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FATAL Archmages - T1

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wargrimnir
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Re: FATAL Archmages - T1

Post#11 » Mon Jul 11, 2016 2:04 am

peterthepan3 wrote:hahah this is epic. what we need now is a counter group of dps shammies!
I'm not actually all that excited about cheese groups, more like shock/horror. If anything the video was a thing of circumstance and it lined up nicely to the random music i picked.

I was just afk in the Warcamp when they lined up behind me for the screenshot.

What sort of group can take down a dozen DPS AM's? >_>
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huntergregg
Posts: 36

Re: FATAL Archmages - T1

Post#12 » Mon Jul 11, 2016 3:00 am

Several of us in Fatal decided to create new T1 characters since there was nothing really going on in T4 yesterday. We figured that not only would it be fun for all of us to run together as AMs, but it would be a good team building experience for our guildies, good practice for target focusing, and for the most part each character would be self-sustaining. Initially we were just going to play around in T1, but then we all leveled out and thought "why not continue rolling?"

It really is a shame that so many people get upset about our guild-group, call us names, and accuse us of cheating. We are nothing more than a premade just like we all encounter in SCs and in the higher tiers. Premades are part of this game, just as guild-groups are, and they pick and choose classes so they will win; so did Fatal, although granted it was initially just for grins.

Of course people hate getting rolled by premades so I suppose we deserve some hate spam, just please don't accuse us of cheating.

Also, keep in mind that other than a few renown points spent on Intelligence instead of Willpower and some cheap green talismans, there is no DPS spec or Heal spec for lowbie AMs, as in T1 there is no Mastery to spec in until level 11. What that means is that any AM can DPS and heal in T1, the gear choice is there on the Warcamp vendor and the play style is all up to the individual, or in this case, the guild group.

Looking forward to finding out if these AMs work as well against T2 players as they did in T1. See you all on the battlefield! :D

Samwich
Samiheals, Sammage, Samwich, Samslayer, Samibaby, Talimaker, Hotstuffz, Axeme, Bootsy, Stankheals, Aoeforme, Einan and many others still growing up

Grimson
Posts: 58

Re: FATAL Archmages - T1

Post#13 » Mon Jul 11, 2016 3:19 am

What can stop a group of AM..... A group of Marauders comes to mind....Mouth of Tzeentch Interrupting all spells after a nice charge to get within the 40 foot requirement. Follow it up with a nice Touch of Instability so they cause damage to themselves when they try to use magic. Assuming you use your detaunt and mutating release to reduce initial damage and remove snare to get in range of course.

All theory crafting of course, would have to see it on the battlefield for testing :)

powerheads
Posts: 54

Re: FATAL Archmages - T1

Post#14 » Mon Jul 11, 2016 8:10 am

.........

Mind what you're saying. Next one will be a warning.
-Ley

powerheads
Posts: 54

Re: FATAL Archmages - T1

Post#15 » Mon Jul 11, 2016 8:18 am

huntergregg wrote:Several of us in Fatal decided to create new T1 characters since there was nothing really going on in T4 yesterday. We figured that not only would it be fun for all of us to run together as AMs, but it would be a good team building experience for our guildies, good practice for target focusing, and for the most part each character would be self-sustaining. Initially we were just going to play around in T1, but then we all leveled out and thought "why not continue rolling?"

It really is a shame that so many people get upset about our guild-group, call us names, and accuse us of cheating. We are nothing more than a premade just like we all encounter in SCs and in the higher tiers. Premades are part of this game, just as guild-groups are, and they pick and choose classes so they will win; so did Fatal, although granted it was initially just for grins.

Of course people hate getting rolled by premades so I suppose we deserve some hate spam, just please don't accuse us of cheating.

Also, keep in mind that other than a few renown points spent on Intelligence instead of Willpower and some cheap green talismans, there is no DPS spec or Heal spec for lowbie AMs, as in T1 there is no Mastery to spec in until level 11. What that means is that any AM can DPS and heal in T1, the gear choice is there on the Warcamp vendor and the play style is all up to the individual, or in this case, the guild group.

Looking forward to finding out if these AMs work as well against T2 players as they did in T1. See you all on the battlefield! :D

Samwich
didnt you read whining of your mates in order that they have no way to play in t4, cause destruction outnumbers them? your post is the answer to him. He cries about the fixing rvr. go and tell him how its fun to play t1-2-3, and then make a new multi and go again. Let him know that you do not care his problems.

powerheads
Posts: 54

Re: FATAL Archmages - T1

Post#16 » Mon Jul 11, 2016 8:23 am

Grimson wrote:What can stop a group of AM..... A group of Marauders comes to mind....Mouth of Tzeentch Interrupting all spells after a nice charge to get within the 40 foot requirement. Follow it up with a nice Touch of Instability so they cause damage to themselves when they try to use magic. Assuming you use your detaunt and mutating release to reduce initial damage and remove snare to get in range of course.

All theory crafting of course, would have to see it on the battlefield for testing :)
mouth of tzeench when you get full debuff/dots and you die in 10-15 seconds, and also those dots are without cooldown so its the easiest way to make healers and players in a whole party be bisy with suffering from one AM. sure thing marauders. Let me know if you find something better and/or if you see like ams will stand and wait in one pile till mouth of tzeench reach them. and touch of instability wont do anything to them cause of barrier they use. there is no class to stop am 1v1. This class is the only reason i can stop playing war.
Last edited by powerheads on Mon Jul 11, 2016 8:27 am, edited 1 time in total.

powerheads
Posts: 54

Re: FATAL Archmages - T1

Post#17 » Mon Jul 11, 2016 8:25 am

powerheads wrote:.........

Mind what you're saying. Next one will be a warning.
-Ley
you can give me a wrning, but let it be as i said there. show it and give me a warning. there was the thruth. You can check yourself by playing for destro on any tier.

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kweedko
Posts: 519

Re: FATAL Archmages - T1

Post#18 » Mon Jul 11, 2016 8:28 am

Im glad that so easy to find 11 pep who roll AM and have fun i hope some day i can find those numbers for DDZEALOTs.

ps. No one can survive 11 lasebeams. :D On off ser we got 5 ams party once and participate in capital siege before the 80+ rr was implemented, as group we overdps and overkill everybody, noone can survive that focus that was fun and good.

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Panzerkasper
Posts: 588

Re: FATAL Archmages - T1

Post#19 » Mon Jul 11, 2016 9:53 am

Torquemadra wrote:Im a huge fan of archetype groups, I ran a particularly fusterclucky WL wb on IR but this is syphilis on the game.
Nothing against a whoole WAAAGHband of Gobbos. That **** was fun as hell, when a single BW cast aoe into them and half the wb triggered RUN AWAY! :lol: :lol: :lol:
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Zealote
Posts: 456

Re: FATAL Archmages - T1

Post#20 » Mon Jul 11, 2016 9:59 am

Has anyone got a link to that vid of the SH group using Squigbeast? Was ages ago I saw it but thought it was absolutely hilarious :D
Aetir

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