Dreamsplitter. If we had a lower DC caster doing the crowd control, that caster would typically need to keep up displacement on the party to make up for the lower DC during difficult encounters. The melee would beat down trash and bosses, the healer would do the same, while healing through the damage of loose trash and bosses. The caster's ability to CC made him or her the most important player, since epic mobs deal so much damage and have so much health, a healer could not reasonably heal a group through a direct confrontation.
Post U9 our typical group make up has been altered dramatically. Every AM in the guild has turned PM, and all caster parties have become the standard for all of our epic questing. The only time we revert back to a Pre U9 party makeup, is in the event we plan to run the same epic quest multiple times.
Death spells, especially the AOE ones, have allowed casters to fulfill the role that our melee characters once filled in killing epic trash. The first step is the same of course, round up your enemies into a disco ball, maybe drop a mind fog or web as well if your DC is lower. But rather than have a group of melee beat those enemies, simply drop a circle of death, then a wail, then a finger, if there's anything left, drag it to the next disco ball.
Damage over time spells also allow casters to fulfill the role that our melee characters once filled in killing epic bosses. Casters now have a number of advantages over melee when it comes to killing epic bosses. A totally under geared caster can put out similar damage as a melee by simply stacking his or her DOT spells. Melees need to have a variety of gear and buffs in order to hit some of the extremely high armor classes found on epic enemies, while casters need only target the boss and press a button in order to do very similar damage. Further, casters often do not need a healer to watch their health like a melee would because they do not have to stand toe to toe with their enemy in order to deal damage.
U9 has drastically changed the face of epics for me and my typical group. An easy epic like Big Top was once considered fast if it was less than 10 minutes, now (in a caster heavy group) a fast run is 5 minutes or less. A difficult epic like Into the Deep once required a full and balanced party to complete without drinking a bunch of pots, now it can be completed by two casters without using any pots in a similar time frame. Similarly in epic Devil Assault it was almost mandatory to build a full and balanced group to complete without pot using any pots, now it can be completed entirely by casters, not even a full group of them mind you, without difficulty or pots.
Above is just a brief summary of my experience in epics pre and post U9, whether or not DOT and death spells should be changed remains up for debate. Personally, I very much miss epics pre U9. Every class had an important role to play and our group would stick together and use far more teamwork to complete the quest. Instead of assigning roles for a big fight, (you kite, you tank, you heal, the rest of you melee on the boss's backside) it's pretty much everyone for himself (you DOT, you DOT, you DOT, run around, don't get hit, heal yourself).
One could say to me, if you like pre U9 tactics so much, why not just use them? They still work! And it's true, Pre U9 tactics do work, and as I mentioned we employ them when running the same epic quest multiple times since, well, we don't all have multiple capped casters. Frankly however, I find it irrational and crazy to purposely make a quest longer and more difficult for the same reward, it's the same reason very few groups run epic VON6 without a bard, sure you could do it, but why make it harder on the group? I'd much rather the game designers make quests that require a balanced party, in which every class has some important role to fulfill. Don't get me wrong, I am having fun blitzing all the epic content in record setting times in all caster parties, but I really, really miss having some logical reason to bring my melee characters into epics.