F
- Fedaykin -
Guest
So its 6am and I can’t be assed going RvR because there are no decent albion groups running, so I thought I’d write a little guide to help my fellow albs with a few basic RvR tactics – and to put forward a few of my own ideas.
Basic group formation –
Never leave atk without a balanced group, yes this means 2 clerics (3 clerics is pretty damn uber imo – but most think this doesn’t work) minstrel, paladin and Sorc. Then fill with whatever you can get, try take tanks with determination over a friar/theurg/wiz/caba/2nd pala – well played Reavers are an exception to this. If you set off without this basic formula for group formation than you have no basis to cry nerf! When you are swiftly defeated.
Many albions have only a small window in which to play the game and therefore cannot wait for this essential element of RvR – unfortunately they are doomed to failure within RvR as those who take time to set up groups invariably triumph over the LFG!! Posse.
Roles within groups – I would like someone of high realm rank who plays each class to give a more in depth report on each class. E.g. Farek for paladins, Konah for Mercs, Alpha for mincers etc
Sorc – Mesmerizer, rooter, cure mezz, light damage
Minstrel – SOS! (see later) Cure mezzer! Interrupts on healers
Paladin – Slam’s the MA’s target, END REGEN, ghetto rezz also a guard on the MA is very useful
Armsmen – Determination 4 is a must, why people spec IP over det 4 is beyond me. As a primary CC player I know the power of determination. Soldiers barricade is another great GROUP ra however many Armsmen prefer to keep themselves alive than their group. Main purpose is front end damage. Pole or 2h IMO, either they are the MA or should be following the MA closely
Mercenaries – Again det 4 a must, wanted in groups for their great damage, break pbt for slower tanks who are assisting or are assisting you.
Cabalist – AE disease AE Disease AE disease, nearsight Casters first then Healers (healers spread heal isn’t affected by nearsight). Pet should be placed on shaman/healers/casters/bards/chanters. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Theurgist – Either spec for 6/8 sec pbt or forget it altogether imo and spec higher wind/ice. 10 sec pbt just doesn’t cut it in todays assisting RvR. Pet spam ffs, every support class in sight should have a pet on him, theurgists moan at me “it uses all my power” what use is power if u are dead? They have 2000 range so you can cast them from a safe distance – they are a theurgists best asset so use them well. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Clerics – Find a safe place to heal from, never stand still, use spread heals if u can. ALWAYS have BoF. Sort out BOF order with the other clerics in your group before you set off. Try to Rezz a fallen comrade as fast as you can.
Friars – As a non-det tank you are likely to be left stood in frustration many a fight. Make an arrangement with your mincer/sorcs to demezz you as fast as they can. If you get rooted don’t stand there with your staff pointing at someone.. start healing/rezzing until your movement is free then join up with the MA. Use your insta-taunt well and as often as you can for interrupts.
Wizard – Don’t use VP. It loses more fights than it wins, it breaks Mezz on all your targets, either land it before the sorc mezzes or don’t use it. If u hit a mezzed group with this you have effectively removed the sorc from your group – he may as well never have grouped in he first place. Zoyster/Lac are the best at using VP. They use it as an insta-snare before we can jump the enemy. Assist the MA, nuke down all his targets, never stand still. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Reavers – Assisting the MA, again without det you can be somewhat of a liability, make sure the sorc/mincer knows you are mezzed so you can be back in action as soon as possible. Use your AF debuffs to drop the main targets as fast as you can and if your target tries to run you know which style you should be landing
Necromancers – A liability atm and not much space for you in a RvR group. AF debuff all main targets as fast as you can, get yourself demezzed as fast as you can. Give power to all who need it and use your snares if u can.
Advice when your group is up and running
Don’t go AFK! Obviously asking for trouble, if you need to go afk for something then inform your group so the driver can lead you to a safe spot or even go back to the teleport keep.
Avoid Choke points! Why? You may think. “I thought we were meant to meet the enemy? – we should let them come to us!” << seems to be the general consensus. I regularly see albion groups sat down at AMG rebuffing! Why? Obviously hibs/mids will be running through read to gank you, simply move somewhere more safe – even the amg room is better than sitting and waiting to be killed.
Don’t be annoyed if u lose 1fg v 1fg! Even the best players in each realm do. The difference is many of the top players return to fight as 1fg v 1fg and refuse to summon another group to aid them. Eventually you will win and will be more proud than you would be if u zerged them.
