The newbie guide to FG RvR.

Fifta

Fledgling Freddie
Joined
May 8, 2005
Messages
108
I think that if this guide had came out year 2002 (for example) it would have been ace.

But we are living year 2006 so only advice I can give is:

1) Do not roll a character, do not buy the game, do something else constructive because every enemy group you are facing is rr11+ and they are actually the same 50 players who play all three realms with their inner circle mateyys. This game is just way too old to make friends with the old bastids of the game and the fresh player inflow is too tiny.
 

Rhana

Fledgling Freddie
Joined
Jul 1, 2004
Messages
32
Seen that a number of persons have mention voice com. They are ofcoz right. Very important, non-coomunication will kill the group in short order. How ever, when useing Vent, you need to learn (if havent already, communication skills during military duteys is usefull here for one thing) that everyone cant tell all information what they are doing all at the same time and keep the info short and presice.

Ex of conversation on vent in combat (you, experienced people, hold your breath, remember its a guide for new people.. if not contructive that is):

Sorc: Inc W! Spread out!
Sorc: ...Mezzing
Cabby: Cabby need CM..
Merc1 (MA tank): My target, Frostalf
Sorc: CM on Cabby
Pally: ... Slamed, Pally need healing!
Cleric 1: DI is running, I'm on it!
Merc1 (MA tank): New target, Dwarf!
Cabby: Ranger add on the hill S, pet on it.. juggy...
Cleric 2: Stunning your target!
Merc 2: Merc2 diseased! Root shamy, he's kiting!
Cabby: NS shamy... rooting..
Merc 1 (Ma tank): New target Troll!
Pally: Slaming your target!

Ect ect..
 

rure

Fledgling Freddie
Joined
Jan 22, 2004
Messages
1,246
To the original poster; you first argue about the importance of interrupts, in a later paragraph you say that the best thing to do against a melee heavy group is to bunch up the casters. This doesnt render in anything other than making the casters EXTREMELY vulnerable to interrupts. Hell, one tank (without energy) could interrupt three bunched up casters with just auto-attacks. This is irrefutable facts.

Shame, that you missed the most important part of FG RvR - having fun.

And as VF pointed out, FG rvr is too situational to have a universal strategy for it. Experience > guides.

Excellent effort though. Kudos to you.
 

Stallion

Can't get enough of FH
Joined
Jan 16, 2004
Messages
2,732
funny and interesting reading..

I would say most of the stuff written above is indeed of importance for unexperienced players and I hope it will contribute to more groups roaming about.

But..

If you want to compete, you have to be 1 step ahead and play after the cards that is given to you. Trying to play in a certain way (lets say offensive) when odds/variables speak against it is foolish, this is something you learn by time.
 

Dave J.

Banned
Joined
Jun 27, 2006
Messages
164
rure said:
To the original poster; you first argue about the importance of interrupts, in a later paragraph you say that the best thing to do against a melee heavy group is to bunch up the casters. This doesnt render in anything other than making the casters EXTREMELY vulnerable to interrupts. Hell, one tank (without energy) could interrupt three bunched up casters with just auto-attacks. This is irrefutable facts.

Shame, that you missed the most important part of FG RvR - having fun.

And as VF pointed out, FG rvr is too situational to have a universal strategy for it. Experience > guides.

Excellent effort though. Kudos to you.

Only on cluster i've seen the lighttanks role of beeing an interrupter, and here only the best groups play that way. On almost all other servers, even the best groups still use boxes to protect their casters. Beeing an unexperienced bodyguarder, the extra interruption might be a good solution if you compare it to letting the casters die when they are too spread out.

And i do say in the guide that there are far too many things that needs to be experienced before you can use most of the tips, but having a bit of pre-knowledge doesnt hurt.
 

rure

Fledgling Freddie
Joined
Jan 22, 2004
Messages
1,246
Dave J. said:
Only on cluster i've seen the lighttanks role of beeing an interrupter, and here only the best groups play that way. On almost all other servers, even the best groups still use boxes to protect their casters. Beeing an unexperienced bodyguarder, the extra interruption might be a good solution if you compare it to letting the casters die when they are too spread out.
The difference between dead casters and perma interrupted ones is quickcast, the amount of heals required and whether the command /release working or not.

I am sorry, I dont agree with you regarding this issue. In my oppinion you should never ever box up casters post-toa.
 

Lorfo

Loyal Freddie
Joined
Feb 25, 2004
Messages
752
Dave J. said:
Only on cluster i've seen the lighttanks role of beeing an interrupter, and here only the best groups play that way. On almost all other servers, even the best groups still use boxes to protect their casters. Beeing an unexperienced bodyguarder, the extra interruption might be a good solution if you compare it to letting the casters die when they are too spread out.

And i do say in the guide that there are far too many things that needs to be experienced before you can use most of the tips, but having a bit of pre-knowledge doesnt hurt.
if your bodyguarder has any clue at all he shouldn't need a box to be able to bg.
 

Graendel

Fledgling Freddie
Joined
Apr 29, 2004
Messages
2,084
You'll have two healer types in your fg. Make sure they know what to do and not to do - ie one of them can rebuff spec buffs and the other bases, one does resists always and so on. Maybe one cleric can have BoF and the other MoC? In a fg your combined RAs and specs should work together. (I almost used the word synergy effect here...)

Make sure your group runs with at least two buffbots and if you want to save time, always buff the same people. Nothing fucking annoys me more than waiting 10 min for some guy who ported off before he got his spec dex and then whines about it for 15 min.

If you need to go or need a short break let the others know in advance. That gives the group a chance to replace you or do some sort of coordinated break. If you play in a set group use set times and days and make sure you play with people who show up. On time, that is.

Getting rid of that annoying downtime can make a night quite fun even if you lose most of your fights!

Get someone to drive most of the time and have one or two people make the majority of tactical discussions ie when to kite, when to push, what direction to go in.

And finally, if you really want to keep morale up in your rvr FG, stay off Freddyshouse and irc!
 
X

xGenocidex

Guest
heh ^^ only ones i have to offer is!



1. Voice coms
2. Good templates & ungimped specs
3. Play the same group of people on a regular basis.. guild or not...
4. Rebuff asap or ask for a rebuff asap!... (spamming rebuff constantly over voice coms really doesn't help! Make a macro or 2 to minimize the spam on voice coms)
5. When your looking for a group don't just stand at your PK like a fucking lemon hoping for an invite... /yell or /broad that your lfg with your class etc :eek:
6. Don't forget those end/healing/power barrels! just because you have end regen/chant/song.... doesn't nessessarily mean you won't run out of end :p
7. Don't log out/leave group if you have a bad run.. shit happens release and retry...
8. Don't forgot water pots (crafted ones! not shit ones!) on the off chance you have no soj's
9. Have a well balanced group

my tips to new rvr peeps :s not much but ah well

and the most important is !HAVE FUN!
 

Straef

Can't get enough of FH
Joined
Feb 21, 2004
Messages
5,890
Graendel said:
Make sure your group runs with at least two buffbots and if you want to save time, always buff the same people. Nothing fucking annoys me more than waiting 10 min for some guy who ported off before he got his spec dex and then whines about it for 15 min.
<whistles>
 

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