Thoughts on this set-up plze

Mastade

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Just make more tank grps instead of all that shitty heavy caster grps that extends all the way from beno to castle sauvage zzz

:(
 

Napshot

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root heretics/cleric and instant kill sorc... and run around like a chickin well i donno it might work... but no end dosnt sound nice... anyway HEY SEPTINA :D i miss u still
 

>.< Pooned

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-Freezingwiz- said:
BG is overrated :p well at least when I'm fooling around on my sorc :) I always just kite the tanks back out of there support range and then they either run back or die (if the grp know how to play) imo better than BG crap ;P and there is always SoI to toy around with aswell if they get too close :)

tell that to valheru group in lyonesse? i saw their vid and that paladin is the idol for every bg beginner pally imo very good player and certainly 1 of the main reasons that their group owns i mean u got so many (+) with a bg pally

resist chants that doesnt kill cleric's friar's resists celerity endurance for kite casters or assist train tanks bg for help on the back if they loosing

want more? certainly ra of a paladin that can help in assist train or just dump it and run back for bg

in any case paladin and bg isnt overated sometimes is not needed but not useless
 

Cromcruaich

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Less talk more play.

NFD gg1 and gg2 have most days covered, we hope to meet you out in the field.
 

Straef

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Zagg said:
To optimize the setup, you will need a Pally to provide endu. Since he will most likely replace one of the merc it should be a 2-H, if you don't want to gimp your dmg.

Another problem is the sorc...being the only caster, not having a BG (since the pally couldn't paly derfensive) and not being affected by the Tic RR5, the sorc will be perma dead. Monstering the Sorc also won't work very well, as experienced enemies will just mezz the monster and you end up having no demezzer.

Tbh in this setup I would really think about running a Minstrel instead of the Sorc. It sounds like a mad plan, but if your tics with the AE snare can make up for the missing CC it might be possible. Ofc everyone in grp needs Purge3 then and you would be very dependant on timers...
Half the group would have det4-5, so I don't see why you'd want purge3 on top of that. And I really don't see why a sorc should be 'perma dead' just for lacking bodyguard, as it's not the end of the world to have to protect yourself, rather than having a pala do it for you.
 

TheBinarySurfer

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Septina said:
I know single mezz is castable while moving :p But i dont see how you as a mincer can 'win mezz' vs an incoming full group.
As i said vs mids it doesnt matter if paccie gets mezzed and vs hibs its pretty much the same 'hi SoS on inc :D'



Exactly how i played aswell but at some point the tanks will get to you, i mean, the sorc casting animations arent exactly discreet.
Just saying, playing solo caster in a tank oriented group is a pain compared to more caster/hybrid oriented groups.
Youre missing the point, I dont have to mezz an entire group - except for the cleric and whichever tic is playing AE Focus Spam. I just have to shut down the Pac'er and the Aug'er or the Bard.

AE mezz very rarely gets used in fg-fg fights mainly because in its cast time i can have had 2-3 melee swings, not to mention a flute mezz while moving on mach 5. There is no need for a proper mezz since the support/casters will have 3 tanks hammering on them from the word go, and 1-2 tics spamming AE focus dot...
Long as the pac'er gets mezzed and the first set of DD's hit the auger, or the bard gets stunned then gets mezzed (most people purge the stun to try and salvage a decent mezz and you start running flutemezz the second you stun or earlier). Perhaps im not explaining it well, but it really works.
 

Zede

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Everyones missing an important factor in this set-up - the clerics.


It allows the clerics to be a lot offensive, as you dont have a lot to heal in the first few minutes, 2 x moc3 clerics firing eternal plant, stunning anything with a staff that moves, dex & int shear then move on.

Im generally not close enough in a normal grp to get stuns in - albion really lacks an offensive char with stun :) With a possible 6 x Di2 in this set up & all the other defensive RAs, clerics can do more.

And yes Vodka...was a only a PuG but most of us knew each other. We did co-ordinate rather well actually, we constantly checked with each other as to the readiness of RAs & Banespike, and fired them off in order accordingly.

Come on your Tic on the one after next, show us how its done plze ! :)

Ppl saying get a pally/theurg etc.....no ty, been there done that - 2 x Tiic 3 merc it is, dont knock it until you have tried it..and the charge ability is really not be underestimated.

Double Bg grp sure would be a problem i guess, but these times are what they are, and as has always happens, ppl and grps adapt the new situations, Im sick of kiting all the time ! so do an imo anti-caster grp. Ppl here have moaned about RA dumping etc.... tbh the whole "kiting" thing is just as lame (we have all done it) tell me, what happens if both grps decide to "kite" - oh yer no one get to fight anyone !

