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Old Dec 8th, 2009, 02:00:03   #21
Grind42
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Originally Posted by taylojl View Post
So does an enforcer end of with more HP overall or what? is the main difference between the 2, AOE Taunt vs absorbs?
Lol

Enf can get 80k HP with SL Ess & yes obviously has taunts way better than sol. Aoe & Singles.

Sol can get possibly 25-30k Max if trox with Reflects. Single taunt (but not great) also some area taunt perks like Clipfever
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Old Dec 8th, 2009, 17:58:59   #22
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I dual box, but I do it with window tabbing on one machine.

Best two combos, where you cover a ton of the bases and the 2nd character can run in near autopilot, at least IMHO:

Enforcer-MP

MA-Crat

Here's why I say this, having played these combos among several others:

With the Enforcer/MP combo, you set the heal pet to the enforcer, attack pet "guards" the enforcer with an assist macro, MP is on follow, and you go auto-attack with bow from ranged. You can then focus on the enforcer box, and have healing/DD support on autopilot. Plus, you get the MP buffs for casting bigger essence/mongo/taunt. No way the MP gets aggro off an enforcer. To max DPS, this gets a bit more involved since MP pet buffs are short. The guarding mechanic is tricky, so you have to practice.

MA/Crat combo works very similar, just healing is changed. MA heal thyself, crat backs up DD with pets and auto attack with pistols from ranged. Again, you stay focused on tank, and can let 2nd box autopilot. This combo has serious DPS potential later on, but at that point, the crat would be the focus and you'd be swapping a lot more, because you'd need a charmed pet and the MA specials working together. But this is the combo I am currently most excited to play.

Benefits of these combos:

-You can stay on one box easier and keep trouble away from second box.
-Healing is covered.
-Tanking is covered.
-DD is covered
-AE and crowd control is covered.
-Primary toon (enforcer and MA) are decent PVPers

Now these aren't ideal duos, where two people are running their own characters, but are great for boxing because you can focus on the 1st box and let the 2nd one just follow along.

YMMV, but with two accounts, you can experiment and have a ton of fun.
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Old Dec 8th, 2009, 22:16:51   #23
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http://forums.anarchy-online.com/sho...d.php?t=566177

^^ Similar discussion in a different section of these forums. Makes for more good reading which might be useful
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Old Dec 9th, 2009, 07:18:34   #24
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Well my soldier and enforcer is the same level right now, none exactly twinked out, never care much for that just like to have fun, both enfo and solja is casting there top, non level locked special hp buffs and soldier is around 6500ish hp and enfo with behe/cs is at 10004hp both trox using T1 armor, and using mostly/only symbiants.

Enfo has been able to solo missions with real means and ace type mobs, if you get a tank type ace/real mean i likely fail thanks to there silly amount of hp but these mobs are still lvl 200+
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Old Dec 11th, 2009, 01:18:39   #25
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Does Keeper Aruas effect pets? Finally came down to I want to play my keeper. Was going to 2 box with my keeper with either MP or Engineer pets as backup. Thinking of Engineer currently because he can stack AC buffs and such on my keeper as well, what do yall think. Will the bot get the aruas?

Last edited by taylojl; Dec 11th, 2009 at 01:25:19..
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Old Dec 11th, 2009, 01:40:19   #26
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Originally Posted by taylojl View Post
Does Keeper Aruas effect pets? Finally came down to I want to play my keeper. Was going to 2 box with my keeper with either MP or Engineer pets as backup. Thinking of Engineer currently because he can stack AC buffs and such on my keeper as well, what do yall think. Will the bot get the aruas?
Keeper auras are team, so no. Only vicinity auras (crat speech, engi sympathetic thing) will buff your pets, other than the master's buffs of course.
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Old Dec 11th, 2009, 14:46:15   #27
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So do you think a keeper Engineer team would work at all? I would be playing the keeper mainly with the engineer and pet as backup.
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Old Dec 17th, 2009, 06:27:46   #28
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I think the engineer/keeper duo would be pretty good. Neither requires fancy footwork in combat. Both get a lot of their abilities from buffing, which can be annoying (see http://forums.anarchy-online.com/sho...d.php?t=565513 , which I started because I was so tired of buffing - playing engineer, keeper, and advent :P) but that's probably a good thing if you're 2-boxing.

This probably sounds weird, but your best bet with the engineer is stay out of line of sight of mobs, and just let the pet handle the mobs. This will mean staying in missions and dungeons mostly. An MP is really useful to an engineer, as you know, and is really only needed to buff you so you can cast your pet. The rest that an MP can do is pure gravy. I'm pretty much a gimp, but a level 38 MP and 25 trader were enough to buff me into a slayerdroid (level 198) when I was somewhere around level 120-130, at which point I could run level 180+ missions, and didn't lose control of the pet once the buffs ran out.

