Recent Topics

Ads

[SH] Burszui's essential guide to order hunting

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
User avatar
NSKaneda
Posts: 981

[SH] Burszui's essential guide to order hunting

Post#1 » Tue Oct 18, 2016 12:04 pm

I've been reading a lot of QQs lately so I thought I'd share a few tactics I've devised over the years of being hunted down by 'erders and hunting as one as well :)

-
-
-

Let's start with basics:
Spoiler:
Lone sniper - Squig Herder build

I'm not saying it's the best build there is, it's just one that works for me and the one I know how to use. All the skills mentioned below are in relation to this build.

Addons: wsct, enemy, pure, buffhead and killblow.

Squig is love:
Spoiler:
Horned squig: +10% range squig. Has single-target punt. Great as mobile mine drone.

Spiked squig: +5% crit. Mobile, with decent range and great utility / burst. Perfect for disarming because of it's high autoattack. My favourite squig :)

Gas squig: Armour buff and AOE dot squig. Great for sieges.

Plain squig: Taunt and food. Great as mobile mine drone.


Squigs are your class mechanic. Rotate them accordingly :)
Pet problems:
Spoiler:
1. Always set your squig on passive.
2. Keybind "attack" and "follow"
3. Order up your squig(s) like a mobile engie turret on steroids ;)
4. ??
5. Profit.


With passive pet on keybind squigs become mobile turrets instead of them being buggy, disappearing balls of meh ;)


Few words about skills:
Spoiler:
Don't eat me & Don't hit me: detaunts. If you don't have your detaunts on keybind than you shouldn't be playing this game. I mean it.

-
-

Yer Bleedin': Believe it or not, this is my #1 killing skill. Combined with 24 seconds dot tactic it just eats away those HPs. And eats away. And eats away...

Rotten arrer: #1 usability skill. 50% less healing on target. That's 50% less from all sources! Requires dot cover-up (yer bleedin' maybe? ;) ).

Drop That!: #2 usability skill. Range disarm with 3 types of effects you can combine it with. First line of defence against SWs and Engies, 2nd line of defence against WHs, excellent for disabling and killing melee WPs, getting that extra ooomph on AMs and RPs, #1 tool for killing tanks. Did I mention you can pre-load your squig and send it to disarm that sniper engie before he has a chance of opening up? Followed by...

Shrapnel arrer: -75% on range for 3 seconds with 5 second CD. Engie range problem? What engie range problem? ;)

Choking arrer: 4 second silence. That means no casting! Funny enough it also means no IB self-heals ;)

Run Away: why give up your APs with Flee when you can use Run Away? ;)

Stop runnin: self-explanatory. Don't start rotation w/o it :)

Not so fast: Initiative debuff = more crits for you. Use before Lots of arrers / Exploding arrers for effect.

Lotsa arrers: your #1 burst skill. Need to be stationary so use snare before not to break range. Combined with armour, initiative, healing debuff and spiked squig buff skill gives decent crits.

- Combined with dots and explodin' arrer and squig burst gives lotsa dps.

- Combined with debuffs, dots, explodin' arrer, squig burst and m2 can kill anything.

- Combined with debuffs, dots, explodin' arrer, squig burst, Squig frenzy and m2 can kill absorbing tanks (if you ever start shooting one by mistake).

What blocka?: armour debuff and #2 anti-tank utility (with disarm).

Kaaboom: aoe punt, great for fighting WHs when they had their opening. Use with caution in orvr because organized parties will push right after da boom! Combine with Sticky squigs for CC effect and increased self-punt range.

Sticky squigs: paint that ground green! ;)

Run'n'shoot: basic dps skill.

Plink: stationary, AP hungry. Decent dps, great range.
I have this skill equipped for range-checking purposes though ;)

Tastes like chicken: eat a squig. Live longer. Summon next squig instantly.

Farty squig: make your squig go boom! Summon next squig instantly.

Behind ya!: finisher. It's instant, so use it on those running away targets when run'n'shoot would build too long. They already have their backs at you.
Their APs are gone with the Flee.
Their HP - low.

Go for it :)

-
-

Da Waaagh is strong: longer dots = more dps and less APs you have to spend in rotation. 2nd best squig tactic IMO :)

Wazzat behind you: auto-detaunt. How cool is that? :)
Playstyle: Target priorities:
Spoiler:
1. Healer
either kill or disable: make them stop healing their party. Silence as often as possible. Snare.

