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(Mythic) origins of balance

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Nameless
Posts: 1399

Re: (Mythic) origins of balance

Post#31 » Tue Mar 01, 2016 9:15 pm

BO m2 + shaman DSU stack and you can gain quite insane toughness lvls for your parties. + 400-500 toughness is not a joke.
Greenskins could do pretty good and balanced kiiting wbs that could dominate the lakes. The problem is that such thing requare quite high level of coordination
Mostly harmless

K8P & Norn - guild Orz

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#32 » Tue Mar 01, 2016 9:19 pm

For a greenskins morale push 12 man
you have 4 deafening bellow's 1200 dmg AoE 30 ft Silence
1 Wrecka choppa stomp the yard 1200 dmg 30 ft AoE knockdown
1 Hitta choppa yer goin down 800 dmg 30 ft AoE heal debuff 10 sec.
1 Stabba SH wind up da Waaagh 1600 dmg 30 ft
for fun lets say 1 big shoota lots of shoota 1600 20 ft from target

I'm not saying this is the ideal set up. just picked some random stuff that looked semi viable.

Thats 10k dmg undefendable damage roughly all 30 ft, Knocked down with a 10 sec AoE heal debuff and silenced and a very high likelyhood of being snared.

With a coordinated warband you could potentially do similar damage every 30 sec's depending.

Granted it would be tough to pull this off but it can be done. Even half that damage is deadly.
I think max level HP sits at roughly 10 to 12k?

I think racial premades can compete. Maybe not with the top 5% min/max mixed groups. But for the majority of what players participate in I feel they can compete.

In addition if a mixed group beats a racial group you have no bragging rights as the accepted meta says you should win.

If the racial group wins we have ALL the bragging rights because we are not suppose to win.

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TenTonHammer
Posts: 3806

Re: (Mythic) origins of balance

Post#33 » Tue Mar 01, 2016 9:30 pm

The moment you said stabba sh it became unviable

Melee herder is god awful, and no herder will ever dare consider wasting more points in the tree past bad gas
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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#34 » Tue Mar 01, 2016 9:36 pm

Melee SH is by far the best spec they got for RVR.
There's allready a couple of SH on the server who got this.

http://waronlinebuilder.org/#career=sh; ... 512:0:5533:
Or you can use
http://waronlinebuilder.org/#career=sh; ... 512:0:5533:
If you feel Squishy.

Your rotation pretty much looks like this
(Bounce)Big Claw - (Bad Gas) - Big Bouncing - Indgestion
Can trow a couple Ard Noggin in between if you get interupted.
Last edited by roadkillrobin on Tue Mar 01, 2016 9:47 pm, edited 1 time in total.
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TenTonHammer
Posts: 3806

Re: (Mythic) origins of balance

Post#35 » Tue Mar 01, 2016 9:45 pm

noo.....


im pretty sure that the 2 ranged dps trees are the right trees for the squishy gobbo who dosnt survive very well in melee range
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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#36 » Tue Mar 01, 2016 9:48 pm

Save Da Runt or Guard, wich is used to keep BW and Sorc up while they are in melee spec.
Whats the point of killing 1 target in RVR while the other wb is killing 9 of you in the same timeframe?????
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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#37 » Tue Mar 01, 2016 9:55 pm

Other spec's could be taken and potentially arrer o mork could work. So you lose 800 instant dmg. but still get 800 damage over 10 sec. Not a huge deal. Doesn't make racial groups unviable.

When I took a RP that stacked armor tali's and concussive runes with no willpower tali's people thought that I was dumb but it freed a dedicated guard and we were able to have a floated guard and it made the group way more durable.

Mara AoE spec can be built to near tank level defenses. This allows you to free up a guard in a 6 man. AoE mara in a racial grp provides a AoE knockdown after the rift and AoE ap drain through wrecking ball with exhaustive strikes off spec OR AoE Morale drain. The morale drain isn't as important because the player base never really caught on to coordinated morale pushes.

The WL can be build to near tank level defenses this free's up a guard. The SW can be built to near tank level defenses this free's up a guard.

Stabba SH probably fills the same role. Your freeing up a guard so the overall group is more durable without having to take a 3 tank group.

If your looking at it purely from a 6 man and expanding on it it doesn't really make a lot of sense. If your looking at it from a 12 man and beyond the spec's make more sense.

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TenTonHammer
Posts: 3806

Re: (Mythic) origins of balance

Post#38 » Tue Mar 01, 2016 9:56 pm

First off if you wanted to do that then why not just use a bomb sorc who dosnt endanger themselves as much as sh secondly why would you squander the power of one of the best kiters in the game with a spec that pretty much forces you to be in melee range

also not specing 50% inc hd
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Penril
Posts: 4441

Re: (Mythic) origins of balance

Post#39 » Tue Mar 01, 2016 10:00 pm

Sorcs don't have Bad Gas.

Don't get me wrong; i definitely don't think that is the best SH spec for RvR (or for anything actually) BUT i can see the usefulness of Bad Gas in large scale ORvR combat. If only Destro had it on a melee class instead of the SH... oh well.

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#40 » Tue Mar 01, 2016 10:03 pm

If your taking a Stabba SH your most likely going to want to play around with armor value's with tali's and take the tactics listed from roadkillrobin and take Waz that behind you which is essentually concussive runes in reverse.

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