I'll be listing Several Greenskinz only builds in this thread.
My philosophy and approach to this game is play to your strengths Screw your weaknesses.
Here is a crazy crazy build I thought up. Hyper un-traditional. Looks to be super fun.
Here we go. I'm only providing the Jist.
Please Note: I am the type of person that likes to fling mud at the wall and see if it sticks with builds. I also like to try them out before dismissing them.
Here we go. I call this chase the goblins/Black Orc Bash team. This is a 12 man and wouldn't work if it wasn't a 12 man. I don't know if this would work though but excited to try it out. This is more of a RVR build and not so much a SC but It could be used in SC's. The builds I list are not 100% complete are somewhat flexible in spec. Just because I pick up tactics doesn't mean you HAVE to use them in all cases its just nice to have access to them.
When Black orcs had the anti-detaunt tactic this build was a lot more viable.
First group 5 da brawler Black Orcs. 1 Da boss.
http://waronlinebuilder.org/#career=bo; ... :4470:4490:
1 Da Boss Black Orc
http://waronlinebuilder.org/#career=bo; ... 469:4470:0:
This Black orc unit has straight up a rhythm. Its semi muscial so it takes a High amount of coordination but could be worthwhile. A lot of practice would have to be done to set up the right rhythm which can be done outside of pvp.
Here's how this Black Orc 6 man works.
Everyone Cross guards or Daisy chain guards
Cycle parry dodge morale 1 QYS (notice 2 BO's)
Cycle Toughness morale 2 walk it off (notice 2 BO's)
Cycle get em its 15 sec duration over one minute cooldown (done with 4 BO's)
Cycle not in da face with the 5 da brawler BO it has 4 sec duration cooldown of 20 sec's cooldown. Hard to pull off but OH so rewarded with 100% immunity to your melee train. (Notice takes 5 BO's)
Cycle Savin me hide 20% magic reduction. It would really help if this animation came back meaning the green striped wave to help set up the rhythm. (1 BO needed for this)
If you can actually get to your morale 4 with 4 black Orc's. The Da Brawler BO's can start to cycle Puddle of Muck morale 4 for additional AE snare. (4 BO's)
2 BO's Are not using their morale's. The first being da brawler other being da boss.
These could slot Whatever. Da brawler could slot puddle of muck so Once you can achieve morale 4 he's the one that starts puddle of much rotation.
Tactic slots are flexible to our opposition. Probably have a bunch of tactic slot switches to face different premades.
Da Boss BO
He provides AE snare to the group. AE weaponskill buff to train. Max resist buff/armor buff Via da greenest bellow.
We'z bigger ability Is only picked up in the spec to ensure that you get your armor buff. I know it doesn't stack but with da greenest but it just ensure's your melee train has a armor buff if da greenest armor below didn't trigger on armor.
Goblin Support unit. Lots of flexability here.
You could go straight 6 healy shamans which I like but then you have no heal debuff. So you can drop a healy shaman for a Skirmish squigherder for the heal debuff. But now your running a SH behind the Black orc unit with no guard. You could drop an additional shaman and pick up a 7th BO probably da boss. This could work but your hurting your healing potential. Things have to be playtested to find the sweet spot. You could also drop the da boss black orc from The black orc unit and throw in a healy shaman in there. I kinda like this best.
Alternatively
Drop a Da Brawler from Orc grp. Put in 1 healy shaman for ere we go and AoE heals plus morks buffer for a out the door resist buff. You lose out on 100% immunity to black orc unit and are immune for 16 sec's out of 20 which is still good. Still have Skirmish SH for heal debuff and probably DA boss BO guarding him in Goblin support healy unit. Da Boss BO gives goblin supporting unit Resists buff + armor buff for group.
So total group composition
Grp 1 = [4 Da brawlers 1 Da Boss 1 healy shaman]
Grp 2 = [4 healy shamans 1 Skirmish SH 1 Da Boss}
Well tell me what you guys think?
I'll list other group compositions soon.
Also Shameless plug LF greenskin players to see try this out. Don't have to be part of the guild but need to be open minded and be positive.
[Greenskinz] Racial Groups
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- footpatrol2
- Posts: 1093
Re: [Greenskinz] Racial Groups
Here's a 6 man supporting build to a iron hard 12 or super solid 6 man making use of Da Green shaman spec. This isn't a Main 6 man build. This is a supporting 6 man build you could do in a ORvR group, or in a 18 man SC group or potentially warband if we can ever get to that level.
Support group composition = 4 Da Green shamans, 1 Choppa w/chop faster, 1 da boss tanky BO.
