Vanguard: We get a groove going

We entered the Vault of Heroes (VoH) and, like kings of the castle, walked in the front door as if we owned the place. Truthfully, we didn’t know if we would own or be owned. We had some trouble at the bottom of the stairs transitioning into the circular room when I pulled four-ish. Surprisingly, it was going our way when we got two re-pop adds from behind. We beat them too. It was the only distinct fight I remember from the evening. Everything else was easy. I tried to keep the group tight and moving to stay ahead of the re-pop. I found we could move at a good pace fighting constantly.

Mark has been doing our Warrior duties for the last year, I’m just getting back in the hang of it. Warrior/puller is more work than it looks. During the fights you are looking ahead to the next pull, watching behind for adds, scanning group members for mana and health, trying to keep aggro, plus fighting the good fight. It’s a full time job. Mark does it effortlessly. It makes my head hurt.

Mike seems to be enjoying playing Psionicist. He likes all the tricks and do-hickies a fancy caster brings to the fight. He is, once again, our crowd control. He can take one mob out of the fight with time shifting or something. That one guy removed often makes all the difference in success or failure.

Mark seems happy with the Cleric in Vanguard. Wearing plate, he is a melee fighter as well as healer. I like it also as I don’t have to worry about adds beating on the healer.

My only complaint with Warrior is my lack of offensive options in defensive stance. It seems silly, but I don’t feel I’m doing anything useful unless I’m mashing a button.

We all dinged level 14 in VoH. I’d like to move to the next dungeon, but I think one more evening here. It’s a long way to 3 Rivers, our next stop, and it would take up a goodly amount of our playtime to make the change. We can explore a few more places in VoH, the experience is good, and I can caravan everybody over after.

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