Learn not to break mezz. If the is a mezzed healer and an unmezzed berserker who would you hit?
If you answered healer than type /release
A Mezzed enemy poses no threat! As soon as u touch a healer you will get insta mezzed/stunned. Healers also have no determination meaning they get full duration mezzes. If all are mezzed the order should be:
Shaman
Runemasters
Savages
Berserkers
Warriors
Healers
Of course mezz duration will run out after you have killed 2-3 enemies.. but then answer me this question… what threat does a mid group with 3 healers a skald a warrior pose against a group which has 2 (soon to be 4 again) healers 3 savages…
Savages are just like uber enchanters, they cannot be crowd controlled and can unleash mega damage! Drop the shaman first they lose all their buffs – suddenly they cant evade as much – SLAM – they die in a few secs, healers should be still mezzed, al healers who purge should be controlled by the minstrel/sorc and shaman still dropped first.
Hibs :
If all are mezzed
Don’t touch that druid!
Enchanters!
Other casters
Druids
Tanks
Druid group purge is deadly leave him mezzed he is harmless.
Chanters are the damage, make sure you slam them to avoid MoC, assist the main tank and you should plough through these high risk adversaries.
Keep the bard down, he is their crowd control and endurance regen. If he gets rezzed drop him again ASAP – all recently rezzed people die in a few hits (due to no buffs/shields etc)
Use of SOS
SOS is albions greatest weapon if used correctly, most minstrels need to practice usage of this great tool.
It prevents any form of crowd control for 30 secs!!!!!!!! For gods sake use it right. It should be used BEFORE the enemy group gets inside 1500 range. Used BEFORE you are mezzed and used BEFORE you are rooted. The sorc – invulnerable to CC should be freely available to land his greater duration mezz, BOF should be up rendering any melee damage inert and your groups tanks should be jumping on he bodies of norsemen.
SOS is a great tool – mids/hibs rate it very highly but albions don’t seem to appreciate its great use. Don’t be afraid to use it, if you see enemies on the horizon hit that button!
SOS is a sort of Contraceptive to Mez, put it on before you get down to ZzZz’s
Can’t be assed to write anymore atm, feel free to contribute or to debate any points I have raised.
Fedaykin
Basic group formation –
Never leave atk without a balanced group, yes this means 2 clerics (3 clerics is pretty damn uber imo – but most think this doesn’t work) minstrel, paladin and Sorc. Then fill with whatever you can get, try take tanks with determination over a friar/theurg/wiz/caba/2nd pala – well played Reavers are an exception to this. If you set off without this basic formula for group formation than you have no basis to cry nerf! When you are swiftly defeated.
Many albions have only a small window in which to play the game and therefore cannot wait for this essential element of RvR – unfortunately they are doomed to failure within RvR as those who take time to set up groups invariably triumph over the LFG!! Posse.
Roles within groups – I would like someone of high realm rank who plays each class to give a more in depth report on each class. E.g. Farek for paladins, Konah for Mercs, Alpha for mincers etc
Sorc – Mesmerizer, rooter, cure mezz, light damage
Minstrel – SOS! (see later) Cure mezzer! Interrupts on healers
Paladin – Slam’s the MA’s target, END REGEN, ghetto rezz also a guard on the MA is very useful
Armsmen – Determination 4 is a must, why people spec IP over det 4 is beyond me. As a primary CC player I know the power of determination. Soldiers barricade is another great GROUP ra however many Armsmen prefer to keep themselves alive than their group. Main purpose is front end damage. Pole or 2h IMO, either they are the MA or should be following the MA closely
Mercenaries – Again det 4 a must, wanted in groups for their great damage, break pbt for slower tanks who are assisting or are assisting you.
Cabalist – AE disease AE Disease AE disease, nearsight Casters first then Healers (healers spread heal isn’t affected by nearsight). Pet should be placed on shaman/healers/casters/bards/chanters. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Theurgist – Either spec for 6/8 sec pbt or forget it altogether imo and spec higher wind/ice. 10 sec pbt just doesn’t cut it in todays assisting RvR. Pet spam ffs, every support class in sight should have a pet on him, theurgists moan at me “it uses all my power” what use is power if u are dead? They have 2000 range so you can cast them from a safe distance – they are a theurgists best asset so use them well. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Clerics – Find a safe place to heal from, never stand still, use spread heals if u can. ALWAYS have BoF. Sort out BOF order with the other clerics in your group before you set off. Try to Rezz a fallen comrade as fast as you can.
