Okay.. so this is just an idea. But I was curious if we could make a thread and include each class with some basic tips on how to go about starting SC's. Like for instance for tanks with less gear especially. GUARD. Healers who have lesser gear, just heal, don't go DPS lol (do it when you get better gear for funzies), DPS (don't overextend) - idk. Things like that.
I figured I could check this once a day and maybe update Each class with some basic tips as far as rotations, tactics, gear setups and so on. I could even ask a Dev to maybe help with this but doing a few pug SC's the last few days without the usual destro guys q'ing I noticed a lot of newer players are clueless. I mean I still am sometimes but initially I would ask every single person who ever played a melee DoK on live, a healing DoK and even people who knew guys that played them.
If you guys think this is a good idea and anyone wants to post some tips I'll edit in what you said for the classes and include a reference for who has chimed in. If this sounds like a terrible idea or has been done before let me know. But it might be nice to get one of these going. I would suggest order to do one, but basically it is get a WL, get an AM, Knight crit bonus and let your 5k armor 50% dodge disrupt engis pick pugs apart. (KIDDING) /s /s /s /s /s - But seriously is this a good idea? Idk... Anyway I'll throw it out there and see if anyone wants to chime in and we'll see where it goes.
Destruction Beginner SC TIPS/TRICKS
Black Guard
- Tactics
- Trees
- Game play Tips
Witch Elf
- Tactics
- Trees
- Game play Tips
Disciple of Khaine
- Tactics
- Trees
- Game play Tips: Healing dok: group cleanse is your bff. Also get Soul Shielding and use it on your group when things are starting to get nuts. You can also use it when you're low on SE and need a way to hold your group over until you're done with Blood Offering. Your M3 shield works too.
Chosen
- Tactics
- Trees
- Game play Tips
Marauder
- Tactics
- Trees
- Game play Tips
Zealot
- Tactics
- Trees
- Game play Tips
Black Orc
- Tactics
- Trees
- Game play Tips
Choppa
- Tactics
- Trees
- Game play Tips
Shaman
- Tactics
- Trees
- Game play Tips
General Tips (from everyone)
1.) Give a shout in /sc if you notice that your groups are messed up, make an effort to fix them.
2.) Assist each other - don't go around mindlessly clubbing seperate targets, and for the love of god, leave tanks be and swap targets if you are getting detaunted/your target is receiving guardlove and you lack the means to strip it (superpunt).
3.) Don't hand out free immunities - help your tanks by enabling them to actually do their job, using CC.
4.) Don't run behind your healer, you want to play punching bag in his stead and divert attention if you have the opportunity/need to do so - other than that, help your teammates out if you can; if you see some angry mpds charging for your backline and you happen to have a spare snare, throw it out there; if you can peel do so.
5.) Pay attention to the resources of your teammates, if you have abilities that help with AP regen use them appropriately - same goes for abilities that help mitigating damage, either directly or indirectly by debuffing enemies. Don't underestimate the impact of proper debuffing - and for the luv of god, bury your important debuffs.
6.) Don't play in snowflake mode or care about K/D, in the end of the day the scenarios are won via objectives, general teamplay and sacrifices (see 4.).
7.) Don't needlessly overextend and chase; don't tunnelvision, pay attention to your healers and tanks - work on your positioning in general.
8.) Pay attention to your teammates auras and alike, adjust accordingly. Theres no point in running duplicates - they do not stack.
9.) Don't waste gcd's on abilities thats effects are already covered by more prominent abilities of your teammates.
10.) Don't be selfish in your choice of tactics, even if they exclude you they might push your teammates over a certain treshhold enabling them to seal the deal or survive.
11.) PTFO! Pay attention to the objectives, don't mindlessly fight on the roads.
12.) Use the scenario layouts to your advantage - bomb in chokes, don't get funneled at chokes yourself; punt people of cliffs, don't get punted yourself...
13.) Pay attention to friendly CC, learn some basic trigger discipline - don't mindlessly spam AoE. Fights can be decided by a stagger or its breakage - CC/ST is king in scenarios after all.
14.) Don't demand to be babysat 24/7 with a guard and heals, you aren't the center of the universe - guard is no "dumbfire" ability and you aren't the only one in need of heals. Depending on the circumstances you might be lowest priority target in terms of heals and will be left to die for good - either because you grossly overextend/position yourself poorly, or because your team is under heavy pressure.
