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Theory crafting: Racial Warbands

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footpatrol2
Posts: 1093

Re: Theory crafting: Racial Warbands

Post#41 » Sat Nov 11, 2017 2:57 am

I am Thoroughly enjoying this thread. Sorry for the wall of text.

I've been wanting to comment on this thread for awhile, but don't know where to start.

So I'd like to state, please test out your idea's. A racial guild is a great way to do this or a large network of friends is also a good way. I've done both. Glorian gave solid advice. You have to build a network/community of player's that are willing to test out your idea's (be experimental) and that are not afraid of failure. Bounce idea's off each other. You will fail a TON in the beginning because there is a learning process involved on playing to your strengths. 6 man comps have rigid restrictions, comps based at the warband level are not so rigid. There is a style of play that needs to be learned to these racial groups/warbands. You also have to learn how to mitigate your weaknesses through smart play.

I'll state this on warband creation.
It is all about Pre-planning.
Always have 2 healer's per group, note you could have more then 2 healer's in a group.
Base 2 of your groups on AoE Ap damage (this is your bomb)
This could be mdps based or rdps based or a mix. There are pro's and con's to each. The bomb can be a combination of Ap AoE damage and AoE Morale damage.
Group 3 and 4 can be exotic or more ap AoE bomb.
If your bringing mdps always bring a guard with it.
Mdps groups cost more player resource then Rdps groups but mdps centric groups don't care about HTL.
Rdps cost less player resource and don't require a guard but have to deal with HTL.
4 rdps 2 heal is very valid for a group 3 or 4 in a warband setting.
Think on if you want to run a HTL warband comp or not. Pro's and Con's to this.
You likely want to run a HTL warband comp for a keep defense/keep offense situation.

Have different pre-planned group comp make up's for the 3 different phases of ORvR which are: Roam/Keep Offense/Keep Defense.
Potentially reconstruct the warband comp makeup. Mass gear swap/class spec/renown build/tactic swap to adjust to the phase your in.
Don't ignore your morale bomb's. You can combo m2 with m4 morale bombs especially with High Elves.

Notes on High Elves
Spoiler:
The more AM's you bring with MoM the more you increase your kite/catch game. No other healer order side can place a Snare bubble safely at 100ft. You can snare a entire warband with one well placed snare bubble. Your potentially bringing 8+...

MoM can be used defensively or offensively. It is extremely versatile.

Positioning is everything. Always have a escape plan if things go bad.

There is a learning curve to warband kite/catch. I run a GS warband, to individually kite is easy, to do it as a large body and as a team is hard. We sucked at it in the beginning but we are getting better at it, and will continue to get better at it.

You NEED to dismount player's because your so dependant on movement. Think of out of the box way's to Dismount player's. Something I am toying around with is taking one or two Splintered arrow tactic SH's with 100ft tactic purely for the dismounts. Same can be done with SW. Merbay idea is trash. Dunno testin it.

Instant rez is powerful. SOO MANY tricks with instant rez.

The more AM's you bring with morale pump be that heally/dps the more morale tricks you can do since the morale pump is outgoing meaning not limited to the group your in. The con is AM's don't add too your morale bomb really.

AM's can En Masse AoE ap drain with a simple tactic slot switch. That is powerful.

The major morale bomb components are coming from your SW's and WL's.

The morale 4's for High Elves is 100% on the table due to the AM morale pump.

The SM Wingz/WL pounce combo is really good especially combined with WL m4 Blade and Claw.

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roadkillrobin
Posts: 2773

Re: Theory crafting: Racial Warbands

Post#42 » Sat Nov 11, 2017 8:21 am

Unguarded rdps are almoast as unplayeble in large scale as as unguarded mdps. If there is any sizeble oposition, even at same numbers they gonna instagib any unguarded rdps coz they will be pretty much unhealeble and you lose tons of dps coz you wasted a group composition.

Better option and neither a good one, would be to go a group with 3rdps 3heals and focus single target heal.

But the best setup for warband groups are always 2-2-2. And in terms of HE its
2SM-1WL-1SW-2AM as thats the best way to utilize leading shots and SM are just as good at spreading CoT as SW are.
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footpatrol2
Posts: 1093

Re: Theory crafting: Racial Warbands

Post#43 » Sat Nov 11, 2017 9:02 am

So unguarded rdps is fine. We do it all the time. I guess it really depends on scale. Your EU scale is just crazy pants and I personally think it is imbalanced for the game to have that many player's in one spot/one zone. I 100% get where your coming from though roadkillrobin and if I played in your scale I'd probably feel the same. US scale has like at most 2 warbands running around each side and more likely 1 warband vs 1 warband with a little spill over.

Going 4 rdps 2 heals trades tankyness for more damage. If you like to gamble it is a acceptable amount of risk. Obviously you don't have to do this. The safe option is always 2/2/2.

rocks run's a all goblin warband which is a kiting warband or water build. We don't engage anything we can't handle. We got instant rez for days so... whatever. We'll use the zerg as a meat shield or not. I'll have like 14 SH's and 10 shaman's in a warband. We play the slinky game really really well. The damage output is pretty crazy. We are usually top kills in zone so... and are part of the decisive fights of zone flips. The idea is to control the lake/roam/BO control with that kind of warband. This is obviously super exotic. I use it as a tool to help teach us how to kite as a large body.
Last edited by footpatrol2 on Sat Nov 11, 2017 9:15 am, edited 1 time in total.

