Most popular groupsetups?

Helme

Resident Freddy
Joined
Mar 29, 2004
Messages
3,161
Healer (40m/36p) - Sojourner
Healer (40m/36p) - Sojourner
Healer (39m/37a) - Sojourner
Shaman (46a/27c) - Perfector
Spiritmaster (47d/26s) - Convoker
Runemaster (48rc/22d) - Convoker
Bonedancer (48s/24d) - Banelord
Berserker (50w/50la) - Banelord

BD got TWF, rm got 50% cold debuff for SM. 2xml8 BL, 2x speedwarp 3 zephyr etc.
 

lofff

One of Freddy's beloved
Joined
Dec 26, 2003
Messages
783
agree with most of the hib views, basically for hib u need a tank heavy grp and at least one, max two, casters which need to be good kiters, with good reactions and good thinking.. as they are there to take out easy/bged targets and neutralize/interrupt etc.. (and they are gonna have a hell of a time @ survivals ;p)

However.. with BDs (not fully interruptable dmg dealer + improved survability) and the moc+lifetap swarm, caster heavy grps are far more viable for mids and albs. (or should i say, purge>moc>jamlifetap rr4 swarm) And still, tank heavy grps seem to outperform em v much 8<
 

Calo

Part of the furniture
Joined
Jan 21, 2004
Messages
2,227
seeph said:
Well this is our Bokkerijders GG Calo

Although we prefer to run without the skald, it is easy to understand u put him there
Being the skald u are couldn't do without eh ?

But to be serious again the skald spot is interchangeable with a Warrior BG-er (my main), a BD or just about anything that's usefull in doing damage or interupt.

Most important is 3 healers tho.

Ofc every grp with me is good :D

nah skald is imo by far the most fun class...
its a class that can do much, even pve works fine ;)


altho its stupid they dont have det BUt then again i can have moc so that should balance everything up no? :(

oh well atleast i still pwn glamis the smiting suicide bunny. :wub:
 

vintervargen

Banned
Joined
Dec 23, 2003
Messages
2,779
Vodkafairy said:
well, thing with light tanks atm is charge + banelord. very heavy ae interrupts and sos you can't do fuck all about, absolutely nothing

its fun as a buffshearer to play the game 'spot who charges' :D
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
Calo said:
oh well atleast i still pwn glamis the smiting suicide bunny. :wub:

silver streaked smiting suicide shark!
and only coz ye have instamezz and run away :(
 

Vodkafairy

Fledgling Freddie
Joined
Dec 23, 2003
Messages
7,798
vintervargen said:
its fun as a buffshearer to play the game 'spot who charges' :D

lol lately it's every lighttank you see, popping charge at inc :p

strafing, doublestr debuff, qc disease and more strafing helps a bit :p

/hug dha
 

[HB]Jpeg

Loyal Freddie
Joined
Jan 22, 2005
Messages
420
imo

Cleric
Cleric
Friar
Merc
Merc
Sorc
Pally
Mincer

maybe even drop pally for a reaver or 3rd merc


lotsa albs saying friars in grp. but not many seem to invite em. the rvr guilds have there own guild friars. but most the other grps i see running seem to ignore friars when they state they r lfg.

i used to be battlemaster . high enhance and decent rejuve (24rej) but respec'd due to lack of group invites n went solo spec again and changed to perfector.
 

Akyma

Fledgling Freddie
Joined
Jan 24, 2004
Messages
396
MID
Healer P/M soj
Healer M/P soj
Healer A/M soj
Shamy per
Thane BM + ST3
BD BL + wtf3
Zerk BL or Dark SM
Zerk BL

OR evil FG
Healer P/M soj
Healer A/M soj
Shamy perf
Skald soj
Skald soj
Skald soj
Skald soj
Skald soj
x7 FZ x5 SoS x10 insta dd :eek:

ALB
Sorc
Cleric
Cleric
Friar or Pala BM *and the Reaver BL
Reaver BM*
Merc BL
Merc BL
Merc BL

HIB
Bard
Druid
Druid
Warden BM
Hero BM Spear
BM BL
BM BL
Chanter ligth
 

Eregion

Fledgling Freddie
Joined
Jan 21, 2004
Messages
1,218
Ego said:
Uhm yes :p Without sounding to much of an arrogant prick, I believe we're nothing less than VP,VR or Defiance. Groove is a tad tougher than these 3 guilds, but we always give them a good fights as well.
We were badly lacking aug healer last night towards you. shame we never really got to fight without adds except for at berkstead tower ^^. Always a pleasure fighting you.
btw, where has tt been the last weeks?
 

