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  #61 (permalink)  
Old 6th July 2008, 01:20 PM
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Cleric x 2
Sorc
Arms x 2
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  #62 (permalink)  
Old 6th July 2008, 02:26 PM
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Originally Posted by Patriarch<>Matriarch View Post
I have a feel alot of people will be running mid push tank grps with massive interrupts comming from valks

Albion with no theug, I don't know how that will work at all, but still time for them to figure that out, wether they go ahead and leave theugs out.

Main problem there as I see it is: Mids will have : Shaman, pac healer, valk as interrupt.

Hibernia will have: Bards, champion, eld

Albion will have: Minstrel and??? Can't really run with a reaver they don't have the same damage anymore with Levi nerf, ( same for valks , but valks have alot better rupt and heals aswell ) think albion will struggle, also since they can't fully buff their group with no buffbots.

2x clerics, 1x caba, paladin/2h/hyrbid spec ), minstrel, sorc - only 3 spots left...

For full buffs = friar,

For remotley any interrupts in the box = reaver

Now there is one spot left... won't work.

Perhaps a full caster group, 2x sorc, 3x caba, 2x clerics minstrel. And at high rrs add a hyrbid paladin for the slam insead of one caba, OK 2h dmg with celerity, and put in an armsman instead of minstrel, due to rr8+ u can afford not having spd6 and sos.

Alb will struggle qq
Albs won't be running with Reavers because they are an SI class.

For interrupts albs have:
Sorc - bolt range mezz, amnesia, pet
Cabby - nearsight, aoe disease, pet
Minstrel - 2x insta DD, 1x insta stun, pet

Sorc, Cabby, Minstrel, 2x Cleric, Friar, Armsmen, Mercenary seems a perfectly reasonable group setup.

Mid groups may well be able to run pure tank groups with good interrupts but they will be lacking in other areas. With no access to LW a Mid tank group can just do melee damage so Physical Defence will be incredibly popular among casters and BoF will be popular among druids/clerics. Buffed pets will be a huge pain especially with the reduction in CC.
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  #63 (permalink)  
Old 6th July 2008, 02:37 PM
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I don't think i would have a Mercenary in a setgrp tbh.
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  #64 (permalink)  
Old 6th July 2008, 03:13 PM
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Originally Posted by - English - View Post
well tbh i think a good alb grp can be easily made without a therg.

A good sorc can keep the group interupted. Im intrested in a debuff grp on this server tbh as even tho theres no + dex and cast speed etc, old debuff grps used to annilihate alot of grps.

I reckon charge maybe a prob then since im not sure if it worked the same in OF as it does now

A sorc can't do cc, demezz, kite, pre kite, position and interrupt. No freakin way in todays DAoC.

I thought about a debuff grp aswell, they are easy to run vs low rr grps, wich everyone will be in the start, but as soon as enemy tanks get determination, charge, purge and starts do do higher dps you have to balance out your caster grp to a hybrid grp. Talked abit about it in a post above.

But I do believe albs with no petspam will suffer alot.

Just take a fotm hib setup.

2x Druids, one high reg, one high nurture spec ( shears etc ).
1x Bard - 2k range on end song, spd6, instant mezzes, normal aoe mez and BUFFS!. ( also AF buff now with recent changes)
1x BM with charge and determination, MoP - good dps
1x Hero, all heavy tanks are damn nice with the love they had the last years.
1x Champion, instant interrupts/debuffs, snares, good 2h dps, slam with hybrid spec.
1x Eld, interrupt, snares, OK single target nukes, ns, disease, stun
1x Ench, pet, debuff nukes both cold (for eld) and heat (himself), stuns and PBAOE to kill pets/box.

Hib groups will be very potent, mid groups aswell, especially with valk ruining hib pbaoe boxes with ease. Albs as I see it will have very little and if they ain't equal in the interrupt game it will be so hard.