4 Da Green shamans main spec
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
4 da green shamans off-spec (only use if you have enough AE snare's with your main group for more AE knockback's)
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
Probably build Da green shamans for pure offense gotta play around with it. This is semi a Rush group due to chop faster. All Da Green shamans defensive targets are on the choppa maybe one on the BO.
Choppa and BO go into your melee train from your iron hard 12 man or 6 man. You want the BO to be super self efficient and barely take any damage. So high avoidence.
What this group can do:
4 AE life taps
4 AE snare's
4 Silences
4 15% damage boosts bubbles either on Rdps or da green shamans themselves.
4 morale 4's stealin your thunder You can cycle this if you can reach your morale 4's. Its a option
4 (Potentially) Breath of Mork's for 6k healing on your melee train. its a option
Access to 4 instant reze's for main group durability
Access to 4 instant large heals.
How the group works.
Da Green shamans pre debuff targets prior to engagement. Da green shamans put 15% damage absorb buffs on themselves or Rdps somewhere. Silence key targets.
Offensively Snare or web your target. Hit whatever you want with your melee train. Choppa goes chop faster. Probably also with the Main group.
Da green shamans Spam Path of Da green AE lifetap till chop faster is done.
Pretty simple group. Purely support and gives access to your 18 man or warband 4 rez's for more warband durability + 5 AE snares.
Its just a Wonky build. You have to have a different group that is Really applying a lot of pressure for this to be ok viable.
Support group composition = 4 Da Green shamans, 1 Choppa w/chop faster, 1 da boss tanky BO.
4 Da Green shamans main spec
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
4 da green shamans off-spec (only use if you have enough AE snare's with your main group for more AE knockback's)
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
Probably build Da green shamans for pure offense gotta play around with it. This is semi a Rush group due to chop faster. All Da Green shamans defensive targets are on the choppa maybe one on the BO.
Choppa and BO go into your melee train from your iron hard 12 man or 6 man. You want the BO to be super self efficient and barely take any damage. So high avoidence.
What this group can do:
4 AE life taps
4 AE snare's
4 Silences
4 15% damage boosts bubbles either on Rdps or da green shamans themselves.
4 morale 4's stealin your thunder You can cycle this if you can reach your morale 4's. Its a option
4 (Potentially) Breath of Mork's for 6k healing on your melee train. its a option
Access to 4 instant reze's for main group durability
Access to 4 instant large heals.
How the group works.
Da Green shamans pre debuff targets prior to engagement. Da green shamans put 15% damage absorb buffs on themselves or Rdps somewhere. Silence key targets.
Offensively Snare or web your target. Hit whatever you want with your melee train. Choppa goes chop faster. Probably also with the Main group.
Da green shamans Spam Path of Da green AE lifetap till chop faster is done.
Pretty simple group. Purely support and gives access to your 18 man or warband 4 rez's for more warband durability + 5 AE snares.
Its just a Wonky build. You have to have a different group that is Really applying a lot of pressure for this to be ok viable.
Re: [Greenskinz] Racial Groups
you don't seem to rate the SH. for the ranged snare alone i'd take a couple
- footpatrol2
- Posts: 1093
Re: [Greenskinz] Racial Groups
Ya I didn't think about it but the ranged snare from SH in the BO bash team build is great. You'll slowly be eating players as the BO bash team catches up.
I got A lot more builds with all the spec's of SH's in them. I'll be listing a lot more. I just thought I'd throw out some super untraditional stuff not based on 2/2/2.
I got A lot more builds with all the spec's of SH's in them. I'll be listing a lot more. I just thought I'd throw out some super untraditional stuff not based on 2/2/2.
- footpatrol2
- Posts: 1093
Re: [Greenskinz] Racial Groups
Check out this 6 man
1 Da Brawler for max stat steal
1 Da boss for max resistance buff group armor buff
1 Stabby SH for Bad Gas
2 healy shamans
1 Range support
The range support could be either a Long range skirmish SH for a reliable heal debuff and access to a morale 2 AE snare. You get access to a oh so nice ini debuff and range snare.
Or
1 dps Shaman for a not so reliable heal debuff but you get a WAY better AE snare (sticky feetz offspec) then the above SH, access to instant rezing, stripping of blessings and more ere we go which can be used while kiting for more damage from the melee train.
Or
A third healy shaman. You lose out on the heal debuff but you pick up more group durability. Each forward player would have their own dedicated healer.
What this group has:
access to 4 AE snares.
2 from healy shamans, 1 from da boss BO, 1 from range support.
Access to heal debuff from range support.
Cycle Bad gas from staby SH and not in da face from da brawler BO for 100% upkeep of the bad gas effect on a single target.