Aliorm

Fledgling Freddie
Joined
Dec 24, 2003
Messages
707
Hib grp:

Bard
Druid
Druid
Warden
Light Eld
Hero
Blademaster
Chanter/Blademaster/Champion

I used this grp, and it work, atleast on LAN grp :)

Mid grp:

Healer
Healer
Healer
Shamman
Berseker
Berseker/Savage
Runemaster
Warrior/Spiritmaster/Bonedancer

Alb grp:

Sorceress
Cleric
Cleric
Theurgist
Mercenary
Mercenary
Cabalist
Sorceres/Paladin/Cabalist/Theur
 

Wela

One of Freddy's beloved
Joined
Jan 14, 2004
Messages
287
Bard - Sojo
Druid 44 nurt - Perf
Druid 39 nurt - perf
Hero - Warlord (offensive ofc!)
Chanter - convk
Light eld - Convk
Mentalist - Warlord
Mana eld - Convk
 

Appollo

Part of the furniture
Joined
Dec 22, 2003
Messages
1,651
Cleric - Rejuv
Cleric - Rejuv
Cleric - Hance/Rejuv
Sorc - Mind
Sorc - Body
Cabby - Tri spec
Reaver - Wotever spec a reaver specs
Pally - Chants n shit

^^best guild RvR grp we ever had.
 

Ghaladriel

Fledgling Freddie
Joined
Dec 22, 2003
Messages
778
Wela said:
Bard - Sojo
Druid 44 nurt - Perf
Druid 39 nurt - perf
Hero - Warlord (offensive ofc!)
Chanter - convk
Light eld - Convk
Mentalist - Warlord
Mana eld - Convk

lolz where are you going this days with 4 mages in group w/o a single BG xD

:fluffle:
 

Garbannoch

Fledgling Freddie
Joined
Dec 27, 2003
Messages
557
well for hibs i would say 3 tanks / 1 caster (3BMs (or 2BM and hero) with charge and warden BGs caster; caster is either light or mana eld or mana chanter)

mids: 3 healer, shaman, bd, 2 zerker, anything for last spot

albs: has imo the most options in the current state of the game; only realm who can make viable mage groups due to insane range, interrupts and self heal capability (lifedrain)


playing a caster is really not fun atm - 17816 possible ways to get interrupted and charge is much worse than the old determination ever was. I really cant believe how mythic can fuck up like this - they removed old det to make all tanks viable and at the same time introduce charge which is more of a must have than determination ever was and basically excluding all tanks that dont have access to it.

playing a mage in savage era was more fun than it's now - getting interrupted by insta 5000 range radius spells and other shit takes the piss


As for overall performance I would say mids have a huge advantage in open field fights vs both hibs and albs. Hibs and albs are about equal. In sieges/keep fights both alb and hib outperform mid.
 

AmeinoN

One of Freddy's beloved
Joined
Jul 15, 2004
Messages
825
Alb
merc(bl)
merc(bl)
theurg(conv)
mincer(soj)
cleric(perf)
cleric(warl)
paladin(friar)
sorc(ml9 pet :p)
This old emain setup can work pretty fine these days.i think that alb grps lacking fz bad,while mid can afford 3-4 and hib 1.
Alb.3merc.reaver.friar.sorc.2clerics has fun.
Keep fun is 6scouts.cleric.mincer
Mid
3healer.savage.berserker.raid.shamy.thane(warrior)
3healer.bd.sm.berserker.shamy.warrior(thane)
hib
3bm.bard.eld.2druids.ward.
 

Ilum

Can't get enough of FH
Joined
Jan 21, 2004
Messages
1,774
Alb: 8 scouts
Mid: 8 Hunters
Hib: 8 Rangers

Patience, position, support.

= win

^^
 

eggy

Fledgling Freddie
Joined
Feb 3, 2004
Messages
5,283
Unless keep defending, we always run with a minstrel; speed 5/6 for jumps, especially with a reaver/BL merc bomb is just too useful to miss out on.
 

Vodkafairy

Fledgling Freddie
Joined
Dec 23, 2003
Messages
7,798
agree with garba about charge and all the interrupts, it's a royal fuckup by mythic once again. i still think it's fun to play though, but they should tone down insta's interrupting so much :/

using eld ra to escape from charging tanks is fun :D /hug blazor
 

Huntingtons

Resident Freddy
Joined
Jan 19, 2004
Messages
10,770
checked friars rr5 ability, it's pretty cool in these melee days as well. When assist train is on support/casters its a big help (PBAE attack that does moderate damage and makes all melee targets in 350 radius unable to attack for 6 seconds.)
 

eggy

Fledgling Freddie
Joined
Feb 3, 2004
Messages
5,283
Garbannoch said:
As for overall performance I would say mids have a huge advantage in open field fights vs both hibs and albs. Hibs and albs are about equal. In sieges/keep fights both alb and hib outperform mid.

I agree with that completely, especially with the new RAs such as charge, and 3 x souj in a group. It's a pity some mids feel the need to take the advantage further with the use of urm...'ordanance survey'.

vs Hibs however, group setup does matter; but from recent experience, as long as you are equipped with decent interrupts and a few damage dealers, it's not too hard to overpower.
 

Ego

Fledgling Freddie
Joined
Jan 15, 2004
Messages
217
well, balance-wise, I'm very happy atm; I think all 3 realms are pretty equal.

Sure mids have some more powerful abilities for open field fg vs. fg RvR than albs/hibs have, but it takes one skilled person (read healer) to make full use of them.
 

Ilienwyn

Fledgling Freddie
Joined
Dec 22, 2003
Messages
1,722
Old.Ilum said:
Alb: 8 scouts
Mid: 8 Hunters
Hib: 8 Rangers

Patience, position, support.

= win

^^


Support the ground the ground troops! :D
 

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