Thoughts on this set-up plze

Zede

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Ran this the other night, dont think we ran into no set grps, but gave us a good idea how it worked, which was very well.

1 x RR8 Charge2 Det5 Merc
1 x RR7 Charge3 Det4 Merc
1 x RR6 Charge2 Det4 Merc

1 x RR6 Rejuv/Flex TiC With baod2
1 x RR4 Rejuv/Enh TiC with di2 & baod2

1 x RR6 44 Mind ML10 Sorc

1 x RR11 Cleric with MoC3, Purge3 & Eternal Plant
1 x RR8 Cleric with MoC3, Purge2 & Eternal Plant

Basically, 5 x baneords means the grp can get ppl in and interupt everyone with just MLs alone, never mind spells. Other tricks and toys in the grp obvious.

We did have one nice fight with Staijs grp, was doing great, hes not so hard with rr5 then 2 x baod2 going off one after another :p then 10 mids attacked, killed them. somewhat oop his grp attacked again, we bravely did a Sir Robin :)

The cluster has lots of melee/enh tics...though took a while( compared to the amount of locks' & she's about at the time the ratio was 1:10) but peeps who love playing soloers eventually realised they are feckin hard solo - hence the current situation : -

Not alot of caster tics Having 2 Caster tics who were say rr8 and had rr5 & Baod3 & Di2 & MoC1, PR..for a grp setup would be absolutely feckin uber,

With the right RAs...I think the best support character in albion by far. Albion has lacked a 2nd support character for a long time, generally alb grps run with 2 healing classes only, whilst mid and hib the norm is at least 3, sometimes 4.

Albion is full of Wizards, Cabalists & Sorcerers, we need more variety !

i think this is the first time this set-up has been ran. Can some set-grps come out next tuesday to agramon to test us ?

or are u all PUSSIES ?

yes yes its crude, cumon i dare ya.
 

sneakies

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Zede said:
Ran this the other night, dont think we ran into no set grps, but gave us a good idea how it worked, which was very well.

1 x RR8 Charge2 Det5 Merc
1 x RR7 Charge3 Det4 Merc
1 x RR6 Charge2 Det4 Merc

1 x RR6 Rejuv/Flex TiC With baod2
1 x RR4 Rejuv/Enh TiC with di2 & baod2

1 x RR6 44 Mind ML10 Sorc

1 x RR11 Cleric with MoC3, Purge3 & Eternal Plant
1 x RR8 Cleric with MoC3, Purge2 & Eternal Plant

Basically, 5 x baneords means the grp can get ppl in and interupt everyone with just MLs alone, never mind spells. Other tricks and toys in the grp obvious.

We did have one nice fight with Staijs grp, was doing great, hes not so hard with rr5 then 2 x baod2 going off one after another :p then 10 mids attacked, killed them. somewhat oop his grp attacked again, we bravely did a Sir Robin :)

The cluster has lots of melee/enh tics...though took a while( compared to the amount of locks' & she's about at the time the ratio was 1:10) but peeps who love playing soloers eventually realised they are feckin hard solo - hence the current situation : -

Not alot of caster tics Having 2 Caster tics who were say rr8 and had rr5 & Baod3 & Di2 & MoC1, PR..for a grp setup would be absolutely feckin uber,

With the right RAs...I think the best support character in albion by far. Albion has lacked a 2nd support character for a long time, generally alb grps run with 2 healing classes only, whilst mid and hib the norm is at least 3, sometimes 4.

Albion is full of Wizards, Cabalists & Sorcerers, we need more variety !

i think this is the first time this set-up has been ran. Can some set-grps come out next tuesday to agramon to test us ?

or are u all PUSSIES ?

yes yes its crude, cumon i dare ya.


8 Albs, away from a keep or tower, away from a backup zerg... I don't believe its possible :<
 

Infanity

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Shame about the pissed merc, was like running with 7 people.

And it was 2 rr8 mercs fyi! :<
 

Zede

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Infanity said:
Shame about the pissed merc, was like running with 7 people.

And it was 2 rr8 mercs fyi! :<


opps :(

I blame the dog, stop feeding it cookies !
 