Alb tank group can't afford a minstrel + friar, and they still need:

2x clerics, 1x cc sorc, 1x caba. And if they run anything but a full caster grp they will need a hybrid paladin for the end and celerity in the train.

Thats 5 spots taken by key classes ( tank grp or hybrid grp = pala, full caster u need a minty ).

2 spots left for dps and still you have no source of reliable interruption, I for sure won't play alb on an Origin server

Also keep in mind 2x clerics can not buff a whole group, just not possible.
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  #65 (permalink)  
Old 6th July 2008, 03:39 PM
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Hib:

Bard
Druid x 2
Warden
Eld (mana)
BM
Champ/Chanter/Ment/Second BM
Hero

Mid:

Skald
Healer x 2
Warrior
Valk
Zerker x 2
RM

Alb:

Scout x 7
Mincer
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  #66 (permalink)  
Old 6th July 2008, 03:58 PM
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Quote:
Originally Posted by Faeldawn View Post
Hib:

Bard
Druid x 2
Warden
Eld (mana)
BM
Champ/Chanter/Ment/Second BM
Hero


Why a warden ? Last I checked they are useless in train even with celerity, their heals not needed ( can't really heal while following tanks with celerity ), buffs not needed all get full buffs from 2x druids and 1 bard.


Think a nice mid setup would be.

2x healers, one pac one auger.
Shaman
rm
sm
skald (valk/savage, bers would say bd if they were in )
warrior
savage/bers

Last edited by Patriarch<>Matriarch; 6th July 2008 at 04:01 PM.
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  #67 (permalink)  
Old 6th July 2008, 04:01 PM
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Quote:
Originally Posted by Patriarch<>Matriarch View Post
A sorc can't do cc, demezz, kite, pre kite, position and interrupt. No freakin way in todays DAoC.

I thought about a debuff grp aswell, they are easy to run vs low rr grps, wich everyone will be in the start, but as soon as enemy tanks get determination, charge, purge and starts do do higher dps you have to balance out your caster grp to a hybrid grp. Talked abit about it in a post above.

But I do believe albs with no petspam will suffer alot.

Alb tank group can't afford a minstrel + friar, and they still need:

2x clerics, 1x cc sorc, 1x caba. And if they run anything but a full caster grp they will need a hybrid paladin for the end and celerity in the train.

Thats 5 spots taken by key classes ( tank grp or hybrid grp = pala, full caster u need a minty ).

2 spots left for dps and still you have no source of reliable interruption, I for sure won't play alb on an Origin server

Also keep in mind 2x clerics can not buff a whole group, just not possible.
If hibs aren't running a warden for celerity albs don't need to run a paladin either. End pots and LW1 can provide perma sprint.

I don't see why a sorc can't position himself, cc, interupt and demezz. Thats no different from either the bard or the pac healer.

We have no idea what they are doing with buffs. They have mentioned a universal buff system. 2x clerics may well be enough and 2x clerics and a friar won't be bad as I suspect the friar will keep alot of the new procs he has, unlike say the valk which has already been said will be toned down by changing the styles it has.

Now given you think alb is so weak maybe you could clarify that when you get beaten by an alb group on origins you will admit they must be much more skillful than you because they are obviously playing hard mode.
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  #68 (permalink)  
Old 6th July 2008, 04:07 PM
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sorc, sorc, caba, caba, cleric, cleric, heretic, minstrel

damn not having theurgists on alb
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  #69 (permalink)  
Old 6th July 2008, 04:18 PM
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You also don't get the tic.

Sorc sorc caba caba minc friar cler cler perhaps. Idk.
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  #70 (permalink)  
Old 6th July 2008, 04:23 PM
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Quote:
Originally Posted by Patriarch<>Matriarch View Post
Why a warden ? Last I checked they are useless in train even with celerity, their heals not needed ( can't really heal while following tanks with celerity ), buffs not needed all get full buffs from 2x druids and 1 bard.

Hero or warden for guard if running hybrid group. Lots of pros and cons for either. Wardens have guard so could do the old guard job that heroes did upto 1.64/5. Not as durable as hero who will be far harder to kill than now either way.