So you really don't NEED to 2-box with an engineer. If I was going to 2-box an engineer, I'd choose one with good, ranged dps, like a fixer, who is also low maintenance in combat (only need to mash specials and perks when they light up) and can help with traveling.

Just keep the engineer out of line sight.

Edited Note: Until you get Disruptive Void Projector, http://auno.org/ao/db.php?id=154715 , which blinds the mobs so they have a very hard time hitting you.

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Old Dec 17th, 2009, 08:15:53   #29
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im always perplexed reading these threads with all the weird combos in them.

For any serious stuff you want doc+tank or crat
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Old Dec 29th, 2009, 02:01:24   #30
kiint
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im very happy with my enf/crat box

1 enf enters rooms, mongos
2 change to crat. calm adds. chain calm if needed
3 you find team cause you have xp buff/perk + calms
4 when running 2 chars in high inf mish and
beginning to get the hang of things, start adding
first and second pet. this can get a bit scary. which
adds to the fun
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Old Dec 30th, 2009, 03:02:12   #31
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Quite often play with enf/doc/sol/crat

So just do that. :P

Failing that, enf/sol + doc is good. Sol is simpler, but enf is more effective but trickier to do if you want to do proper DPS

Doc/Crat works well also, but it does depend on the encounter. Plus side, is that theres always room for these classes in teams/raids/can start your own, etc.
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Old Dec 30th, 2009, 22:10:00   #32
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The more I play my crat, the more I realize that a crat + anyone is a good 2 box, just put the 2nd toon on /follow and play the crat, since you can already solo most hard stuff anyway. If you get in a jam, use the 2nd account to help DPS or whatever. I just level alts by putting them on crat follow now, and minus some quick swaps for pathing corrections or to do more DPS, I pretty much stay in the crat's window the whole time.
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Old Dec 31st, 2009, 03:45:36   #33
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Thats interesting, I usually do the opposite when playing crat, unless I am chain nuking on the crat.
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Old Jan 5th, 2010, 14:22:44   #34
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Quote:
Originally Posted by Tommara3 View Post
An MP is really useful to an engineer, as you know, and is really only needed to buff you so you can cast your pet. The rest that an MP can do is pure gravy. I'm pretty much a gimp, but a level 38 MP and 25 trader were enough to buff me into a slayerdroid (level 198) when I was somewhere around level 120-130, at which point I could run level 180+ missions, and didn't lose control of the pet once the buffs ran out.

So you really don't NEED to 2-box with an engineer. If I was going to 2-box an engineer, I'd choose one with good, ranged dps, like a fixer, who is also low maintenance in combat (only need to mash specials and perks when they light up) and can help with traveling.

Just keep the engineer out of line sight.

Edited Note: Until you get Disruptive Void Projector, http://auno.org/ao/db.php?id=154715 , which blinds the mobs so they have a very hard time hitting you.
I'm currently running the Engi/MP combo and it does work very well. The DVP works very well, so the Engi, around level 165 can move right up close to the mob using DVP and the heal pet. Normally, it is the MP that ends up hiding.

The only real limitation in this combo is that the Pet is level locked at QL 200. So it can't tank the biggest of foe, even with the blue MP pet as additional DD.

Because the MP makes the Engi so much better, I love this combo for the Engi. Plus with this combo you have trade skiller and someone to make those irritating crystals for garden quests.
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Old Jan 12th, 2010, 21:03:32   #35
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Thats interesting, I usually do the opposite when playing crat, unless I am chain nuking on the crat.
Anywhere you can grab a good charm mob, which is basically anywhere outside ToTW and IS, you can solo like a maniac with a crat. With melee profs, I switch less and just drag them along for dual exping. When I have ranged profs on crat-follow, I switch more. It also depends on what I am doing. Indoors, I hardly ever leave the crat except for pathing issues with /follow. Outside, I switch around more because I generally am in areas with adds.

And chain nuking with a crat? Never do it. Dual CDRs are more nano efficient, and I like to save my nanopool for calms and recharms. I'll go into burn down mode if the situation requires it, but in any situation where it would be needed, if charm works, I just grab the short charm for temporary needs, and sick three pets and my CDRs on whatever I would chain nuke. Not sure of the difference in killspeed, but I am comfy with my method.

It really depends on playstyle and what folks are comfy with to optimize the dual box. Putting toons on crat follow works for me because I just like staying in the crat window. YMMV.
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