15.) If you haven't played a healer, and even moreso if you havent played a healer in t4 and pugged with it, dont you ever dare to give your healers ****. If you did and are unsatisfied with their performance keep in mind: they either have a hard time already, or are still relatively new to the game and have to learn the ropes - be patient/have a modicum of common sense and extend a helping hand, offer tips and guidance. They might greatly improve and end up performing just fine afterwards.
16.) Don't get salty, riling up people in a rough match just makes it all worse and helps no one, certainly not yourself
Destro SC tactics. NEW PLAYERS READ
Destro SC tactics. NEW PLAYERS READ
Last edited by freshour on Thu May 25, 2017 4:31 am, edited 2 times in total.
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- CegeePegee
- Former Staff
- Posts: 283
Re: Destro SC tactics. NEW PLAYERS READ
Healing dok: group cleanse is your bff. Also get Soul Shielding and use it on your group when things are starting to get nuts. You can also use it when you're low on SE and need a way to hold your group over until you're done with Blood Offering. Your M3 shield works too.
Other healers: help out your healing dok (in-party or otherwise) by tossing them a cleanse. Odds are (if they're doing it right) they're only cleansing their group and usually not themselves
Other healers: help out your healing dok (in-party or otherwise) by tossing them a cleanse. Odds are (if they're doing it right) they're only cleansing their group and usually not themselves
Re: Destro SC tactics. NEW PLAYERS READ
E: This thread should be directed at both realms, imho. As to the idea of offering class-specific tips: I don't consider it very helpful as it encourages pugging which will invetiably lead to pointless complaints. I'd rather keep it basic and specifically encourage players to form groups.
Specs and such will be greatly dependent on your composition later down the road, and alot of what will potentially be suggested in terms of specific tactic/gear setups; specs in general, (aside from punt-related stuff for Tor Anorc/AoE related stuff for Ekrund *cough*, or very core aspects as the group cleanse above my post) won't be reliable/viable as it will most likely revolve around some gimmicky solo-roam-esque nonsense.
Before someone starts argueing about "elitism": think about it for yourself, is pugging fun? - You simply cannot answer this question truthfully with <yes>, can you?
Generally speaking:
Pick up a fix group/guild asap. Don't start to habitually pug - it will tear you apart from the inside before long.
No one expects you to roll out THE PERFECT FOTM TROLOLOL 6man - no one expects you to play perfect or even use voice communication.
Just embrace the nature of the game and the social aspect of it in general. Get yourself started by forming a small group, duos and such. If you are playing with others the likelihood of suffering tilt/burnouts is drastically reduced and you'll see a significant increase in potency - the entire game revolves around synergies between the classes.
As to the very basics, if you happen to pug scenarios:
1.) Give a shout in /sc if you notice that your groups are messed up, make an effort to fix them.
2.) Assist each other - don't go around mindlessly clubbing seperate targets, and for the love of god, leave tanks be and swap targets if you are getting detaunted/your target is receiving guardlove and you lack the means to strip it (superpunt).
3.) Don't hand out free immunities - help your tanks by enabling them to actually do their job, using CC.
4.) Don't run behind your healer, you want to play punching bag in his stead and divert attention if you have the opportunity/need to do so - other than that, help your teammates out if you can; if you see some angry mpds charging for your backline and you happen to have a spare snare, throw it out there; if you can peel do so.
5.) Pay attention to the resources of your teammates, if you have abilities that help with AP regen use them appropriately - same goes for abilities that help mitigating damage, either directly or indirectly by debuffing enemies. Don't underestimate the impact of proper debuffing - and for the luv of god, bury your important debuffs.
6.) Don't play in snowflake mode or care about K/D, in the end of the day the scenarios are won via objectives, general teamplay and sacrifices (see 4.).
7.) Don't needlessly overextend and chase; don't tunnelvision, pay attention to your healers and tanks - work on your positioning in general.
8.) Pay attention to your teammates auras and alike, adjust accordingly. Theres no point in running duplicates - they do not stack.
9.) Don't waste gcd's on abilities thats effects are already covered by more prominent abilities of your teammates.
