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
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
Hib:
Bard
Druid x 2
Warden
Eld (mana)
BM
Champ/Chanter/Ment/Second BM
Hero
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.
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.
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 ).
If your group is very good
sorc, sorc, caba, caba, cleric, cleric, heretic, minstrel
damn not having theurgists on alb
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.
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![]()
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.
But you can say that about any class. Its far easier to lock down a bard than a sorc because a bard has to push. Also the bard can't play end and speed because you can't cast while twisting.
If you have a good cabalist he can disease spam, nearsight etc and can debuff for both himself and the sorc to take down over-extended tanks. A minstrel has a ranged insta stun on a very short re-use timer as well as 2x DD and he has a pet can can go into melee mode unlike a bard who will lose his chants if he does.
But I can say as much as I done alot of alb 8v8. And I would never play without a theug, ran two at times to wtf pwn bd+valk grps. For me alb has no kite and lacks alot of lockdown capacity without a theug, you will never get the upper hand in a fight that starts off on equal terms without one, you will never be given a window of oportunity to actually let loose on the body sorc + caba + sorc dps wich will kill.
There will be no Bd and they have already stated the current state of valks will be changed.
Albs can kite perfectly well without Theurgs, every caster has spells with more than 1500 range. I also don't see what kind of lockdown capacity either Mid or Hib have that Albs now don't have.
If you have only played 8v8 as an alb it must be hard to judge how balanced a Theurg is. You said yourself you wouldn't run in a group without one so surely that indicates that they were a very strong class.
And from that I noticed how much albs need the theug. But I mean I will play hib on an Origin server if they manage to get one up wich ain't no guarantee at all. All I want is balance and I can't see that happening without the theug for alb as rupter and kite engine.
And theug ice pets + earth pets is what can lock you down completly, that is what makes it possible to kite and kite good. If you have a crappy theug in todays RvR I don't see you up with the top groups competing on equal grounds. And not much changed except for TOA and MLs for example hib and mid, they still have their base concept of rupt and cc.
Well I guess I'm wrong, albion do not need theugs at all, and alb will be fine.![]()
I know ice pets + earth pets can lock down another group incredibly well but I am asking which OTHER class has ever been able to do that? Only the Bd came close and thats not going to be in origins.
I seem to remember a screenie from pre-toa with a high mob pally chain blocking for a sorc vs a str/con debuffed train, so it probably wasn't that bad in the first place...Am not entirely sure that a 50 shield tank guarding a caster will let him be trained THAT easy since the triad changes.
I seem to remember a screenie from pre-toa with a high mob pally chain blocking for a sorc vs a str/con debuffed train, so it probably wasn't that bad in the first place...