This grp is for getting right in there and having a good fight, not bravely running away, dropping a speed warp and picking off the inc tank thats wayyy out of heal range :p
 

Martok

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i would just like to mention that ive been running in groups since classic and well i think i very rarely have ever run with a frair in the group doesnt matter how much i would like to i have very rarely had the pleasure!! so ppl saying you die cos of no reists well ive had no reists most of my daoc life means you have to get a fucking good temp instead with the toys as my merc has!!!!

also tics are very versitile at shutting ppl down specialy flex/rejuve tics!!!!

kair just shout when you next wanan try this as it was fucking fun :england:
 

Achilles

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People can pick theoretical holes in it if they like: if a does b and c does d etc the setup wont work. I only beleive in seeing what works, and it worked (despite LDing and drunk njabs xD). Whats more important as Kaira says above, its fun to play. You really get the feeling that you are fucking your opponents up xD. I would love to try it again sometime kaira.
 

Stallion

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Zede said:
Everyones missing an important factor in this set-up - the clerics.


It allows the clerics to be a lot offensive, as you dont have a lot to heal in the first few minutes, 2 x moc3 clerics firing eternal plant, stunning anything with a staff that moves, dex & int shear then move on.

Im generally not close enough in a normal grp to get stuns in - albion really lacks an offensive char with stun :) With a possible 6 x Di2 in this set up & all the other defensive RAs, clerics can do more.

And yes Vodka...was a only a PuG but most of us knew each other. We did co-ordinate rather well actually, we constantly checked with each other as to the readiness of RAs & Banespike, and fired them off in order accordingly.

Come on your Tic on the one after next, show us how its done plze ! :)

Ppl saying get a pally/theurg etc.....no ty, been there done that - 2 x Tiic 3 merc it is, dont knock it until you have tried it..and the charge ability is really not be underestimated.

Double Bg grp sure would be a problem i guess, but these times are what they are, and as has always happens, ppl and grps adapt the new situations, Im sick of kiting all the time ! so do an imo anti-caster grp. Ppl here have moaned about RA dumping etc.... tbh the whole "kiting" thing is just as lame (we have all done it) tell me, what happens if both grps decide to "kite" - oh yer no one get to fight anyone !

This grp is for getting right in there and having a good fight, not bravely running away, dropping a speed warp and picking off the inc tank thats wayyy out of heal range :p

im sorry but the fights where you didnt get adds, you struggled bad, and even lost. And thats versus a hib pug with with 3-4 casters without BG. Dont even wanna think of the result if we had a gg with 2 tanks + BG.

We have a group out tomorrow prob for the last time (which fyi hasent played together for 2 months) in a very very long time. Feel free to try your trixx out. Ill gladly give it a go.
 

Zede

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Stallion said:
im sorry but the fights where you didnt get adds, you struggled bad, and even lost. And thats versus a hib pug with with 3-4 casters without BG. Dont even wanna think of the result if we had a gg with 2 tanks + BG.

We have a group out tomorrow prob for the last time (which fyi hasent played together for 2 months) in a very very long time. Feel free to try your trixx out. Ill gladly give it a go.


we fought u once, and after about 1 min approx 2 fg of mids added on us both. u exchanged fire with the mids for a min, then kited away, leaving us to kill all the mids, which we did. Just as the last mid was falling, low and behold you reappeared and fought us rezzing ppl and pretty oop.

We did however fight other pugs littered with high ream rank casters and obliterated them, with no losses. Well, apart from straef ML bombing on purpose to try out monster res. You are wrong in what you say, and im know everyone in the grp will colaborate what ive said.
 

Doink-666

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toxii said:
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

I agree im so happy im an alb :m00:
 

Golena

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Minstrel
Cleric
Cleric
flex tic
flex tic
flex tic
rejuv tic
rejuv tic

5 banelords and 7 times DI3 + AM3!!!
 

Zede

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Golena said:
Minstrel
Cleric
Cleric
flex tic
flex tic
flex tic
rejuv tic
rejuv tic

5 banelords and 7 times DI3 + AM3!!!


tried something similar , didnt work to well. u need charge in a tank grp, period !
 

Bondoila

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Seems easy to run over your grp with a tank setup. You can do okay vs magic dmg with baod and heretic rr5 for mercs but that is pretty much all.
Bof3+Wg and bg+grapple will make it a pain to do any dmg. Sorc will insta die vs charging tanks (lack of end and bg).

