Most Overpowered Group Duo build?
Ok so obviously I want to play non-hardcore with friend who is new to league. And was just curious what you guys think is the most OP duo build to run currently, I mean that has good synergy and can combo well together?
I was thinking like Dual/spork and well I guess anything else lol. What do you guys think? I always look forward to hearing all the great suggestions. This thread has been automatically archived. Replies are disabled.
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Most overpowered? No idea.
But there are plenty things I can think of that'll go well together. A few examples: - minion/aura witch + crit ranger - blood rage conduit shadow or duelist + ice witch - Tank marauder + storm call witch (you can tell I'm on a bit of a witch bent lately, right?) - Tankcrobatic ranger + frenzy specialist On a more abstract level, look for synergies between: - Curses used: only one player - if anyone - should get one, and it should benefit both of you. - Auras used: pick different auras, obviously, since they don't stack with themselves. - Range: some situations are deadly for range, and some are deadly for melee; making sure you have a solution for each situation is a good plan. - Gear: avoid going for exactly the same stuff unless you want to be doing hand-me-downs. Easiest way to ensure this is to pick characters on opposite sides of the tree: Witch/Duelist, Marauder/Shadow, Ranger/Templar. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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If you want just raw clear speed and are willing to invest in gear and don't really care if you die a few times due to reflect or whatnot, I think an auramancer summoner + phys wander is about as OP a duo as you can get.
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There is no real overpowered duo honestly.
Their is like no synergy between characters because there is no group oriented gameplay, this game is all about solo designed character ... The only thing that can differentiate characters roles in a group are : - MF culler - aura bot - damage dealer ( 95% of the chars at least ). -> You can still cull on switch anyway, and there is no need in order to progress through the game -> You can have one / two aura per char during progression ( more with some builds ), so you don't need an aura bot, especially with two players. Just get archetype that use different auras and play what you want, this game is not about group design, it's about self-character design mostly. Now as Skivverus said, try to well fit as many situations as possible ( but since every situation is manageable with almost any char - so not talking about BM maps i.e. - it would just make your life a little easier ... ), so one melee + one range seems to be a good solution. I'm playign with a friend sometimes when he logs in, and I got a templar block - aura - firestorm. He has a ranger and likes the tanking + the clarity, basically. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Jan 8, 2014, 4:51:13 AM
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Freezer+Cycloner. Nice combo, can pass almost anything. But rather for engame though.
Anticipation slowly dissipates...
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"\ What build is physical wander? And doesn't the auramancer require a alpha howl or no? |
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I've been musing over the idea of aura summoner witch w/ extra curse + crit archer. Projectile + critical weakness or vulnerability, or all 3 maybe with the unique ring. Would be insanely safe as well as insanely damaging. Well, so long as you have a backup for reflect.
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dual discharge with different auras and conduit.
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that dual discharge is probably brutle
but as many have said , the big bullet points are many auras that neither of you share and then everything else is just gravy |
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Sharing auras/curses is the most important thing in a duo.
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