Home » Games News » Charge is a powerful tool when soloing
Ok, so let’s say that you’re in your group, you’ve been assigned your role and you’re supposed Sword of the New World Vis to initiate combat and/or assist in melee.
Charge can give you that extra rage you need, but as you pick a target and go, three other enemies close in on you. Your group rushes in to save you but they only succeed in drawing aggro, which means with you locked in combat with your first target, your healer is dead in record time and the rest of you soon follows.
Charge is a powerful tool when soloing and outside of instances, but in groups it’s often not the best idea.
Most groups focus around pulling enemies out to them, rather than rushing in, so unless there’s only one target or you’re trying to distract an entire room in a suicide rush, it’s not a wise idea to just run in.
A better use of Charge is to wait for someone else to pull an enemy out of a room with a spell or ranged weapon, then Charge or Intercept the enemy when they are close enough, so you can draw aggro and keep your casters safe.
The extra rage you get with Charge is good, but you don’t need it for every battle. Think first before you rush in.
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