10.) Don't be selfish in your choice of tactics, even if they exclude you they might push your teammates over a certain treshhold enabling them to seal the deal or survive.
11.) PTFO! Pay attention to the objectives, don't mindlessly fight on the roads.
12.) Use the scenario layouts to your advantage - bomb in chokes, don't get funneled at chokes yourself; punt people of cliffs, don't get punted yourself...
13.) Pay attention to friendly CC, learn some basic trigger discipline - don't mindlessly spam AoE. Fights can be decided by a stagger or its breakage - CC/ST is king in scenarios after all.
14.) Don't demand to be babysat 24/7 with a guard and heals, you aren't the center of the universe - guard is no "dumbfire" ability and you aren't the only one in need of heals. Depending on the circumstances you might be lowest priority target in terms of heals and will be left to die for good - either because you grossly overextend/position yourself poorly, or because your team is under heavy pressure.
15.) If you haven't played a healer, and even moreso if you havent played a healer in t4 and pugged with it, dont you ever dare to give your healers ****. If you did and are unsatisfied with their performance keep in mind: they either have a hard time already, or are still relatively new to the game and have to learn the ropes - be patient/have a modicum of common sense and extend a helping hand, offer tips and guidance. They might greatly improve and end up performing just fine afterwards.
16.) Mind the airsnare! Don't jump in combat unless you really need to - as in: unless the terrain **** you over.
17.) Always make sure to regroup after wipes, don't run in one by one.
18.) If you notice your team doesn't know all the mechanics of a scenario, extend a helping hand and give them a little rundown.
19.) Don't underestimate the power of sheer pressure: You don't necessarily have to secure kills to make an impact, if you are a mdps and force your enemies frontline to peel for their backline you'll create an opening for the rest of your frontline (guardswap); if you are a rdps and pressure the enemy backline you'll force the enemy rdps to break their assisttrain and the enemy healers to drop/split their attention. Often its more valueable to just pressure healers instead of killing them off right away, force them to move - for that you don't even have to be all that threatening, especially if you are up against new players, they'll leg it regardless of how potent your pewpew is - and you'll see their dps will drop left and right.
20.) Not necessarily related to scenarios specifically:
Deck yourself out on addons. You want to run Buffhead (Buffs/Debuffs)[mandatory], Pure (Unit Frames)[optional], AnywhereTrainer (Repeccing)[mandatory], Enemy (Unit Frames, Buffs/Debuffs, ...)[mandatory], SwiftAssist(Assist)[optional, QoL] and an addon that displays Cooldowns, theres many of those floating around its up to your preference for the most part which of those you pick - you can, if you are lazy or unsure about the setup of these addons, pick up the Vinyl addon package thats floating around on the forums.
21.) Get used to /assist macros - see 20. for a QoL solution or check the forums for alternatives. Create a list with competent dps you frequently queue with/end up in scenarios with if you don't run QoL addons. Assisttrains decide pug scenarios more so than healer/guards do. If you end up without healer and/or tanks make sure to ask your fellow dps to assist each other.
22.) If you are being guarded pay attention to the guardrange, it isn't infinite! Gauge out whether/when its better to completly disengage or stick around your tank. If you are under heavy pressure wait for it to drop a little and your healers to get rid of the most potent debuffs/dots before you leg it or you might blow up the very moment you leave guardrange.
23.) Run Cleansing Winds/Resolute Defense; both are mandatory for healer, the former is mandatory for dps, the latter mandatory for tanks. Depending on your composition you might lack healer that can cleanse specific potent debuffs/dots or you might face a composition with potent CC in which case the lack of RD will most certainly gurantee that you are getting 2gcd'd. Either way, having these abilties will greatly increase your sustainability - you don't have to run R3; R2 is good, the minimum is R1.
24.) Every godforsaken flagpole in this game can be used to LoS, dance around it and annoy rdps - make them hate the pole.
25.) Diverting attention is akin to a passive guard of sorts, don't unterestimate its power, use terrain (highgrounds etc) to your and your teams advantage.
26.) Don't get salty, riling up people in a rough match just makes it all worse and helps no one, certainly not yourself.
Semi-specifics:
Mdps:
1.) Help your backline out with snares.
2.) Don't mindlessly charge into the fray, work on your positioning and general awareness.