Depends whats on the server, what sort of groups you face and so forth. 24% extra body resists as won't be any champion resists might be okay, plus q a lot of wardens util comes with hots(sadly nerfed now tho), insta heal(VR)/insta rez, twf and kite to position heal, mass preheal, drop to guarding etc.

Hero has a lot of util as off and def. Popping warden on train isn't really much good, but playing warden in free role, knowing when to interupt, twf, drop backand heal or just plain guard then roam when tanks dead might work out.
Then again you could spec a warden on a train perhaps. Get AOTG, d/add chant, twist with celerity so can get extra 27.5dps and then use RR5 and hots. Tanks will benefit from that dps, just not from warden much.

Hero/Arms/Warriors magic damage resistance plus soldiers barricade might make them a really good option as there won't be banelords. Bms, mercs, zerks will have charge (they have to remove it from valks or its gonna be totally one-sided) and just use heavy tanks to soak damage which will be a lot less than toa servers. All in all be down to what you face in the main, hopefully it won't be everyone runs exact same setup.

Game going to be about the cc timers and reapp of cc more so than now, even in short fights. That's dependindgon if they implement it as they currently suggest.
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  #71 (permalink)  
Old 6th July 2008, 04:38 PM
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Originally Posted by Tuorin View Post
Hero or warden for guard if running hybrid group. Lots of pros and cons for either. Wardens have guard so could do the old guard job that heroes did upto 1.64/5. Not as durable as hero who will be far harder to kill than now either way.

Depends whats on the server, what sort of groups you face and so forth. 24% extra body resists as won't be any champion resists might be okay, plus q a lot of wardens util comes with hots(sadly nerfed now tho), insta heal(VR)/insta rez, twf and kite to position heal, mass preheal, drop to guarding etc.

Hero has a lot of util as off and def. Popping warden on train isn't really much good, but playing warden in free role, knowing when to interupt, twf, drop backand heal or just plain guard then roam when tanks dead might work out.
Then again you could spec a warden on a train perhaps. Get AOTG, d/add chant, twist with celerity so can get extra 27.5dps and then use RR5 and hots. Tanks will benefit from that dps, just not from warden much.

Hero/Arms/Warriors magic damage resistance plus soldiers barricade might make them a really good option as there won't be banelords. Bms, mercs, zerks will have charge (they have to remove it from valks or its gonna be totally one-sided) and just use heavy tanks to soak damage which will be a lot less than toa servers. All in all be down to what you face in the main, hopefully it won't be everyone runs exact same setup.

Game going to be about the cc timers and reapp of cc more so than now, even in short fights. That's dependindgon if they implement it as they currently suggest.

Hmm, yah you got some good points there. I merly thought of using the Hero / champ as a defensive guarder against a tank heavy group, especially with DW nerf, making gaurd very nice. Giving up a perma spot to a warden for situational use of guard is in my book harsh

The added 24% resis is raped by debuffs though, debuff on 50% body and debuff on 26% body yields roughly the same dmg kinda, caps you in either way ( iirc ).

---
@Cadelin
Having a 2h hybrid paladin in the albion armsman train is alot better then having a warden in a hib grp where he cant heal and provide cele at same time+interrupt. It isn't so easy to explain but hibs get most of their key abils already, and having that warden is more situational then actually making that group work.

The Hybrid paladin specced 42 shield, 44 2h 51 compsite weapon will carry the grp with gellow celerity and gellow endo and gellow / blue elemental resis. Armsman + hybrid pala does alot alot alot more dps then only an armsman.

About the sorc stuff, ofc a sorc CAN do it all but enemy group will not have a hard time locking one class, it is like placing too many eggs in one basket going to the market... if you loose one egg you loose them all basically.