Straef

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sneakies said:
8 Albs, away from a keep or tower, away from a backup zerg... I don't believe its possible :<
You'd be surprised :eek:
 

Konah

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well ppl aint generally setup to cope with tank grps these days cos there arent any, so u will do ok for a while, if u run it alot you'll start seeing double/triple BG and or double sm + bof3x2 etc

ppl will adapt, or they would if there were any fg's left on this cluster... have fun while it lasts ;)
 

auroria

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Denarius said:
lol , tis hardly a challenge playing the easiest realm ! tbfh! ;)
you change the thought of the easiest realm every single hour it seems. Can't be to hard killing solo stealthers as 6 hunters though, can it?
 

toxii

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sneakies said:
8 Albs, away from a keep or tower, away from a backup zerg... I don't believe its possible :<

spot the clueless dude !
 

Xrystofer

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auroria said:
you change the thought of the easiest realm every single hour it seems. Can't be to hard killing solo stealthers as 6 hunters though, can it?
funny he call alb easymode when he play bd wl his self :puke:
 

toxii

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Denarius said:
lol , tis hardly a challenge playing the easiest realm ! tbfh! ;)

i keep hearing this over and over again, must be true !
alb is OP afterall, who cares about baseline stun, ae cone, banelord insta lifetapping casters or perma bg'd lifetapping casters
Noone ofcourse, after all, alb is most OP'd realm DUDES
 

Shike

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a good midgroup will cause you alot of troubles with that build, so would a more meleeorientated hibgroup aswell I reckon. Chaingrapple 2 mercs and where is your DPS then? You also have low defense vs colddamage aswell as heatdamage and you dont even have end for your mainDPS which is of sux.

Meleelag in NF is also a true biatch to deal with for that type of setup, sure it will work but the true power lies in the mages and once ppl found out you run a heavy tankgroup they will adjust to it and beat it. Kite kite kite > tanktrains.
 

-Freezingwiz-

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Shike said:
a good midgroup will cause you alot of troubles with that build, so would a more meleeorientated hibgroup aswell I reckon. Chaingrapple 2 mercs and where is your DPS then? You also have low defense vs colddamage aswell as heatdamage and you dont even have end for your mainDPS which is of sux.

Meleelag in NF is also a true biatch to deal with for that type of setup, sure it will work but the true power lies in the mages and once ppl found out you run a heavy tankgroup they will adjust to it and beat it. Kite kite kite > tanktrains.


It's funny, have u looked what baod and heretic's rr 5 does ? then u won't say they have low defence against cold and heat dmg....

and kite kite kite ain't really possble with a tic spamming snare on the MA's target ;)

and if u grapple 2 ppl, then u will have 2 grappled ppl aswell, and there will still be 4 ppl free who can do dmg and still loads of banelord crap
 

Shike

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-Freezingwiz- said:
It's funny, have u looked what baod and heretic's rr 5 does ? then u won't say they have low defence against cold and heat dmg....

and kite kite kite ain't really possble with a tic spamming snare on the MA's target ;)

and if u grapple 2 ppl, then u will have 2 grappled ppl aswell, and there will still be 4 ppl free who can do dmg and still loads of banelord crap

so relying purely on RAs is good tactics? :eek: I'm well aware of what they do but you cant rely on that. And all it takes to get some good kiting going vs that group is one single sos. No end in group = bad as hell since its 3 mercs doing mainDPS since every midgroup have end and also hibgroups. Ticsnare is cool n all but, its still not impossible at all to kite vs that setup, just need to get in reach of a BGer and DPS falls quite flat, especially if its a warriorBGer since hes virtually unkillable for the mercs within reasonable time. While mercs chase around their end goes down.

Banelord is cool n all but.. 1.84=reduced radius on the BLstuff, they also fix tendrilsspam. Remove one tic for a theurg or a pala at least so mercs arent left without end all the time. I think you overestimate tanks capabilitys tbh.

In hib we ran pure tankgroup and sure it was fun and we did well vs FGs but vs zergs we did worse than with mages while mages have pretty much same chanse and more to win a FGfight. BMs are also alot better stylewise than mercs since that backsnare is a really good tool, 3 backsnarespamming BMs kills stuff, 3 mercs oor of target all the time since the bastid they chase is windowdragging kills nothing. Major difference there.
 