3.) Don't needlessly put pressure onto your healers and tanks - don't overextend/LoS.
4.) Pay attention to your targets buffs and your debuffs, swap targets if you notice detaunts/guardswaps.
5.) Make use of your detaunt, if need be kite yourself or completly disengage.
6.) Peel for your backline; toss out snares if you have some spare, pressure enemy dps out of your backline.
7.) Don't tunnelvision in general, and moreso: don't tunnelvision healers, don't fall for the "always pick on healers first" nonsense, pick your targets appropriately.
8.) If you have the potential to roam; sustain yourself, you can (depending on the scenario) do so and greatly impact the match by roaming around the enemy spawn or respective objectives (Phoenix Gate/Talabec Dam come to mind...).
Rdps:
1.) Help your backline out with snares.
2.) Assist your mdps to secure kills.
3.) Pay attention to your targets buffs and your debuffs, swap targets if you notice detaunts/guardswaps.
4.) Pressure enemy backlines if you have the opportunity to do so - you do not have to secure a kill.
5.) At best: constantly keep moving, give your enemies the impression that you are constantly aware of the situation and their movements - even if you are not...
At least: prekite mdps and detaunt rdps appropriately.
6.) If you have the potential to roam; sustain yourself, you can (depending on the scenario) do so and greatly impact the match by roaming around the enemy spawn or respective objectives (Phoenix Gate/Talabec Dam come to mind...).
Healer:
1.) Work on your positioning and general awareness.
2.) Make use of your ranges.
3.) Don't mindlessly kite away - give your tanks/mdps a chance to peel for you, if need be kite towards them.
4.) Do not immediately leg it all the way back to Altdorf/IC if a tank is trying to hug you - don't overreact, he might be just some cute little deftard trying to poke you with his wet noodle, don't forget your detaunt either (however, you want to save it for actual threats). Though, if he brings his mdps buddy along, you might indeed wanna leg it (then again see 3.).
(Blackguards are an expection to this, well, kind of - you can ignore their damage depending on their setup, however, if a Blackguard runs up to you and grossly overextends you can be sure that he got his OHD slotted, in which case you either want to get distance between yourself and him or be able to cleanse the OHD - however, try to keep him interested, every second hes spending on bugging you hes not guarding his mdps.)
5.) Don't try to keep everyone alive, and moreso don't try to rez everyone - if you cannot properly keep up your group, don't even bother healing out of group or rezzing. Wait with the latter until the tides of battle have settled and there is no more potential burst to heal through.
No one in their right mind expects you to keep everyone topped off 24/7 - most of the time you won't be able to do so regardless of how many CDs you pop, how hard you try. It isn't necessary either, unless you face a decent Sorc/BW that is. If there is no imminent burst potential you are better off minding your resources; toss out a hot, you'll see in most cases it is enough to keep people alive, make sure you always have enough resources to heal through actual bursts.
(If you are playing an order healer and you happen to frequently play with a Slayer you might even want to have him sit at 50-75% HP constantly to utilize Fierce Might, however I'd only suggest you run that piece of goodness and try to utilize it in a proper 6man with a proper tank [preferably IB, gotta luv avoidance stacking].)
6.) Learn to prioritize targets in clutch moments, e.g.: you rather keep alive a tank than a dps and you rather keep alive yourself than trying to keep up everyone. (I'd personally say that a tank is worth more than your offhealer in 8/10 situations - IF said tank is guarding, and not only guarding but actively guardswapping; guardswapping in combination with proper CC will give you enough time to rez your offhealer.)
7.) Toss around some hots (out of party) if you have opportunity to do so (at best before the engagement starts and your ooc AP regen is still in effect), however don't overdo it and AP starve yourself.
8.) At best: constantly keep moving, give your enemies the impression that you are constantly aware of the situation and their movements - even if you are not...
At least: prekite mdps and detaunt rdps appropriately.
9.) Use your cleanse actively, help out other healers.
10.) Don't let all the grumpy pugs and their nonsensical rants get to you - people that shout at healer will die regardless of how good or bad their healer is as they simply lack awareness (commonly refered to as "skill").
Tanks:
1.) For the love of god: use guard. Even if you are specced for loldps you can still mitigate bursts (you rather take a hit yourself than seeing your actual dps or healers being 2gcd'd and your entire team getting stomped - you'll die if your team does, and your loldps will become even more insubstantial).
