Re: Countering destro raze
Posted: Fri Oct 20, 2017 9:55 pm
Sorry for the double post. But I want to address the assault SW.
I am going to list out a single target RvR group comp that is amazing in ORvR.
Big shoota squig group. Take 3 big shoota's SH's and 3 shaman's 1 of the shaman's can be dps whatever. Morale pump up the big shoota squig group. All 3 Big shoota's have the Lots of Shootin' m4. If I can get my Big Shoota squig group to m4 thats a 2400 x 3 = 7200 20 ft instant damage morale bomb. 20ft of instant death. We killed a group that was full health that poped ID with this. You have probably experienced this group if you play NA time.
This group is based on ST damage. But the m4 is AoE...
This doesn't fit into the communities perception of what you should be taking...
I only care about what is possible. I don't care what people say.
The group comp I listed is delicate and extremely easy to destroy so there is counter-play. I don't have any tanks in the group to maximize morale gain. If one of the big shoota's die it destroy's some of the morale bomb. Which screws over what I am trying to do. If you pressure me hard as a warband I might have to pop Squig Goo (uncleansable AE snare) to save my warband which tears away from my morale bomb I am trying to build.
What does this group do while it is building up to a morale bomb? Destroying Single targets via assist. I can target the opposition's leadership, I can strategically single target destroy major morale bomb components of my opposition to dampen the morale bomb I know is coming at me. I know who/what they are by looking at my combat log. If I have a 15 point boss spec BO with waaagh ability he can debuff corp by 378 AE. Waaagh is a outgoing effect so it doesn't require to be in the same group. I can have the dps shaman slot in hurts don't it and lower toughness by 240 ST. Target tanks 378 corp debuff plus 240 toughness debuff + 3 poisen arrer's = tank killing group.
This group only costs me 6 player's out of 24. I still have 18 player's to build AoE around for RvR.
This group is a glass cannon artillery piece for my warband that if you don't ST kill the big shoota's will take a chunk out of you.
This group is straight up situational thou. It is amazing in a keep defense. OK in a keep offense. Ok to Semi bad in a roaming situation.
Just swap spec's dependant on the situation your in.
Assault SW is roughly in the same boat. It is situational. Last night on the third floor of the keep defense in riekland How well would Whirling rage m4 have worked? How mobile are your AM's in a keep defense?
Player's identify with a spec of the class and don't shift. Don't. Identify with the class and what it is capable of doing. Swap spec's/renown/gear dependant on your situation. There are spec's that are situationally good as in niche scenario's. Swapping spec's to a pre-known guild build fast gives you more tactical flexibility. But everyone has to know wtf they are doing which is a organization/coordination thang. All about pre-planning.
Incorrect morale gain rates super screws with the balance in ORvR which is why I harp on it SO much. I love this game. I want everyone to have a fair chance. There were super coolio tricks you could do at one time for organized play but requires the game to roughly be restored. M4 15 point builds are suppose to be a viable option.
@dansaran
This is partly to you but also to the community that is reading it.
I am going to list out a single target RvR group comp that is amazing in ORvR.
Big shoota squig group. Take 3 big shoota's SH's and 3 shaman's 1 of the shaman's can be dps whatever. Morale pump up the big shoota squig group. All 3 Big shoota's have the Lots of Shootin' m4. If I can get my Big Shoota squig group to m4 thats a 2400 x 3 = 7200 20 ft instant damage morale bomb. 20ft of instant death. We killed a group that was full health that poped ID with this. You have probably experienced this group if you play NA time.
This group is based on ST damage. But the m4 is AoE...
This doesn't fit into the communities perception of what you should be taking...
I only care about what is possible. I don't care what people say.
The group comp I listed is delicate and extremely easy to destroy so there is counter-play. I don't have any tanks in the group to maximize morale gain. If one of the big shoota's die it destroy's some of the morale bomb. Which screws over what I am trying to do. If you pressure me hard as a warband I might have to pop Squig Goo (uncleansable AE snare) to save my warband which tears away from my morale bomb I am trying to build.
What does this group do while it is building up to a morale bomb? Destroying Single targets via assist. I can target the opposition's leadership, I can strategically single target destroy major morale bomb components of my opposition to dampen the morale bomb I know is coming at me. I know who/what they are by looking at my combat log. If I have a 15 point boss spec BO with waaagh ability he can debuff corp by 378 AE. Waaagh is a outgoing effect so it doesn't require to be in the same group. I can have the dps shaman slot in hurts don't it and lower toughness by 240 ST. Target tanks 378 corp debuff plus 240 toughness debuff + 3 poisen arrer's = tank killing group.
This group only costs me 6 player's out of 24. I still have 18 player's to build AoE around for RvR.
This group is a glass cannon artillery piece for my warband that if you don't ST kill the big shoota's will take a chunk out of you.
This group is straight up situational thou. It is amazing in a keep defense. OK in a keep offense. Ok to Semi bad in a roaming situation.
Just swap spec's dependant on the situation your in.
Assault SW is roughly in the same boat. It is situational. Last night on the third floor of the keep defense in riekland How well would Whirling rage m4 have worked? How mobile are your AM's in a keep defense?
Player's identify with a spec of the class and don't shift. Don't. Identify with the class and what it is capable of doing. Swap spec's/renown/gear dependant on your situation. There are spec's that are situationally good as in niche scenario's. Swapping spec's to a pre-known guild build fast gives you more tactical flexibility. But everyone has to know wtf they are doing which is a organization/coordination thang. All about pre-planning.
Incorrect morale gain rates super screws with the balance in ORvR which is why I harp on it SO much. I love this game. I want everyone to have a fair chance. There were super coolio tricks you could do at one time for organized play but requires the game to roughly be restored. M4 15 point builds are suppose to be a viable option.
@dansaran
This is partly to you but also to the community that is reading it.