C
Celt/Quib
Guest
Albion Random RvR Group Bible
The aim of this is to creat a text where all that wish to do random rvr groups can establish a common tactical footing, to help overcome the albion problem (we loose most fights vs hibs if numbers are equal)
The goal is not to find out why this is, only to try and fix it, ie if you wish to complain about classes etc do it in another thread please.
This is not intended to cover Zerg warfare, but only roaming FG warfare. Many things are different in zergs and group setups can be very far from ideal and still work well (Thats why so many albs zerg, a FG that is too gimped to do skirmish can still work well in zerg)
The idea is too keep this simple, so every class only has to read a small part of the text, to be able to work well in a random team.
Ideally a player should only read the bit about his own class (and his own subclass) to be able to do teamwork properly
Once this project has reached a semi-finished state, I hope all the classes that needs teamplay to work well will set it as demand that all participants in the random groups they join have read the "bible", and that they will follow it.
First what is a random group?
Its the group you typically join or create at albions tks, i will assume a base of any random group is :
1 Cleric
1 Minstrel
1 Caster
2+ Tanks of wich 1 and only 1 must be defensive tank (best defence is an offence right)
I know that this setup is not always possible to get, but most of the time i think it is. And frankly if you cant get minstrel + cleric atleast, you should not try skirmish, but follow zerg instead.
A note on Assist :
if you type /assist <Name to assist> with no <> you will get the target of <Name to assist>. If you type /macro assist /assist <Name to assist> you will get a quickbarbutton that will give you target of <Name to assist> whenever you press it. There is some delay from when you press it, till it diplays correctly with healthbar, but you can use /face /stick and spells + styles on the target before he is diplayed with health, so dont wait for this.
If your not familiar with /assist go test it on some grey mobs with a friend, to see how it works.
Assist is a very powerfull tool in rvr, it will eleminate the enemys ability to both heal and use PBT properly. Both these tools are very powerfull, so if you can eleminate their use you are far on your way to victory.
Here follows some very basic ways of seeing the different classes, the goal is not to cover every possible way a class works, but to establish what the rest of the party will expect of you ALWAYS. Extra tactics beyond this is the bonus of you being a good player in a team, but you should always be able to deliver the following to the group.
I know this part can be very confusing to read, ideally it will be in web page format, so you click your class and get all relevant info, while skipping the other classes info. Much of it is only my view of this, and since i only have been in rvr with 2 classes i doubt all of it is true.
Post in 2 due to length
The aim of this is to creat a text where all that wish to do random rvr groups can establish a common tactical footing, to help overcome the albion problem (we loose most fights vs hibs if numbers are equal)
The goal is not to find out why this is, only to try and fix it, ie if you wish to complain about classes etc do it in another thread please.
This is not intended to cover Zerg warfare, but only roaming FG warfare. Many things are different in zergs and group setups can be very far from ideal and still work well (Thats why so many albs zerg, a FG that is too gimped to do skirmish can still work well in zerg)
The idea is too keep this simple, so every class only has to read a small part of the text, to be able to work well in a random team.
Ideally a player should only read the bit about his own class (and his own subclass) to be able to do teamwork properly
Once this project has reached a semi-finished state, I hope all the classes that needs teamplay to work well will set it as demand that all participants in the random groups they join have read the "bible", and that they will follow it.
First what is a random group?
Its the group you typically join or create at albions tks, i will assume a base of any random group is :
1 Cleric
1 Minstrel
1 Caster
2+ Tanks of wich 1 and only 1 must be defensive tank (best defence is an offence right)
I know that this setup is not always possible to get, but most of the time i think it is. And frankly if you cant get minstrel + cleric atleast, you should not try skirmish, but follow zerg instead.
A note on Assist :
if you type /assist <Name to assist> with no <> you will get the target of <Name to assist>. If you type /macro assist /assist <Name to assist> you will get a quickbarbutton that will give you target of <Name to assist> whenever you press it. There is some delay from when you press it, till it diplays correctly with healthbar, but you can use /face /stick and spells + styles on the target before he is diplayed with health, so dont wait for this.
If your not familiar with /assist go test it on some grey mobs with a friend, to see how it works.
Assist is a very powerfull tool in rvr, it will eleminate the enemys ability to both heal and use PBT properly. Both these tools are very powerfull, so if you can eleminate their use you are far on your way to victory.
Here follows some very basic ways of seeing the different classes, the goal is not to cover every possible way a class works, but to establish what the rest of the party will expect of you ALWAYS. Extra tactics beyond this is the bonus of you being a good player in a team, but you should always be able to deliver the following to the group.
I know this part can be very confusing to read, ideally it will be in web page format, so you click your class and get all relevant info, while skipping the other classes info. Much of it is only my view of this, and since i only have been in rvr with 2 classes i doubt all of it is true.
Post in 2 due to length