2. Caster
either kill or disable: make them stop hurting your party. Debuff heals as often as possible. Reduce range.

3. RDPS
Anti-sniper mode: on. Disarm them and reduce range as often as possible for lower enemy pressure.

4. MDPS
By this time they figured out hitting a tank is pointless and either go after you --> kite, or they go after healers. Kill with extreme prejudice. Disarm as soon as they approach your healer. Snare them to let a healer get away.

5. Tank
last man standing. Disarm and let your mdps take care of him. Debuff healing as often as possible. Lower armour and initiative to make your team's life easier.

-
-

If ANYTHING hits your healer that target gets priority #1.

Da guide

Empire:
Spoiler:
BWs: Reduce range. Yar bleeding, rotten, not so fast, choking, burst, rotten, stop running, silence, burst, next.
If healed - silence healer, disarm BW. If guarded snare guard and punt with squig, continue rotation on BW.

WPs: tricksy ones ;) Open with armour debuff. Disarm when they are in melee healing, silence when they start healing with APs, rotten arrer, dots, disarm, burst, disarm, rotten, burst, next target.

WHs: Tricksy. If they get an opening you need to be quick! So with them going first start with detaunt followed by kaboom!, then stop running and go for standard kiting rotation. Use disarm if you screw up.

KOTBS: reduce armour. Disarm. Dot and kite. It's a tank, so why would you hit it anyway? :)
Elves:
Spoiler:
AMs: reduce range. Debuff. Dot, dot dot, snare, silence, burst. Break LoS and re-apply rotation when needed. Next.

SMs: snare, dot, dot, dot, kite, debuff armour, kite, disarm, burst, reapply if needed.

SWs: same as engies - SW that opens is an SW that ends. So: start with reducing range, dot, dot, debuff, dot, reduce range, kite, kite, disarm and burst.

WLs: Gobbo bane :( Set squig on lion and dot the lion, reduce range on WL (fcks up their Pounce), dot, dot, debuff, snare, reduce range, burst. And pray ;)
Dwarves:
Spoiler:
ENG: Engie that opens is an engie that ends! Fortunately most engies loose it when faced with sudden range changes, their resummon has a CD so... Start with loading your squig up with disarm and set it on attack. Once engie is disarmed move in and reduce range, dot, dot, debuff, dot, reduce range, punt away from turret (either squig or kaboom), disarm, burst, reduce range, kite, burst, kite, disarm and burst.
Most engies forget about their turrets when chasing. Remember that even stunned with mine you can still order up your squig!

SLA: rotten arrer. dot, dot, dot, disarm, kite, burst. That easy.

RP: Debuff armour. Debuff healing. Dot, dot, dot. Silence. Burst. Rotten arrer, dot, disarm aaand burst.

IBs: better leave them alone ;) If you absolutely have to, use KOTBS tactic with more kiting and for the love of Mork, don't let them close ;)
Gud huntin' o/
Last edited by NSKaneda on Tue Oct 18, 2016 7:02 pm, edited 1 time in total.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

Ads
User avatar
Stinkyweed
Posts: 467

Re: [SH] Burszui's essential guide to order hunting

Post#2 » Tue Oct 18, 2016 1:03 pm

Well written and good information, thanks.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

User avatar
RyanMakara
Posts: 1563

Re: [SH] Burszui's essential guide to order hunting

Post#3 » Tue Oct 18, 2016 2:36 pm

>IBs: better leave them alone

Yeah you god-damn better! Little annoying snot... I will never forget that roflstomp in Praag, snipsnip :<
Image

User avatar
NSKaneda
Posts: 981

Re: [SH] Burszui's essential guide to order hunting

Post#4 » Tue Oct 18, 2016 2:44 pm

I played IB for 4 years. IBs can kill anything, heal themselves, punt away from guarded target and kite thru the heart of the battle like a little ball of panzer fury.