-Freezingwiz-

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Shike said:
so relying purely on RAs is good tactics? :eek: I'm well aware of what they do but you cant rely on that. And all it takes to get some good kiting going vs that group is one single sos. No end in group = bad as hell since its 3 mercs doing mainDPS since every midgroup have end and also hibgroups. Ticsnare is cool n all but, its still not impossible at all to kite vs that setup, just need to get in reach of a BGer and DPS falls quite flat, especially if its a warriorBGer since hes virtually unkillable for the mercs within reasonable time. While mercs chase around their end goes down.
hehe, well Warriors are good BGers, but ones they turn on tesduo they don't run very fast so they have to cancel it to run around with the assist train again....
and they might have end to kite with but any decent merc with half a brain whould have end barrels and long wind...
and I dono about u and the grps u run with, but 1 single sos that kite em, but my guess would be that at least SOME of the ppl in the grp would cast something offensive with in that 10/30/60 secs so it would break and then they could catch em ?

Shike said:
Banelord is cool n all but.. 1.84=reduced radius on the BLstuff, they also fix tendrilsspam. Remove one tic for a theurg or a pala at least so mercs arent left without end all the time. I think you overestimate tanks capabilitys tbh.
the reason to bring tics are to have loads of interupts, snare, heals, rez, DI, Baod, Tic rr5
Mercs are for dmg and not being able to CC em very well

Shike said:
In hib we ran pure tankgroup and sure it was fun and we did well vs FGs but vs zergs we did worse than with mages while mages have pretty much same chanse and more to win a FGfight. BMs are also alot better stylewise than mercs since that backsnare is a really good tool, 3 backsnarespamming BMs kills stuff, 3 mercs oor of target all the time since the bastid they chase is windowdragging kills nothing. Major difference there.

and 3 mercs have no chance to proc at Prevent Flight to snare aswell or simply stun a target ? :touch:
I know BM's have better styles, but it's not like the other classes have no chance at all if the player have just a tiny bit of a brain and use what his char can do :)
 

Shike

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-Freezingwiz- said:
hehe, well Warriors are good BGers, but ones they turn on tesduo they don't run very fast so they have to cancel it to run around with the assist train again....
and they might have end to kite with but any decent merc with half a brain whould have end barrels and long wind...
and I dono about u and the grps u run with, but 1 single sos that kite em, but my guess would be that at least SOME of the ppl in the grp would cast something offensive with in that 10/30/60 secs so it would break and then they could catch em ?

Yea but warrior stops the train for a while, and a warrior isnt an easy kill at all even for 3 mercs if the warrior is any good. And endbarrels+LW works for a bit but not really good in very long fights. Ive ran merc in a tankgrp with and without endregen and I gotta say its a massive difference, cant really afford to sprint as much without=more oor from meleelag=zero DPS sadly.. the meleelag is the worst enemy of that setup actually. And the sos is just to put people in positions or start extending if its a close headson. Warp down and kite and tics wont touch their targets if done correctly. And exactly, problem is catching people! its not so easy to do that vs good players :) A tight train is also vulnerable vs shears :/

-Freezingwiz- said:
the reason to bring tics are to have loads of interupts, snare, heals, rez, DI, Baod, Tic rr5
Mercs are for dmg and not being able to CC em very well

aye tics are good, but only need one in a group really, 2 is imo too many, take one out and put in a good interrupter/nuker like theurg (haste/DA also does quite abit for mercs actually)

Mercs are doing solid damage on what they manage to reach aye but they are also pretty easy to negate for a high rankgrp aswell, BG!, BoF!, SB!, Grapple!, Kite!, warplag!, spiral!, ST!, TWF!, FZ!, Phase shift!, waterabuse!, and some more things aswell... Mages do not suffer from these as much, dont you agree?

-Freezingwiz- said:
and 3 mercs have no chance to proc at Prevent Flight to snare aswell or simply stun a target ? :touch:
I know BM's have better styles, but it's not like the other classes have no chance at all if the player have just a tiny bit of a brain and use what his char can do :)

Dont get me wrong man, I actually happen to LOVE the tankaspect in DAoC but the mechanics are truly made for mages these days, it is that simple :/ . A tankgroup like that will do ok ofc but I think a solid grp from hib/mid will cause that setup some serious problems with ease.

