B
bult
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- #61
Originally posted by Hatt
After reading your whine for like 3 months i feel a bit sorry for you.
so here is your new fotm group. Based on my own experiences
2 Clerics, 1 pala, 1 mincer, 1 sorc , 2-3mercs , 0-1 arms.
try mez.
Use DEBUFF. (=win)
Hmm.. paladin.. GUARDS clerics / sorc... mm and.. slam enemy support if you got chance (otherwise mincer stuns).. Don't attack, paladins are pretty useless :/.
mercs use SNARE styles or try get pf off on enemy support.
Sos if you get bad start,,
Clerics heals ofc. Dont.. stun.. tanks.
and yea.. good luck![]()
rofl such good tips!!!11
Originally posted by Sharp Thing
a good alb grp with capable ppl has no probs with savage grps :> (or shouldnt have any!)
get a clue.
Originally posted by congin
well try using 2 clerics and you may have some chance against savage groups... 2 clerics in alb groups here is very rare
havent been in a group since SI pretty much that dont have 2 clerics.... maybe you just aint that good at spotting them?.
Do u expect the random rr2 albs that go RvR for the first time to go with this group? well guess what there are plenty of brehon/vakten groups in mid that suck BIGTIME and have uber gimp setup, this thread is kinda useless tbh.
Give us some new ideas on how to beat savage groups instead of some old cookie cutter group setup that all rvr guilds use or atleast know of by now.
Oh and to Jiggs, im sorry but why 2 41 rejuv clerics? u really need one cleric with atleast 37 enhance for the 16% energy buff. 1 cleric with 40-41 rejuv and 1 with 39 imo.