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Jildaz
Posts: 164

Re: Theory crafting: Racial Warbands

Post#44 » Sat Nov 11, 2017 9:14 am

if you are looking for an Elf guild > Eternal Host (in alliance with Bittersone, CNTK and more)
We run 2 groups sometimes, but could use more.

Events are most of the time Tuesday and friday starting aournd 8PM Altdorf time.
cya on the lakes
Gwelthas : WL 86 The Eternal Host
Gwelthaz : IB 86 3rd Bitterstone Thunderers
Gweltaz : SL 83 3rd Bitterstone Thunderers
Ashitakah : SW 82 The Eternal Host

Gwelth : marauder 80
Gwelt : BG 81

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roadkillrobin
Posts: 2773

Re: Theory crafting: Racial Warbands

Post#45 » Sat Nov 11, 2017 9:26 am

If you don't engage in anything you "cant handle" then you can't really win the battle either.
If you win using this philosohy its basicly just luck, coz you were lucky that the opposition were weak enough for you to handle.

Imo, goal should be to all the time extend the limit and be able to deal with the obstacles thats out of the range of others. Thats how you get better. If 1 warband can stand up against 2 warbands then your realm are also much more efficiant at progressing the campain. If you always need numbers to suceed then you gonna lose the fights were you don't have it.
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footpatrol2
Posts: 1093

Re: Theory crafting: Racial Warbands

Post#46 » Sat Nov 11, 2017 10:19 am

So what I stated is just a tool. It is a water build. Do we wipe 100% if we have poor positioning and weren't prepared. That GoBO warband is highly dependant on positioning and having a escape plan. It is made of paper. I have MASSIVE weaknesses. But can the opposition catch me?

I have 10 sticky feetz and 14 squig goo's all of which is uncleansable. That's 24 AE snare's and at a moment's notice I can have everyone slot run away. I also have insta rez which if you think on it act's like a teleport to create more distance. I am stacking strengths. I am skewing HARD on purpose. If you are not built to deal with something like this you are going to have a bad time. Did the current atm classic utility belt warband bring enough counter to deal with my skew? I'm gambling that they didn't. I could be wrong and it will suck for me. We play the slinky game very well.

Slinky game
We'll stretch out the opposition because they are in pursuit, while snaring them up. When they give up on the chase because they realize they won't catch us, we turn and eat up the over extended because they are stretched too thin. And if the bulk of the opposition turn's and is still something we think we can't handle, we run again to stretch out the opposition again. Rinse repeat. I am slowly eating the opposition. I want the opposition to chase me. 100% done on purpose. That's what I meant by we don't engage things we don't think we can handle. It is a harassment warband. You are constantly poking at the tiger but just staying out of reach.

If I want to tank the world just bring healer's and tanks, which I am not saying is a bad idea. It depends what your goals are and what your trying to do. This game is extremely flexible.

So we run traditional 2/2/2 setup's also.

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Theseus
Posts: 526

Re: Theory crafting: Racial Warbands

Post#47 » Sat Nov 11, 2017 11:07 am

Jildaz wrote:if you are looking for an Elf guild > Eternal Host (in alliance with Bittersone, CNTK and more)
We run 2 groups sometimes, but could use more.

Events are most of the time Tuesday and friday starting aournd 8PM Altdorf time.
cya on the lakes
Yeah, I know your guild well.^^

I was Huntsmaster there in my order days after all.
Andyrion Ulthenair
Arphyrion Soulblade

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Bozzax
Posts: 2650

Re: Theory crafting: Racial Warbands

Post#48 » Sat Nov 11, 2017 7:27 pm

That is just exploiting rdps > mdps not really doing a greenskin wb. Cant blame you for doing it tho :)

Or one could say you are doing a racial wb.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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footpatrol2
Posts: 1093

Re: Theory crafting: Racial Warbands

Post#49 » Sat Nov 11, 2017 9:14 pm

Rdps is superior to mdps until you run into a very well organized/disciplined HTL warband comp which control's it's positioning and movement. Which If we run into something like that we are hard countered to near the point of uselessness. This is rarely seen though.

So again that GoBO warband is just a tool to help us learn how to kite as a large body and to work on our slinky game. We only run it once a week. We run more traditional 2/2/2 comps throughout the week.

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Collateral
Posts: 1494

Re: Theory crafting: Racial Warbands

Post#50 » Sat Nov 11, 2017 9:21 pm

HTL really makes no major difference tbh. I'm pretty sure you're aware of sh m4. Spamming shs like that is just complete cheese. And with so many shamans, getting those m4s is no problem at all. You can have 9 tanks holding the line like a wall, and 14 m4s would melt them in 2 seconds, literally. After that just deal with the rest, healers and dps that survived. You can either bomb, or go st and assist. And again, with 14 shs assisting, things should melt pretty damn fast. Having 10 shamans is more than enough for spamming aoe snares and kiting, no need to waste m2s if you know what you're doing.

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