Yes, but the pressure from the dots will never be constant in an actual fight, they would only be dangerous at certain intervalls. The same thing goes for engie warbands, while the dots can do a lot in theory, cleanse etc. Makes the whole thing very unreliable as a huge part of the damage can be negated when needed.NSKaneda wrote:CoT is reapplied on succesful hit, AOE SWs can hit enemy wb faster than DoKs can cleanselefze wrote: Another thing is that while the damage could be good in theory, DoK M2 at the moment the pressure is starting to get felt is gonna cleanse the whole thing.
Theory crafting: Racial Warbands
Re: Theory crafting: Racial Warbands
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Re: Theory crafting: Racial Warbands
Spirit debuff is n/a when talking CoT; CoT dot is unaffected by anything, be it strength, toughness or resists. It always does the tooltip damage (challange and guard do have impact ofc).
Just a little sidenote.
Just a little sidenote.
Re: Theory crafting: Racial Warbands
It doesn't scale with mainstats, but resists affect it afaik.Madcatmech wrote:Spirit debuff is n/a when talking CoT; CoT dot is unaffected by anything, be it strength, toughness or resists. It always does the tooltip damage (challange and guard do have impact ofc).
Just a little sidenote.
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- roadkillrobin
- Posts: 2773
Re: Theory crafting: Racial Warbands
CoT shouldn't be cleanseble just as with Jagged Edge.
Whirling Axe of WL is the skill im talking about. Its almoast a guranteed CoT proc every Channel due to the 6 attacks.
And its not like CoT its the only dmg the the warband would be putting out either.
Whirling Axe of WL is the skill im talking about. Its almoast a guranteed CoT proc every Channel due to the 6 attacks.
And its not like CoT its the only dmg the the warband would be putting out either.

Re: Theory crafting: Racial Warbands
That's why you use MoM/Cronos AM.lefze wrote:It doesn't scale with mainstats, but resists affect it afaik.
MoM gives higher chance to crit and Cronos strips Spirit resists. Works like a charm

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- Fallenkezef
- Posts: 1492
Re: Theory crafting: Racial Warbands
I can not speak for Dessie, been focused on my Dawi atm.
It does seem Human and Dwarf only guilds are well represented and through alliances can easily form mixed warbands. My slayer is in Oathkeepers which has a Dwarf only setup but also a good number of allied guilds.
I can't say I've seen any Elf guilds but I try to ignore the beardless, pointy eared oathbreakers anyway.
The Bitterstone lads do pretty well with Thier Dwarf gunlines and I dont see any inherent flaws in the Human lineup.
It does seem Human and Dwarf only guilds are well represented and through alliances can easily form mixed warbands. My slayer is in Oathkeepers which has a Dwarf only setup but also a good number of allied guilds.
I can't say I've seen any Elf guilds but I try to ignore the beardless, pointy eared oathbreakers anyway.
The Bitterstone lads do pretty well with Thier Dwarf gunlines and I dont see any inherent flaws in the Human lineup.
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- Aurandilaz
- Posts: 1896
Re: Theory crafting: Racial Warbands
A Empire racial warbands will be amongst the most effectives, easily even beating Chaos.
You have solid line of 8 kotbs with different auras, 8 bomb BWs and 8 WPs. GG, most powerful order tank, best aoe bomber in game and one of the best group healers in game.
They could even rotate morals, with initial wave of 8 Ruin and Destruction from BWs, 1200x8=9600 undefendable moral damage in one spot to wipe any force around there, followed by a 2nd wave of kotb M3s and WP M3s with more moral damage to finish the deal.
Of all the fantastical races and their magical might, the humans win again.
Regarding the Asur, you will actually want 1-3 SM in party for maximum Spirit debuffing, 1-2 AMs and then either backup AM or WL/SW. Instead of typical moral bombing, you will have 4 teams working in same area, with each running their SM meleetrain that debuffs the victims spirit resist to 0, and then AM giving a few extra dots to drown the victim as the Swordmasters of Hoeth Ether Dance the victim to the afterlife. Add maybe SW for generic AoE pressure or have a "guard" force of 4 WLs standby ready to intervene with pounces if the enemy sends troops to harass your healing AM backlines.
Meanwhile Chaos racial warband would have marauders, and that is all we need to know regarding how they would succeed. Just spam stuff and people drop like flies.
You have solid line of 8 kotbs with different auras, 8 bomb BWs and 8 WPs. GG, most powerful order tank, best aoe bomber in game and one of the best group healers in game.
They could even rotate morals, with initial wave of 8 Ruin and Destruction from BWs, 1200x8=9600 undefendable moral damage in one spot to wipe any force around there, followed by a 2nd wave of kotb M3s and WP M3s with more moral damage to finish the deal.
Of all the fantastical races and their magical might, the humans win again.

Regarding the Asur, you will actually want 1-3 SM in party for maximum Spirit debuffing, 1-2 AMs and then either backup AM or WL/SW. Instead of typical moral bombing, you will have 4 teams working in same area, with each running their SM meleetrain that debuffs the victims spirit resist to 0, and then AM giving a few extra dots to drown the victim as the Swordmasters of Hoeth Ether Dance the victim to the afterlife. Add maybe SW for generic AoE pressure or have a "guard" force of 4 WLs standby ready to intervene with pounces if the enemy sends troops to harass your healing AM backlines.
Meanwhile Chaos racial warband would have marauders, and that is all we need to know regarding how they would succeed. Just spam stuff and people drop like flies.

Re: Theory crafting: Racial Warbands
Someone asked from a word of the Bitterstones and here it comes.
Setting up a theorycrafted High Elf or Empire Guild is nice and good. But if you want to field a premade racial warband you need several stuff up front. Just setting up a date will not work.
Full Receipe for a Racial Warband:
Setting up a theorycrafted High Elf or Empire Guild is nice and good. But if you want to field a premade racial warband you need several stuff up front. Just setting up a date will not work.
Full Receipe for a Racial Warband:
- Found an active Guild or Alliance. (Doesn't have to be mono racial)
Have every player play at least two careers of your desired racial warband to 40/40 Ruin geared. One of the two has to be a tank or healer.
Setup at least one day in the week where you run regularly a racial warband.
Find at least two more guild officers who run the event if: <you are at holdays for two weeks, move your house, marry, your wive tells you that you don't lead tonight.>

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Re: Theory crafting: Racial Warbands
Y'all are missing the most important factor: that high elf warband will never catch a greenskin band. Best you can do vs greenskins is to have engy pull and quick knight m3.
So yeah you might fight in a ball well with lots of group absorbs, but you'd be endlessly kited in the lakes
So yeah you might fight in a ball well with lots of group absorbs, but you'd be endlessly kited in the lakes

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Re: Theory crafting: Racial Warbands
I would like to think an all Elf warband could be gathered as I think it would be a hoot to run in. But realistically, outside of what the BT's do I have my doubts Order could ever gather enough people together to make it happen. I could be wrong, and if anyone ever posted a time and place I would do my best to be there. Will see I guess.
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