Weaponskill buff to stabby SH from da boss BO.
Lots lots more synergy but thats the big stuff.
Options to cycle racial morale 1 or 2 from BO's.
How the group works:
Have one of the BO's guard the gas squig for additional armor boost. Passively when you can hots to the gas squig. Either offensively snare or defensively snare.
1 Da Brawler for max stat steal
1 Da boss for max resistance buff group armor buff
1 Stabby SH for Bad Gas
2 healy shamans
1 Range support
The range support could be either a Long range skirmish SH for a reliable heal debuff and access to a morale 2 AE snare. You get access to a oh so nice ini debuff and range snare.
Or
1 dps Shaman for a not so reliable heal debuff but you get a WAY better AE snare (sticky feetz offspec) then the above SH, access to instant rezing, stripping of blessings and more ere we go which can be used while kiting for more damage from the melee train.
Or
A third healy shaman. You lose out on the heal debuff but you pick up more group durability. Each forward player would have their own dedicated healer.
What this group has:
access to 4 AE snares.
2 from healy shamans, 1 from da boss BO, 1 from range support.
Access to heal debuff from range support.
Cycle Bad gas from staby SH and not in da face from da brawler BO for 100% upkeep of the bad gas effect on a single target.
Weaponskill buff to stabby SH from da boss BO.
Lots lots more synergy but thats the big stuff.
Options to cycle racial morale 1 or 2 from BO's.
How the group works:
Have one of the BO's guard the gas squig for additional armor boost. Passively when you can hots to the gas squig. Either offensively snare or defensively snare.
- footpatrol2
- Posts: 1093
Re: [Greenskinz] Racial Groups
3/2/1, 6 man build. Rank 35 builds.
At rank 40 the builds are better but work with what you got.
1 da boss Bo for AE snare + disorient and da greenest. Built for avoidence.
http://waronlinebuilder.org/#career=bo; ... :;;0:0:0:0:
2 healy shamans 2 puddles
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
2 dps shamans brings 2 heal debuff's 1 ranged AE knockback 2 puddles
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
1 da greenest shaman for ranged debuffing + 15% damage boost on a dps shaman + puddle
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
Sadley you really got nuffin tactic isn't working.
You can trade da greenest for another dps shaman or SH.
You got 5 puddles + 1 AE spammable snare + disorient in this group from BO.
You should be able to kite nicely. Slot run away if needed.
If opposition is in your puddles which through smart play (they should be) they are debuff'ed to your damage type.
While kiting use ere we go. While kiting on dps shamans use healing abilities so you can reduce the cast time on your dps abilities. Opposition blessing become a damage boost for you. If you go SH its a trade off from puddle to a lot more CC that the SH brings but you still get a m2 puddle which isn't as good but... whatever.
To bad mork sez stop isn't working properly. You could if you wanted too do a coordinated mork sez stop for 3000 damage over 2 sec's with it refreshing if they move which Basically forcing the opposition to stop or they die. If they move for 6 sec's its 9000 damage which is basically death.
Man I super wish the self punt was still there for the shaman. Even if it was random it would be so freaking Awesome in this group and silly as hell.
At rank 40 the builds are better but work with what you got.
1 da boss Bo for AE snare + disorient and da greenest. Built for avoidence.
http://waronlinebuilder.org/#career=bo; ... :;;0:0:0:0:
2 healy shamans 2 puddles
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
2 dps shamans brings 2 heal debuff's 1 ranged AE knockback 2 puddles
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
http://waronlinebuilder.org/#career=sha ... ;;;0:0:0:0:
1 da greenest shaman for ranged debuffing + 15% damage boost on a dps shaman + puddle
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
Sadley you really got nuffin tactic isn't working.
You can trade da greenest for another dps shaman or SH.
You got 5 puddles + 1 AE spammable snare + disorient in this group from BO.
You should be able to kite nicely. Slot run away if needed.
If opposition is in your puddles which through smart play (they should be) they are debuff'ed to your damage type.
While kiting use ere we go. While kiting on dps shamans use healing abilities so you can reduce the cast time on your dps abilities. Opposition blessing become a damage boost for you. If you go SH its a trade off from puddle to a lot more CC that the SH brings but you still get a m2 puddle which isn't as good but... whatever.
To bad mork sez stop isn't working properly. You could if you wanted too do a coordinated mork sez stop for 3000 damage over 2 sec's with it refreshing if they move which Basically forcing the opposition to stop or they die. If they move for 6 sec's its 9000 damage which is basically death.
Man I super wish the self punt was still there for the shaman. Even if it was random it would be so freaking Awesome in this group and silly as hell.
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