2.) Pay attention to the immunities of your enemies; don't mindlessly use your CC, don't punt unless you can succesfully strip guard/save squishies from meleetrains and general pressure.
3.) Guardswap appropriately - guard is no "dumbfire" skill, use it actively. (WoP/BB [Word of Pain/Boiling Blood], rkds - kds in general - and certain morales [Mara comes to mind], aswell as cast animations of certain fireclowns/pointy ears/floating derps/gits are clear indicators of incoming bursts. Pay attention to your teammates debuffs, your enemies animations and general movement.)
4.) Actively use HtL (Hold the Line) - HtL dance if you will. It might seem like a minor buff to your teammates avoidance but it stacks with other boni, most of the time putting your teammates at or above ~30% disrupt/dodge which will invetiably mess with rotations and drasticly lower the pressure your team is suffering from.
In regards to the specific scenarios:
In general:
1.) Make use of secondary routes.
2.) Make use of cannons.
3.) Roam/intercept flag/bomb/bauble-carriers/respawns if you can afford it.
4.) Try to get your teammates to push around the back at the initial engagement, if you aren't facing a premade you'll likely wipe the enemy team and pretty much shatter their moral - they'll likely think that you are running a premade and sit it out at spawn...
Worked out this way soo often, its not even funny.
Nordenwatch:
1.) Make sure to cap your respective home (Barracks; Destro - Lighthouse; Order) and mid (Fortress). Stick to these two points, do not chase towards the enemy home, let alone the spawn - not even if you run a premade, pugs will follow you and your enemy will most likely go backdoor capping the very second you give them opportunity to. And yes, you can lose as a premade to a single deftard tank cuddling the flagpole at mid.
2.) If you pug, make sure to make use of the highground at mid, as rdps/heal you can greatly reduce the pressure you/your healers are taking, IF you face pugs that is.
Order:
Push across the bridge leading from home to mid as soon as possible, don't stick around there - it's resembles an invitation to get punted into the sea, which basicly disables you for at least 1/4 of the scenarios duration.
Destro:
See above, make use of it.
3.) Mind the pole next to the rock... it has the best CC in the entire game, and probably the highest amount of assists every achived.
Tor Anorc:
1.) Get the Bauble, hold mid - use the high ground to your advantage; LoS is your friend. You can, if you want to risk it (ranged punts *cough*), position yourself on the secondary ramps and target about half of the mainramps from there - you potentially bait mdps to run up that way, opening themselves up to some lava diving.
2.) Don't chase.
3.) Use punts to your advantage.
4.) Don't bring the bauble all the way to your spawn, you are just wasting everyones time; the ticks diminish as closer you get to your spawn.
Mourkhain Temple:
1.) Get the Bauble, hold mid - use the chokes to your advantage; LoS is your friend.
2.) Stay clear off the enemy cannon range.
3.) Don't bring the bauble all the way to your spawn, you are just wasting everyones time; the ticks diminish as closer you get to your spawn.
4.) If you play a class with a viable bombing spec and have the anywheretrainer addon, its your time to shine - respec on the fly and have fun with the chokes at mid.
Destro:
You can heavily abuse the current cannon range by sitting at the very edge of the temple, close to the ramp leading up from your spawn.
Order:
See above, don't chase - your cannon range is equally as ridicoulus but you are firing blindly for the most part, with the tree cockblocking most of your shots.
Talabec Dam:
1.) Fight for control over mid.
2.) Run only as many bombs as you need to get a point lead, camp mid afterwards.
3.) Setup a roamer or two to intercept enemy bomb-runners, if they managed to pick the bomb up.
4.) Escort your bomb-runner only with as many people needed to keep him alive, a tank and a healer at max should be sufficient.
5.) Be careful if you are engaged whilst running the bomb, if you aren't fast enough the bomb will blow up, dealing alot of damage if not outright killing everyone close to the bomb-runner.
6.) If you lose control over mid, regroup and form up at your respective bomb spot, kill the carrier (see 5. tho) and work your way towards mid afterwards - don't let the next carriers slip, pay attention to the route hes taking.
7.) Use the bridges as chokes if need be.
