old morale gain rates (mechanics)
- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
It's possible to get to M4 in 2 seconds. But not practical as you would need 14 AM to do it. You would lose way to much dps for it to be a tactic. But 3 dps groups and utillity group, you lose 1 group of dps but you never really need to worry about being morale dumped. And the rate of wich 2 AM can pump a tank to M4 is around 14 seconds. Slightly less with morale gear.

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- GodlessCrom
- Suspended
- Posts: 1297
Re: old morale gain rates (mechanics)
Thats assuming they dont get interrupted, kded, or need to heal. Im not saying its impossible, but it sounds a bit niche. Have you ever actually done this and had it work? Or just theory crafting?
Rush in and die, dogs - I was a man before I was a king!
Re: old morale gain rates (mechanics)
roadkillrobin wrote:It's possible to get to M4 in 2 seconds. But not practical as you would need 14 AM to do it. You would lose way to much dps for it to be a tactic. But 3 dps groups and utillity group, you lose 1 group of dps but you never really need to worry about being morale dumped. And the rate of wich 2 AM can pump a tank to M4 is around 14 seconds. Slightly less with morale gear.
Prove it. Show me a video. It doesn't work as well as you think from looking at the career builders. If this worked don't you think every order group would be running, like how every destro group abuses the morale pump tactics.
It doesn't work.
- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
What do you want me to show you? That AM's have a tactic that buff morales? Moast groups doesn't run it coz moast groups run around in 6mans and can't sacrifice 2 dps spots for 2 Support AM's. You can in 24 man Warbands tho and by doing some cleaver WB composition you don't need to replace any dps at all.

- GodlessCrom
- Suspended
- Posts: 1297
Re: old morale gain rates (mechanics)
Im saying its easy to say "this works, I think" and harder to actually make it work in practice. It sounds like it could work, but I would like to see someone actually do it to see if its worth it or not.
Rush in and die, dogs - I was a man before I was a king!
- footpatrol2
- Posts: 1093
Re: old morale gain rates (mechanics)
Slow down.
Think about the old keep mechanics ---(doorhammer)---
You can respec in zone at any given time. Super serious RvR guilds can tax members and provide mass respec's.
I have to go to work soon.
There are 3 phases of this game open field fighting/roaming, keep defense/battle objective holding, keep offense/battle objective assault. A very long time ago early mythic placed career trainers in the friendly keeps. This was so you could respec given the situation your team is having to deal with.
Are warbands mobile at all times? No they are not.
In a keep offense or defense you are very much not that mobile.
Old keep mechanics.
Postern doors are closed.
Both sides place down 3 guild banners for max morale gain.
Originally only classes that could bypass posterns were WH/WE's. This unique role got stolen from them early in the game.
Front gate was open to defenders and could pass through freely.
If you attacked the door your morale gain would increase.
If you were a defender in the keep your morale gain would increase.
When the door goes down both sides likely have full morale.
Your goal on both sides is to strip morale right before the door goes down from the opposing faction on high bomb component classes.
You don't need a army of AM's to single target boost a knight. The (old) keep mechanics raise you to morale 4 by just participating. You'll likely have your morale 4 multiple times prior to the door going down. You don't run solar flare in all situations. You only run solar flare in keep assault and keep defense. Toss your knight 5 gold and respec him for solar flare right before a keep siege or keep defense.
Defenders are poping out front gate and morale bombing every 60 sec's until door goes down. Attackers are morale bombing the defenders morale bombing. All morale bombing stops roughly 2 minutes before door goes down to save morale bombs to break into the keep. Defender needs to kill key morale bomb components to lessen or weaken the overall morale bomb the attacking force has. Its super important that key morale bomb components don't die on both sides. You only send in some of your force through the door to bait out morale bombs. Hold all other morale bombs. Wait for your team to get morale bombed. Your baiting. Rez your bait and send them in again. Only send in a small force.
I have to go now.
This stuff is about organization, coordination and discipline.
Think about the old keep mechanics ---(doorhammer)---
You can respec in zone at any given time. Super serious RvR guilds can tax members and provide mass respec's.
I have to go to work soon.
There are 3 phases of this game open field fighting/roaming, keep defense/battle objective holding, keep offense/battle objective assault. A very long time ago early mythic placed career trainers in the friendly keeps. This was so you could respec given the situation your team is having to deal with.
Are warbands mobile at all times? No they are not.
In a keep offense or defense you are very much not that mobile.
Old keep mechanics.
Postern doors are closed.
Both sides place down 3 guild banners for max morale gain.
Originally only classes that could bypass posterns were WH/WE's. This unique role got stolen from them early in the game.
Front gate was open to defenders and could pass through freely.
If you attacked the door your morale gain would increase.
If you were a defender in the keep your morale gain would increase.
When the door goes down both sides likely have full morale.
Your goal on both sides is to strip morale right before the door goes down from the opposing faction on high bomb component classes.
You don't need a army of AM's to single target boost a knight. The (old) keep mechanics raise you to morale 4 by just participating. You'll likely have your morale 4 multiple times prior to the door going down. You don't run solar flare in all situations. You only run solar flare in keep assault and keep defense. Toss your knight 5 gold and respec him for solar flare right before a keep siege or keep defense.
Defenders are poping out front gate and morale bombing every 60 sec's until door goes down. Attackers are morale bombing the defenders morale bombing. All morale bombing stops roughly 2 minutes before door goes down to save morale bombs to break into the keep. Defender needs to kill key morale bomb components to lessen or weaken the overall morale bomb the attacking force has. Its super important that key morale bomb components don't die on both sides. You only send in some of your force through the door to bait out morale bombs. Hold all other morale bombs. Wait for your team to get morale bombed. Your baiting. Rez your bait and send them in again. Only send in a small force.
I have to go now.
This stuff is about organization, coordination and discipline.
Re: old morale gain rates (mechanics)
If I'm leading our warband on Thursday, provided we have the numbers I'll try this out, much to the dismay of my AMsGodlessCrom wrote:Im saying its easy to say "this works, I think" and harder to actually make it work in practice. It sounds like it could work, but I would like to see someone actually do it to see if its worth it or not.