Not sure if I can get all ct peps back, alot doing other stuff during summer else it would have been fun to try a fiew fights vs you.
 

Raven

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anything is better than boring caster groups surely?
 

Straef

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Bondoila said:
Seems easy to run over your grp with a tank setup. You can do okay vs magic dmg with baod and heretic rr5 for mercs but that is pretty much all.
Bof3+Wg and bg+grapple will make it a pain to do any dmg. Sorc will insta die vs charging tanks (lack of end and bg).

Not sure if I can get all ct peps back, alot doing other stuff during summer else it would have been fun to try a fiew fights vs you.
You've got 3x dt and 3x aoe dt tho. That might not be an answer to all the tank related problems, and it'd require the mercs to stay back and play somewhat defensively, or at least keep in touch with the support, but it should help a bit. And it should be fairly easy to kill a tank or two by simply having the support pulling them out of range and having the mercs assisting on them with banespike/battler, tho the tanks worth worrying about won't fall for it :p But I would :<
 

old.Eyez

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sounds like it could work.. but only crap players there can play coz of the MLs /RA's.. what will u do when u got nothing up ? i think u will type /rel :)

and u will go ooe pretty fast.. and your snare from tics... well a good mid/hib grp get them interrupted.. and u have no end.. u cant kite if so.. i will gladly face your grp next week :)
 

TheBinarySurfer

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Bondoila said:
Seems easy to run over your grp with a tank setup. You can do okay vs magic dmg with baod and heretic rr5 for mercs but that is pretty much all.
Bof3+Wg and bg+grapple will make it a pain to do any dmg. Sorc will insta die vs charging tanks (lack of end and bg).

Not sure if I can get all ct peps back, alot doing other stuff during summer else it would have been fun to try a fiew fights vs you.
I can think of a whole 2 good bg'ers in mid who reguarly play BG/grapple monkey, and prehaps 3-4 in hib these days. Also with 5 banelords in group its tendril city (which ofc works through bg), and bomb city too if you need to kill a bg'er fast (tic runs focus snare dot on the bg'er while one of the mercs bombs - prevent the support from healing for another 2-3 seconds you have a dead bg'er). Failing that you just interrupt the bg'ed caster long enough for his healers/other support to get flattened then kill - its not too hard.

BG'ing a caster does NOT prevent them being rendered useless due to interrupts - contrary to popular belief.

Granted it requires good comms, but otherwise NP.
 

TheBinarySurfer

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old.Eyez said:
sounds like it could work.. but only crap players there can play coz of the MLs /RA's.. what will u do when u got nothing up ? i think u will type /rel :)

and u will go ooe pretty fast.. and your snare from tics... well a good mid/hib grp get them interrupted.. and u have no end.. u cant kite if so.. i will gladly face your grp next week :)
Sorry but youre talking rubbish there - even the best players in the modern rvr game NEED their active RA's to survive. Show me a group that consistently wins with all RA's down vs another equally skilled group with all RA's up and ill show you a liar :)

Lets take the classic example - how do you survive a hib stun/nuke assist train? You purge and interrupt them. How do you survive heavy tanks on your healers - you dump warguard etc etc. Skill and practise helps to affect the outcome, active abilities play a much larger role in deciding it
 

noaim

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TheBinarySurfer said:
I can think of a whole 2 good bg'ers in mid who reguarly play BG/grapple monkey, and prehaps 3-4 in hib these days. Also with 5 banelords in group its tendril city (which ofc works through bg), and bomb city too if you need to kill a bg'er fast (tic runs focus snare dot on the bg'er while one of the mercs bombs - prevent the support from healing for another 2-3 seconds you have a dead bg'er). Failing that you just interrupt the bg'ed caster long enough for his healers/other support to get flattened then kill - its not too hard.

BG'ing a caster does NOT prevent them being rendered useless due to interrupts - contrary to popular belief.

Granted it requires good comms, but otherwise NP.

It seems no grps you ever meet will have moc, instas, DI etc. No PR either, no bof etc. Or, you just managed to find a setup that is good vs everything, providing you dump all you have and the grp you face dont use a single timed abilitity.
 