Thats why Bard who can cc, and interrupt, end song, spd for support to pre kite...
An Eldritch, diease spam ( form of cc + interrupt + cripple heals for burst dmg ), aoe snares ( cc ), ns..
and a Champion with ST, instant interrupts, debuffs, slam, 2h dmg will have it alot easier doing the rupts, it is spread over 3 classes that does the same thing in diffrent ways. It will be superior to a sorc running away from a bers the whole fight

Last edited by Patriarch<>Matriarch; 6th July 2008 at 04:43 PM.
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  #72 (permalink)  
Old 6th July 2008, 05:44 PM
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Quote:
Originally Posted by Patriarch<>Matriarch View Post
Hmm, yah you got some good points there. I merly thought of using the Hero / champ as a defensive guarder against a tank heavy group, especially with DW nerf, making gaurd very nice. Giving up a perma spot to a warden for situational use of guard is in my book harsh

The added 24% resis is raped by debuffs though, debuff on 50% body and debuff on 26% body yields roughly the same dmg kinda, caps you in either way ( iirc ).
I'd prefer to play hero for sure, warden can do the pure guard job and be picked for guard firstly. If your group is very good, then once threats to casters have been removed, then warden can use some of his many abilities. As always with warden, none are absolute difference makers on paper.

How a warden would do in a sort of 1.64/5 variant of daoc against 3 strong tanks remains to be seen. He would last longer than now using toa +caps for sure. Could a warden with 42shield, some mob and decent dex withstand as a guard 2 zerkers and a valk for example? Depends a lot on what they do anyway with slam. If they remove it as an anytime then wardens simply can't afford to spec any higher than 42 shield even if they keep the offblock at 50 shield. Making a warden 50 shield gimps him completely with 1.8 spec points.

The fact always remains is a warden has several hundred hps less than a hero regardless of anything else. He just wouldn't do as good as a pure guard as the class is not as tough as either champ or hero. Strong tanks and casters could take down the warden guarder first, whereas they never could target the guard first. As examples toa wardens as BG get maed down, whereas hero can't be maed down in anything like the time, even with the extra dps of +caps/speed etc. In essence a s/s champ could make a good guard, but still way short of heavy tank survivability wise.

I think in reality all that will happen if teams run warden as pure guard is he will be maed down first.
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  #73 (permalink)  
Old 6th July 2008, 08:53 PM
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Originally Posted by Tuorin View Post
If your group is very good
Thats Patri out of the picture then!

Though I agree with Tuo, I would prefer a hero over warden, because of the added offensive utility once threats are locked down, and mostly the general increased toughness over a warden for guarding. Im not convinced the warden's toys bring enough to the table to outweigh that. Purely personal opinion though ofc~
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  #74 (permalink)  
Old 6th July 2008, 09:06 PM
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sorc, sorc, caba, caba, cleric, cleric, heretic, minstrel

damn not having theurgists on alb
since when will heretics be in ;p
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  #75 (permalink)  
Old 6th July 2008, 09:11 PM
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Quote:
Originally Posted by Patriarch<>Matriarch View Post
Why a warden ? Last I checked they are useless in train even with celerity, their heals not needed ( can't really heal while following tanks with celerity ), buffs not needed all get full buffs from 2x druids and 1 bard.
Wardens are very versatile, post ToA wardens became BG bots when they have a lot of very useful tools. Wardens are not an assist tank train class, but they can take any healer out of the game. Get a warden on yer ass and you'll need to call in help to scrape him off, you can't outrun him. If one player can tie-up two or even three opponents then your effectively 7v5 for a while.

Don't knock their use as a backup healer/rezzer either, if your healers are interrupted a good warden can kick out decent single line heals if needed.

A good, well played warden who knows what to do and reacts well to the situation is a great asset to have in a hib 8-man. They cannot take or deal damage like a hero or champ, but they bring a lot more to the party.

Side note, pre-SI wardens did not have celerity, hots, shield spec etc so a lot depends on what Mythic decide to do with them and all the other classes as it's unclear at the moment if they will all be current, pre-SI or some combination of both.
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