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Advice on some group comps.

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Hadann
Posts: 54

Advice on some group comps.

Post#1 » Wed Nov 01, 2017 6:47 pm

So i recently returned with some friends to play the RoR private server and we have been playing casually and enjoying the game for what it is. My highest character is lvl 30 atm with a few in teens as i just been a nub enjoying t1 all over again lol. But i recently started lvling my main seriously and started to do the t4 rvr a little more to see how it is and what type of groups/comps/guilds are running. So far from my experience from t4 order it feels very unorganized. I followed a few guild grups(warband size) and they would just aimlessly run around the map, flank destro wbs, get the jump start to win and then all stand still shooting range at each other until destro eventually won. Back on live we were a pretty heavy SC focused guild and were apart of an alliance of similar small sized guilds who focused on scs but when we did our RvR alliance nights, we would spec to fit what we were doing. We ran tanks per party, healers per party, and had a major focus on aoe based dmg like nade engi and BW. We would also run a few melee dps for clean up duty on low health players/quick gank on the healers(usually ran WHs). So far it seems t4 is based on just numbers and whoever is blobbing at that current time wins. Does this type of comp not work anymore? Just curious to see what guilds/groups run. Back on live we ran certain builds for SCs and certain builds/setups for large scale rvr. Does this still exist, or is it just a giant brawl of whatever you can find? I have been away from war scene for years and haven't caught up on all the changes from RvR server to live. Thanks for your time to read this and see ya out on the field o7.

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dansari
Posts: 2524

Re: Advice on some group comps.

Post#2 » Wed Nov 01, 2017 6:54 pm

Short answer: yes, for rvr most of it depends on who has more numbers.

Long answer: yes, but you can slightly offset that by group communication, group setups, high rr, good gear. For the most part, unless you're against pugs, it needs to be roughly even numbers for you to stand a chance in rvr.
<Salt Factory>

Dabbart
Posts: 2251

Re: Advice on some group comps.

Post#3 » Thu Nov 02, 2017 3:23 am

1, Please use paragraphs. Blocks of text are a bitch to read.

Otherwise, generally speaking, yes, the Zerg as we call it, wins. But, you can kite and pick at the sides, or gank around BOs. Putting a group on the side of a keep under assault to lure some over extenders works well, just pop in and out of the postern. Before the outer is down, you respawn inside the keep. So you can afford to afford be a little aggressive.

You'd be surprised how easily a large blob of PUGs can fall to a coordinated attack. You just need 6. 2 healers is mandatory, at least 1 defensive-ish tank per melee dps. The rest is whatever. As long as the DPS assist you'll get kills.

Learning to kite, and when to pull back is key. Smashing W and brave-heart charging isn't always the best option. Take advantage of LoS and terrain, and try to know where your fall back point is. Basic tactics work really effectively against PuGs. If you run into a premade WB, you're kinda ****.

As far as group comps, whatever you feel like really. Try to avoid double melee DPS though. Run with health and AP pots(buy off the AH, and some off the RvR vendors so you can double pot), and then it's just learning your class.

TLDR: Don't charge the zerg. Don't stand still while the zerg charges you.
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