Friars – As a non-det tank you are likely to be left stood in frustration many a fight. Make an arrangement with your mincer/sorcs to demezz you as fast as they can. If you get rooted don’t stand there with your staff pointing at someone.. start healing/rezzing until your movement is free then join up with the MA. Use your insta-taunt well and as often as you can for interrupts.
Wizard – Don’t use VP. It loses more fights than it wins, it breaks Mezz on all your targets, either land it before the sorc mezzes or don’t use it. If u hit a mezzed group with this you have effectively removed the sorc from your group – he may as well never have grouped in he first place. Zoyster/Lac are the best at using VP. They use it as an insta-snare before we can jump the enemy. Assist the MA, nuke down all his targets, never stand still. Try to hide as much as you can in battles, as a cloth caster you need to be away from the action.
Reavers – Assisting the MA, again without det you can be somewhat of a liability, make sure the sorc/mincer knows you are mezzed so you can be back in action as soon as possible. Use your AF debuffs to drop the main targets as fast as you can and if your target tries to run you know which style you should be landing
Necromancers – A liability atm and not much space for you in a RvR group. AF debuff all main targets as fast as you can, get yourself demezzed as fast as you can. Give power to all who need it and use your snares if u can.
Advice when your group is up and running
Don’t go AFK! Obviously asking for trouble, if you need to go afk for something then inform your group so the driver can lead you to a safe spot or even go back to the teleport keep.
Avoid Choke points! Why? You may think. “I thought we were meant to meet the enemy? – we should let them come to us!” << seems to be the general consensus. I regularly see albion groups sat down at AMG rebuffing! Why? Obviously hibs/mids will be running through read to gank you, simply move somewhere more safe – even the amg room is better than sitting and waiting to be killed.
Don’t be annoyed if u lose 1fg v 1fg! Even the best players in each realm do. The difference is many of the top players return to fight as 1fg v 1fg and refuse to summon another group to aid them. Eventually you will win and will be more proud than you would be if u zerged them.
Learn not to break mezz. If the is a mezzed healer and an unmezzed berserker who would you hit?
If you answered healer than type /release
A Mezzed enemy poses no threat! As soon as u touch a healer you will get insta mezzed/stunned. Healers also have no determination meaning they get full duration mezzes. If all are mezzed the order should be:
Shaman
Runemasters
Savages
Berserkers
Warriors
Healers
Of course mezz duration will run out after you have killed 2-3 enemies.. but then answer me this question… what threat does a mid group with 3 healers a skald a warrior pose against a group which has 2 (soon to be 4 again) healers 3 savages…
Savages are just like uber enchanters, they cannot be crowd controlled and can unleash mega damage! Drop the shaman first they lose all their buffs – suddenly they cant evade as much – SLAM – they die in a few secs, healers should be still mezzed, al healers who purge should be controlled by the minstrel/sorc and shaman still dropped first.
Hibs :
If all are mezzed
Don’t touch that druid!
Enchanters!
Other casters
Druids
Tanks
Druid group purge is deadly leave him mezzed he is harmless.
Chanters are the damage, make sure you slam them to avoid MoC, assist the main tank and you should plough through these high risk adversaries.
Keep the bard down, he is their crowd control and endurance regen. If he gets rezzed drop him again ASAP – all recently rezzed people die in a few hits (due to no buffs/shields etc)
Use of SOS
SOS is albions greatest weapon if used correctly, most minstrels need to practice usage of this great tool.
It prevents any form of crowd control for 30 secs!!!!!!!! For gods sake use it right. It should be used BEFORE the enemy group gets inside 1500 range. Used BEFORE you are mezzed and used BEFORE you are rooted. The sorc – invulnerable to CC should be freely available to land his greater duration mezz, BOF should be up rendering any melee damage inert and your groups tanks should be jumping on he bodies of norsemen.
SOS is a great tool – mids/hibs rate it very highly but albions don’t seem to appreciate its great use. Don’t be afraid to use it, if you see enemies on the horizon hit that button!
SOS is a sort of Contraceptive to Mez, put it on before you get down to ZzZz’s
Can’t be assed to write anymore atm, feel free to contribute or to debate any points I have raised.
Fedaykin