If running an albtankgroup I'd run 2 mercs and 2h paladin (has to be fairly high rank so they can afford purge3 and lots of MoP etc) in a train, Palas 2h styleline has some great utility actually and permaend+celerity would make mercs far more effective overall, one tic, one sorc, 2 clerics and a theurg and push quite hard and also extend when enemy use BLtanks. Then you have some balance between interruptcapability and ranged DPS aswell as meleeDPS that is fully functional.

This is all ofc just my opinions :)
 

Stallion

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nothing special really. and both fights we had adds so ;|
 

-Freezingwiz-

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Shike said:
Mercs are doing solid damage on what they manage to reach aye but they are also pretty easy to negate for a high rankgrp aswell, BG!, BoF!, SB!, Grapple!, Kite!, warplag!, spiral!, ST!, TWF!, FZ!, Phase shift!, waterabuse!, and some more things aswell... Mages do not suffer from these as much, dont you agree?

ye I agree mages don't suffer from much if it but mages can be stopped from caster pretty easy by interupting em :p and most of the things u mentioned are mages suffer the same amount from tho :p

but I agree that it could prolly be optimized, but it depend on what u are fighting a lot aswell
 

noaim

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Decent setup if you run mediocre players and rely on RA dumping.
 

Shike

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-Freezingwiz- said:
ye I agree mages don't suffer from much if it but mages can be stopped from caster pretty easy by interupting em :p and most of the things u mentioned are mages suffer the same amount from tho :p

but I agree that it could prolly be optimized, but it depend on what u are fighting a lot aswell

Atm it isnt much FGfighting going on from what I've seen since it all consist of zergs and a few groups running about, most of em also albgroups.. tankgrp vs zerg is just performing really crappy while mages with extending and assisting can kill quite alot.
 

Zede

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caster grp do ok vs melee grps, not to hard to get out of the way of the first wave of charge & BL going off.

But 5 BL ? its this factor that makes a tic a FAR better interupter than a theurg.

dont forget tics can also double up as melee chars, rejuv/flex tics can do rather nice melee damage too.

kiting works great ofc....but what happens when one grp kites and the other does not follow.. no fight i guess !!

grp also works absolutely super in keeps/towers.. v.easy to clear any bridge camping, great to defend the lord.
 

falseth

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is this supposed to be an epeen thread about your realm ranks or do you just want to let us know how good u fought against nothing?
 

Kahvi

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falseth said:
is this supposed to be an epeen thread about your realm ranks or do you just want to let us know how good u fought against nothing?

:worthy:
 

Brackus

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mmm tank groups running, almost makes me want to bring brackus back active;]

and for the comment about thurg.... lol
in a group with heretic rr5 letting casters nuke the albs for 100 dmg then the thurg would be first target, personally 1 more banelord tic with heals, ae interrupt, monster rez, etc > thurg

sounds like the sort of setup that could take out ANY bridge camping group, ANY tower camping gruop, while still be able to fight in open field. good luck
 

Eregion

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Nice to see someone has the guts to run something else then the fotm castersetup! Hope it works out for you.
 

TheBinarySurfer

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Just a thought kair if you have the funds/players willing to do it that would make that setup even nastier...

I'd say go for a truly nasty approach - get all your Mercs to equip 99% heat legendaries. You then have a 47 body sorc in the group in place of one of the 'tics who's job it is to /assist debuff the MA's target for 50% heat, then beat the shit out of them with debuffs and nukes.

I'm sure the mercs wouldn't object to +50% damage too. And yes i know they'll be trying to hit through spec resists but still - lets say you get an average spec heat resist of about 50-55% - this means with a 50% debuff youre now hitting something with (at best) 5% resist - does this equate the way I think it does as if it was a physical resist? Hope so...
 

Zede

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falseth said:
is this supposed to be an epeen thread about your realm ranks or do you just want to let us know how good u fought against nothing?


yarly, average of rr7 in the last grp - we is leeter than leet.
 

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