Monsters and Memories (Project_N) - Old School Indie MMO

Valorath

Vyemm Raider
1,357
2,680
My brother really liked pulling as a rogue. Got caught with his pants down a couple times, though. Casters with root were a problem for him.
 

Muligan

Trakanon Raider
3,291
945
So reading a lot of comments and not playing in a lot of group situations, I’m assuming they’re attempting to bring back the art of pulling? I’m guessing a core group trinity is in MnM as a foundation for maximizing group success?

I’m pretty excited if that’s the case. I played a tank in WoW for several expansions in a raiding guild and one of my frustrations with the design of “pushing keys” or mythics was more about knowing a route and dps than groups roles and necessity. As a tank you were expected to know the perfect route and what you do or do not need to pull. Then it was just about burning it down. I miss the importance of the group make up and the proficiency of the class.
 
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bolok

Trakanon Raider
1,375
765
So reading a lot of comments and not playing in a lot of group situations, I’m assuming they’re attempting to bring back the art of pulling? I’m guessing a core group trinity is in MnM as a foundation for maximizing group success?

I’m pretty excited if that’s the case. I played a tank in WoW for several expansions in a raiding guild and one of my frustrations with the design of “pushing keys” or mythics was more about knowing a route and dps than groups roles and necessity. As a tank you were expected to know the perfect route and what you do or do not need to pull. Then it was just about burning it down. I miss the importance of the group make up and the proficiency of the class.
CC is definitely a valid role in a group, and you'll generally want a class that can break camps by pulling in some fashion. There is barely any AE dmg abilities so burning packs down isn't in the design at all.