TheBinarySurfer

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noaim said:
It seems no grps you ever meet will have moc, instas, DI etc. No PR either, no bof etc. Or, you just managed to find a setup that is good vs everything, providing you dump all you have and the grp you face dont use a single timed abilitity.
See my above posts. Moc is a pain but if youre smart about dealing with it its not insurmountable. Ideally you stun a moc'er immediately then scream "moc'er - stunned - pull away from him pull away from him" forcing the moc'er to either stand uselessly out of range with bg on him, or move and compromise his bg and waste yet more time on moc (11 second stun + 7-8 seconds moving to get back in range = 10 seconds left on MoC at best. Failing that one of the tics dumps RR5 and all of a sudden 500+ damage per nuke drops to <100 per nuke.

PR is fine you just need to mezz the freshly rezzed caster immediately then interrupt the support again then either gib him or leave him until the fight is over.

Insta's are fine but a tank-group of the above setup will force you to burn those pretty fast. Also those 3 mercs should be able to happily munch up a full DI3 in <10 seconds usually.

BOF - not a problem, just go into interrupt mode to wear them down until it wears off.

EVERY Active timered ability has a counter that can either negate it entirely or minimise its use - you just have to play smart and know what to do in each situation.

I'm not saying the above always works, but nothing is 100% - good DAoC players treat the game much like a very pretty looking computer chess match - you don't play it in the moment if you can help it you plan 3-4 moves ahead and hope you're outplanning your opponent. Unfortunately the timered abilities are essential to some of those moves...
 

Maeloch

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Looks like we're one of the few grps sitting out the camlann thing, so be glad to fight anything that ain't towerzerg.

How long heratic rr5 last, 30s? 45s? Sounds long time on paper, but passes awfully fast in a real fight...
 

eggy

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Maeloch said:
Looks like we're one of the few grps sitting out the camlann thing, so be glad to fight anything that ain't towerzerg.

How long heratic rr5 last, 30s? 45s? Sounds long time on paper, but passes awfully fast in a real fight...

45s
 

TheBinarySurfer

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Maeloch said:
Looks like we're one of the few grps sitting out the camlann thing, so be glad to fight anything that ain't towerzerg.

How long heratic rr5 last, 30s? 45s? Sounds long time on paper, but passes awfully fast in a real fight...
45 secs or thereabouts although it is affected by spell duration (i think?).
Yes its short but a it does mean you can totally ignore nukers for 45 seconds

(i've had 3 rr5+ light elds all nuking me before for <80 damage a hit - cleric barely even needed to heal)....If you combine this with a monster its truly disgusting - ill post up some screenshots of my damage logs next time i get Tic MR'ed and RR5'ed.

Been ages since i fought you 1-1 Maeloch - might be fun to arrange a few duels sometime - miss trying to find you through that accursed rr5 of yours :)

Edit - Bah eggy beating me to it as my boss made me do work for a few mins after hitting reply! :)
 

noaim

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TheBinarySurfer said:
See my above posts. Moc is a pain but if youre smart about dealing with it its not insurmountable. Ideally you stun a moc'er immediately then scream "moc'er - stunned - pull away from him pull away from him" forcing the moc'er to either stand uselessly out of range with bg on him, or move and compromise his bg and waste yet more time on moc (11 second stun + 7-8 seconds moving to get back in range = 10 seconds left on MoC at best. Failing that one of the tics dumps RR5 and all of a sudden 500+ damage per nuke drops to <100 per nuke.

PR is fine you just need to mezz the freshly rezzed caster immediately then interrupt the support again then either gib him or leave him until the fight is over.

Insta's are fine but a tank-group of the above setup will force you to burn those pretty fast. Also those 3 mercs should be able to happily munch up a full DI3 in <10 seconds usually.

BOF - not a problem, just go into interrupt mode to wear them down until it wears off.

EVERY Active timered ability has a counter that can either negate it entirely or minimise its use - you just have to play smart and know what to do in each situation.

I'm not saying the above always works, but nothing is 100% - good DAoC players treat the game much like a very pretty looking computer chess match - you don't play it in the moment if you can help it you plan 3-4 moves ahead and hope you're outplanning your opponent. Unfortunately the timered abilities are essential to some of those moves...

Yes but what you seem to forget is that time is working against you, the longer the fight lasts the more of your timered abilities you lose and if you havent won by the time the 2 heretic rr´s are over you will get so spanked by a good balanced hybridgrp with 2 casters that debuff for eachother, 2 tanks and a bodyguarder. So basicly the other grp has 2x BoF3, some DI, a few instas, and you have 30 secs to kill em, which wont happen.

Then you tanks without elemental resists starts dropping like shit, I know I very rarely use more than 4 nukes on a merc without friar resists, and then I dont count on him being colddebuffed.
 

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