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(Mythic) origins of balance

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#121 » Thu Mar 03, 2016 6:48 pm

Anything in my snare's is debuffing to my damage type.

It might be better to just go 2 healing shamans 2 da green shamans 8 dps shamans.

This building from a 6 man and building a additional 6 man's thats robust. Because thats all we did. When your building a Warband You don't need a ton of tanks.

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Genisaurus
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Re: (Mythic) origins of balance

Post#122 » Thu Mar 03, 2016 6:50 pm

For the love of god, Montresor...

If you have a follow-up thought after posting, and nobody else has responded yet, please edit your first post instead of making 4 posts consecutively.

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footpatrol2
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Re: (Mythic) origins of balance

Post#123 » Thu Mar 03, 2016 6:52 pm

Penril does it involve stacking a certain class for redundancy?

If so...

Isn't that kinda doing what I'm talking about? ... racial groups?

I think I just broke the meta. I snapped that thing in two. Man I'm such a bad ass!!!

You just straight don't need that many tanks.

Mind you also. With racial groups We DID have a 25% morale boost over non racial groups. So we WOULD be achieving our morale's faster then non racial groups which means, Non racial groups would straight get punked by racial morale pushes.

I'd get my Bo m3 morale push 25% faster. I could do a morale 4 ranged push. ooh man this opens up soo many more options.

OOH MAN exciting times. Imagine the first vid of this greenskinz video and all the tears from all the naysayers. Yummy Yummy naysayer tears.

Everyone has been attacking me for years on these racial groups.

If your going to build a warband to counter this with all the mix match done in current meta min/max grps. You won't have enough dps to get me. You'd have to stack a class. But then your a half ass racial group.

So I think its safe to say that the greenskins racial warband is kinda good.

maybe just a little good. Can you please say it. You can say kinda if you don't want to really say it.
Last edited by footpatrol2 on Thu Mar 03, 2016 7:12 pm, edited 2 times in total.

Penril
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Re: (Mythic) origins of balance

Post#124 » Thu Mar 03, 2016 7:06 pm

It involves more than 2 classes for sure, and all 3 order races.

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footpatrol2
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Re: (Mythic) origins of balance

Post#125 » Thu Mar 03, 2016 7:25 pm

Now whatever your thinking on doing penril. With a mixed group. Think of the function your trying to perfom.

Would it just be better if it was a racial group?

You'd have to compete with my racial group morale pushes Which complement each other very very well.

Does the spec specific morale pushes of mixed groups stack as well as the racial groups?
Its not a game anymore of outlasting. It has just turned into a game of spec specific morale pushes that compliment your bomb group.

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footpatrol2
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Re: (Mythic) origins of balance

Post#126 » Thu Mar 03, 2016 7:32 pm

I'm really really sorry if I was rude. Its just I've been taking crap for so so SO long and told I'm dumb and why would you ever do something like that.

And to be honest. I just came up with the idea that you just don't need that many tanks. Its just straight not needed. So you guys here got to experience that with me. A potential historic game changing event in warhammer online, if racial groups start to take off.

I mean think of the build now you can do. I haven't even thought of em yet. Its a time of discovery.

The neat thing you can also do in racial warbands. Is switch tactics on the fly if your facing a particular group. Oh this is that kind of group. Fine I'll switch tactics to this.

@ gobtar
So... range knockdown and fetch will be problems? oh who is that done by. HE's. HE's are the natural counter to the Greenskinz warband, hence spirit resist tactic.
Last edited by footpatrol2 on Thu Mar 03, 2016 7:39 pm, edited 1 time in total.

bloodi
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Re: (Mythic) origins of balance

Post#127 » Thu Mar 03, 2016 7:35 pm

footpatrol2 wrote: So you guys here got to experience that with me. A potential historic game changing event in warhammer online, if racial groups start to take off.
I am trying but you aint sharing what you are smoking.

Also, once again, edit your posts, dont post again.

Penril
Posts: 4441

Re: (Mythic) origins of balance

Post#128 » Thu Mar 03, 2016 7:38 pm

First of all, you can't cleanse Hexes. So just having a mix of AMs, BWs, Engies and SMs will hurt you a lot. That second 12-man on order can have bubble-spec SMs charging in with HtL keeping a target perma-snared. AMs can AP starve your SHs (SH is very AP demanding anyway). BWs can use ranged KD to make it easier for the SMs to catch up the gobbos. Then they use a standard ST rotation.

Good luck surviving that without tanks. Any absorb bubble the shamans try to use will be instantly shattered thanks to Shatter Enchantment spamming (with Whispering Winds). Any HoT will be removed as well. Lifetap healing will also be pointless due to all the absorbs the SMs have. Throw in 2 Engies for lots of AoE uncleansable Dots and an extra Magnet. Use their M2 for the lols (achievable much faster than your M3 or 4). If everything else fails, SM's use Wings of Heaven to catch the gobbos.

3 SMs x-guarding and pushing with HtL (with the KotBS of course)
1 KotBS for better resists, and also for Destroy Confidence (T4)
2 RPs (with cleanse tactic so they can spam it and remove snares on the SMs)
2 heal AMs (one goes for heal debuff though)
2 BWs
2 Engies

Sorry man, but you didn't break anything. Racial groups can work, but in the end, building around 12>>>>> building around 4.
Last edited by Penril on Thu Mar 03, 2016 7:42 pm, edited 1 time in total.

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footpatrol2
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Re: (Mythic) origins of balance

Post#129 » Thu Mar 03, 2016 7:42 pm

Nice thanks for saying racial groups can work.

Because I've been told for years they could not.

We making progress here.

Racial warbands CAN work and they are competitive.

I agree that at the 6 man level racial groups are not that amazing. It works but min/max 6 man's out compete.