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Re: old morale gain rates (mechanics)
You like to cherry pick junk tactics / abilities from the career builders and claim a lot of random crap you have never tested or done. You then use that crap as a distraction from very real balance issues like the morale pump tactics which are widely used on destro.roadkillrobin wrote:What do you want me to show you? That AM's have a tactic that buff morales? Moast groups doesn't run it coz moast groups run around in 6mans and can't sacrifice 2 dps spots for 2 Support AM's. You can in 24 man Warbands tho and by doing some cleaver WB composition you don't need to replace any dps at all.
It doesn't work. It doesn't work at all. If you really think it does, then make a warband and test it and then provide a video of it working.
But that is not what you do.
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- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
Just keep in mind that the Morale boosting AMs are Support, not Healers. The group they are placed in still needs 2 healers. You should treat em more like Magnet Engies rather then pure heals or dps. And the tanks you're boosting need to be able to communicate so he can inform when he's able to strip morale so you know when to push.Osred wrote:If I'm leading our warband on Thursday, provided we have the numbers I'll try this out, much to the dismay of my AMsGodlessCrom wrote:Im saying its easy to say "this works, I think" and harder to actually make it work in practice. It sounds like it could work, but I would like to see someone actually do it to see if its worth it or not.

- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
Well I don't play order anymore. So if you wana debunk it then make a order warband try it out extensivly and debunk it. Its not like you provide any solid counter arguments to why it shouldn't work.Karast wrote:You like to cherry pick junk tactics / abilities from the career builders and claim a lot of random crap you have never tested or done. You then use that crap as a distraction from very real balance issues like the morale pump tactics which are widely used on destro.roadkillrobin wrote:What do you want me to show you? That AM's have a tactic that buff morales? Moast groups doesn't run it coz moast groups run around in 6mans and can't sacrifice 2 dps spots for 2 Support AM's. You can in 24 man Warbands tho and by doing some cleaver WB composition you don't need to replace any dps at all.
It doesn't work. It doesn't work at all. If you really think it does, then make a warband and test it and then provide a video of it working.
But that is not what you do.

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