8.) Careful with the turn in, if you are escorting your bomb-runner, make sure to not follow him all the way to the turn in - the bomb will blow up once turned in.
Order:
Use the cows to build some initial morale (or career mechanic - relevant for BWs in lower tiers).
Phoenix Gate:
1.) Roamers paradise; setup a roamer or two to intercept enemy flag carriers/respawns - or backdoor the enemy flag.
2.) Try to get in and out of your enemies flag hubs as soon as possible.
3.) Use the secondary routes if you are backdooring, pay attention to the secondary routes if you got backdoor'd. You might wanna
check/use the trees, they are pretty neat hiding spots of roamers.
4.) If you notice that you are having a hard time pushing, just sit back and defend at your respective gate area, use the walls for LoS goodness. Don't push towards the bridge until you have dealt with the important targets/wait for your morales and push with them.
Gates of Ekrund:
1.) AoE/Mdps paradise; if you have alot of mdps you can pretty much mindlessly push - mind the shitty terrain at the ramps leading up to your enemies home point.
2.) Pay attention to tanks (and SH's in particular) moving up the ramp, they'll be keen on punting you - use punts to your advantage yourself.
3.) If you notice that you have trouble pushing through, fall back and use the choke at your home point to your advantage.
4.) Backdoor and play cat and mouse if you fail to win engagements, however, you still want to regroup.
5.) If you have competent roamers with you, sent them directly backdooring to catch retreating backliners once you push onto your enemies side.
6.) Don't waste time fighting an uphill battle inside the chokes, regroup and use the secondary entrances, leading up to the big, walled hallway leading to mid, or backdoor together.
7.) If you can establish yourself and wipe your enemy, don't - under any circumstances - push down the ramp and towards their spawn, sit back and stay upstairs. Watch out for backdooring attempts and don't split up - rather recap together than split up and get picked off one by one.
8.) If you are a tank/mdps pay attention to enemies rushing up the ramp towards your backline, intercept them - protip: snare them just before they are about to get onto the ramp, chances are the snare in combination with the shitty terrain will majorly **** them over.
Isha:
1.) Fight over mid, don't leave mid. Its that simple.
2.) Use the walls for LoS, don't bother using the choke however - in 9/10 cases it'll just get you killed (pugs tend to mindlessly push out of it), try to force a fight at the flag and use the areas at the sides to your advantage, theres some very nasty terrain that you can use to annoy mdps. Don't pull all the way back though - I don't know why it is, but even when playing in a premade the area all the way in the back is pretty much a nimbus of sorts.
3.) The dps-bauble can be ignored for the most part, make sure to use CC/seal the deal asap if your enemy uses it, though.
4.) Try to avoid using the secondary routes, especially if you are playing destro, unless you know what terrain to dodge (see 2.) - try to splitpush the choke at mid.
Battle for Praag/Gromril Crossing:
1.) Pay attention to the objective, don't stick around mid if the objective moved on.
2.) Use the terrain to your advantage; if you kite, try to time jumps over the fences, you will get semi-stuck if you don't. And for the luv of god, mind the combination of fences + poles - evil incarnate, I tell ya'.
3.) If you move to the next objective, try to secure the retreat for your backliners if you play tank/mdps, don't rush ahead.
3.1.) Battle of Praag: If mid is capped, push up to the next point and don't - under any circumstance - push towards the enemy spawn, try to fight at the flag, the cannon range is rather ridicoulus. Once this point is capped, turn around, jump down and use the route around the back to get to the last point. Make sure you move together, you might get picked off otherwise.
Serpents Passage:
1.) Rdps/roamers paradise; essentially a mix between Talabec Dam and Phoenix Gate without the fun bomb mechanic/the terrain.
2.) Fight for mid.
3.) Run as much salvage-whatsoever as you need to get a lead, control mid afterwards.
4.) Intercept respawn/enemy carriers with 1-2 roamers.
5.) Don't bother intercepting enemy carriers if they are escorted by their entire team, unless its a close game - you'll likely lose the engagement as the turn in is in cannon range, and subsequently the next engagement at mid; the next salvage run.
6.) Keep in mind you can interrupt the carrier as he tries to turn in, if you manage to do so long enough you can ruin the salvage run as the timer will run up and the salvage fade - pull out asap and retreat cleanly to mid.