They can also kill SHs in seconds when they get close :(

<3 IBs :)
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

User avatar
Panzerkasper
Posts: 588

Re: [SH] Burszui's essential guide to order hunting

Post#5 » Wed Oct 19, 2016 10:24 am

Da Waaagh is strong: longer dots = more dps and less APs you have to spend in rotation. 2nd best squig tactic IMO :)
Not so fast! and Stop Runnin! are no dots, so it is actually just one dot that gets increased duration and, if i remember correctly, the ticks stay the same. So you do more damage in a longer time window, i dont want to be a dipshit but it does not increase your dps (damage per second).
Yer Bleedin': Believe it or not, this is my #1 killing skill. Combined with 24 seconds dot tactic it just eats away those HPs. And eats away. And eats away...
This is true for a 1v1 situation where you can kite forever, but in a teamfight where there is heal and guard it makes absolutuly no difference. If you cant kill a target in 15 seconds you surely wont kill it in 24. Your SH damage has a peak after 3 or 4 gcds and afterwards it will fall off inevitably because your APs run out.
Image

User avatar
NSKaneda
Posts: 981

Re: [SH] Burszui's essential guide to order hunting

Post#6 » Wed Oct 19, 2016 10:35 am

Yer bleeding - 24 seconds, Not so fast and Stop running - 15 seconds. Less APs in rotation, longer, more sustained, crit-able dot and more frequent burst. I stand by my statement, works for my playstyle ;)

For group orvr taktikz check target priority section. Team play, not solo KBs mate - that's how we (my old guild) rolled.
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

User avatar
Vdova
Posts: 555

Re: [SH] Burszui's essential guide to order hunting

Post#7 » Wed Oct 19, 2016 12:47 pm

Panzerkasper wrote:
Da Waaagh is strong: longer dots = more dps and less APs you have to spend in rotation. 2nd best squig tactic IMO :)
Not so fast! and Stop Runnin! are no dots, so it is actually just one dot that gets increased duration and, if i remember correctly, the ticks stay the same. So you do more damage in a longer time window, i dont want to be a dipshit but it does not increase your dps (damage per second).
Yer Bleedin': Believe it or not, this is my #1 killing skill. Combined with 24 seconds dot tactic it just eats away those HPs. And eats away. And eats away...
This is true for a 1v1 situation where you can kite forever, but in a teamfight where there is heal and guard it makes absolutuly no difference. If you cant kill a target in 15 seconds you surely wont kill it in 24. Your SH damage has a peak after 3 or 4 gcds and afterwards it will fall off inevitably because your APs run out.
I definitely agree with this. Kills are made by preasure and burst. Not by longer sustain. Jup tactic is less AP starving,but tactic definitely doesnt worth tactic slot which is needed for: pierce defence-less AP starving tools because reduce targets defensives significaly(parry,dodge,disrubt by15%) which is great for assisting to melee or magic dpsers same as for You. Run Away! or Whazat Behind You! depends which one of those 2 survivable tactics You prefer, Pick Yer own size-balistic,strenght,weapon skill(dmg boost You need in all of your forms) and Shoot wif da Wind 98ft range for all of Your debuffs and dots from Quick shooting tree.
Vdova - Witch elf princess of suffer and despair

User avatar
Panzerkasper
Posts: 588

Re: [SH] Burszui's essential guide to order hunting

Post#8 » Thu Oct 20, 2016 6:59 am

NSKaneda wrote:Yer bleeding - 24 seconds, Not so fast and Stop running - 15 seconds. Less APs in rotation, longer, more sustained, crit-able dot and more frequent burst. I stand by my statement, works for my playstyle ;)

For group orvr taktikz check target priority section. Team play, not solo KBs mate - that's how we (my old guild) rolled.
You need to reapply them at some point anyway, a cleanse doesnt care if Yer bleeding runs for 15 or 24 sec. YB, NSF and SR are just cover ups for your real impoertant debuffs => What blokka and Rotten Arrer and these two only run for 10/9 sec.
This tactic does nothing for your damage output, and little to nothing for your survivability (the increased snare duration is not worth the slot).
Image

Ads
User avatar
NSKaneda
Posts: 981

Re: [SH] Burszui's essential guide to order hunting

Post#9 » Thu Oct 20, 2016 10:06 am

Like I'd written: it's my #1 killing skill*. It works for me, my build and my playstyle. Gonna keep using it but at no point I've written you should too.


_____
* top 5 killing skills:
1. Yer bleedin'
2. Stop running
3. Lotsa arrers
4. Behind ya
5. Run'n'Shoot
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Vidarr HMR, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

Who is online

Users browsing this forum: No registered users and 3 guests