I think 12 man and beyond racial's can compete. Sure they have their counters like anything else. Because your stacking the racial's strengths with redundancy. At warband level I think they are completely viable in any competitive environment.

I think the Big shoota and SH stabba can focus in your AM. They do out range you. Are the Am's guarded? We have a retarded amount of ap drain. You want to ap my SH? have at it I have 6 If you do manage to Pull a handful we Ap drain all key targets like the engie BW. Where's your ap regen?
I can keep multiple targets ap drained. Sure you caught some of my goblin unit. I'll AP drain everything else. You get ur 2nd rift off. You should be close to nothin now on AP bomb kill my 2nd goblin grp. Then my orc bash team moves in. I have 6 SH's granted the big stabba shoota's can't do as much damage as the big shoota's. I think your not seeing the Sheer amount of synergy I have.

Now granted I haven't figured out the optimal 12 man ranged goblin group yet since I just came up with it. So these are just generalities and flavor to what I bring.

I have:
at least 8+ morale 1's me gork sez stops likely more.
8 + breathe of mork's morale 2's shamans
8 + you weren't using that morale 3's shamans
and 8+ spec specific morale 4's that compliment this type of play and Likely assist in the Bomb Orc group or ranged goblin bomb grp.
And I don't care if I burn through it because I still have my bomb and potential ranged bomb from goblins.
This also means are you going to try and focus my healers which don't effect my morale pushes that I can instant rez? Or are you going to attack the slow BOMB(WAaaaaagh) I'm building and not attack my healers? Choices... You have a clock under you.
I can basically constantly have 1 target have Gork sez stop.
Or I can put 10 targets with Gork sez stop. Do you really want to keep chasing me with 10 Gork sez stops on you? I can be choosey too. I'll constantly put Gork sez stop on healers and engie's. While AP draining you. Or put it on the BW's.
I have options and a LOT of Tricks that I can swap in and out to face what I want too.

Does your group have these kind of options?

Thats just from shamans

1 or 2 ranged AoE knockback's from geddoff DPS shamans.
1 or 2 ranged 50% heal debuff from DPS shamans.
At least 1 DPS shaman per ranged group to provide 2 ere we go's which apply to the goblins with big shoota. I can Also make this a morale pump group on the fly if I wanted to with easy switching of tactics. With 3 shamans in a grp thats 4 ere we go's.
I can switch tactics to Run Away on goblin group If you are catching me.
I'll AP your hold the Line SM's and engie's.
I've got squig pets.
your going to get a steady stream of squigs.
Potentially 4 to 6 knock backs from horned pets. To tear apart your advance of your rift grp so they won't be together.
and potentially 4 to 6 ranged knockbacks from morale 1 point blank. Or I can slot concealment to avoid your rift pull on my goblin group. I have options.
Max AoE toughness debuff and str/intel/ballistics from Da Green shamans.
and lots lots more.
I take on your grp you presented.
You want to AP drain my 12 man goblin group? I can pop soothin mushin wrap morale 1 SH. I can stagger them for 20 sec's. I'm also Stripping blessings with dps shamans.

You are also under a time constraint. If my ranged goblin group can get to M4 I think I can do a pretty good M4 ranged morale dump haven't added it up.

Hell I could just Rush you.
I have a couple ranged silences from da green shamans. silence your 2 bright wizards and send in my Orc Bash team.

Also maybe your SM's can catch up to me but how is your rift engie ever going to be anywhere close to rifting? If your engie's are anywhere close TOO rifting I can single target knockback m1 SH.
And I'll just AoE knock back your SM's to eat through my snares again. You only have 5 AoE snares. 3 of which is on m2 SM. So you only have 2 semi Spammable AoE snares. I bring by default 8 healing shamans and 2 dps and not adding a lot of bells and whistles 10 AoE snares. I can very comfortably place 4 snares down without breathing hard. I can have 5 snares up at all times. If Really needed with bringing 4 big shoota's SH and 2 Big Stabba's SH I spend thier m2's.

If I wanted too. I could drop 16 AoE snares in one go. You think you can catch me with What? The engie's will never get there. I can ALSO Have all my goblins slot Run Away. Its flipping game over man. The greenskinz warband would CRUSH what you set up. I do need room to move so maybe you could herd me which is actually kinda funny.

Are you going to Lol m2 wings of heaven me? Cool AoE knock back. If engie's close Knockback them as well. Your not catching me If I don't want you too. Granted terrain plays a MASSIVE ROLE here and we will both know it.
I can drop 10 AoE snares in one go. The engie will never get close enough.
Sure you'll wipe me once. Then I'll adapt on the fly to deal with your group. You keeping me in my warcamp? good Goblin m4 dump.

There is a lot of options I have With this set up.
The synergy is overwhelming.
I'll take my odds against your grp.

Too be fair. Order can do what I'm talking about also with a HE warband. HE's used to have a AoE silence like the BO. But it was tied to the hunters pet. But the playerbase thought that was stupid So they replaced it with garbage. Which means. Order got rid of there natural counter to Sorc bomb groups because they thought it was dumb.

Ok relooked and I am completely wrong. Arcane suppression Shuts down Sorc bombs. I'll figure it out soon.

With the High elf group you guard the WL with one SM and the other SM guards the Pet. I am not completely sure if you can guard the pet or not. Interesting. If you can guard the pet Maybe a BO can guard a squig gas pet. Just wild idea's. throwing mud at the wall.

The playerbase has only really scratched the surface of what you can do in this game.
Last edited by footpatrol2 on Mon Mar 07, 2016 8:57 pm, edited 15 times in total.

bloodi
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Re: (Mythic) origins of balance

Post#130 » Thu Mar 03, 2016 7:46 pm

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