7.) Magus/Engis can camp on the cliff at mid and (almost) reach the salavage spot and the enemy backline; divert attention - SHs and SW can, too, reach quite far from up there, however camping with these classes up there isn't as effective/secure as it is with the former. BW/Sorcs and healer should'nt bother using this highground to begin with, they are better off with the rest of the team.
Blackfire:
1.) Fight for mid, don't push towards enemy spawn, use the obstacle in mid for LoS, run the flag - its that simple.
2.) Mind the icy edges of the lake, especially those leading up into the direction of the destro spawn, they tend to have you die by tripping...
3.) You can use the secondary routes around the back (they lead directly to the turn ins).
Order:
Don't jump down to the destro turn in, wait behind the hill right before the orcish gate until the carrier gets into range and out of draw distance of his mates.
Destro:
Try to tuck in behind the tree close to the turn in, ambush the order carrier - make sure you have enough burst damage and a proper kd to seal the deal as soon as possible.
4.) You can backdoor the enemy backline using the secondary routes, they offer LoS - you should be able to sneak entirely around the fight at mid. You don't have to secure a kill to make your attempt worthwhile, you'll likely force your enemies frontline to react. Make sure you to safe your charge and cc-immunity to instantly run towards your teammates or to tuck back into the secondary lane, though.
Maw:
1.) Grab the baubles spawning at the makeshift-shrines, one right infront of both your respective spawn - a third in the middle.
2.) Use the terrain to your advantage; the cracks at mid are pretty nasty and will screw with your movement, at times they'll have you die by tripping, other than that the remains of the walls close to each sides spawn are a good spot to camp out and semi-funnel your enemies; rdps can run up most of the spikey things coming out of the ground and get some edge in terms of targetting/attention diversion.
Troll-Hell-of-Boredom:
1.) Roam paradise: dedicated roamer will have a field day in here and will be able to pick off respawns left and right.
2.) Run up the tower, grab the bauble, go pacify trolls - move together and you'll win.
3.) Use punts whilst fighting ontop of the tower (however, make sure to not punt them into your spawns direction, depending on how the engagement works out you might doom your respawns with that), use the route around the back of the tree ontop to have easy access to the enemy backline, don't mindlessly push towards the flag-thing.
3.) Leave some people up at mid to divert attention, most pugs will mindlessly fight over nothing while your carrier runs around doing his thing.
4.) Use the terrain to your advantage; you can jump up most of the greenish rocks and either force mdps to jump after you and divert attention or pressure the healers spamming gheal behind them; you can jump from the tower at mid onto some rocks that arent accessible otherwise, I suggest you mount up before you try it though, you'll need the speed to reach the spots.
Highpass Cemetry aka Click-Wars:
1.) ONLY use the side exits at the beginning of the game. NEVER use them afterwards, especially if you are on the losing side.
You'll just die, you won't be able to reenter the spawn area, and you won't be protected by the guards. Leave through the mid exit.
2.) ALWAYS stay together, only seperate if you are clearly dominating. Leave only a (deftard, or otherwise competent) tank to cancel caps - you'll need both caps to score; play pingpong, move from cap to cap.
3.) Use the terrain to your advantage, its LoS paradise. You can, however, rdps through the fences.
4.) If you have to retreat to your guards, make sure you move towards mid, DO NOT move towards the side exits of spawn (see 1.).
Eternal Citadel/Caledor Woods are premade only on RoR if I recall correctly, so meh.
E: format and stuff.
Specs and such will be greatly dependent on your composition later down the road, and alot of what will potentially be suggested in terms of specific tactic/gear setups; specs in general, (aside from punt-related stuff for Tor Anorc/AoE related stuff for Ekrund *cough*, or very core aspects as the group cleanse above my post) won't be reliable/viable as it will most likely revolve around some gimmicky solo-roam-esque nonsense.
Before someone starts argueing about "elitism": think about it for yourself, is pugging fun? - You simply cannot answer this question truthfully with <yes>, can you?
Generally speaking:
Pick up a fix group/guild asap. Don't start to habitually pug - it will tear you apart from the inside before long.
No one expects you to roll out THE PERFECT FOTM TROLOLOL 6man - no one expects you to play perfect or even use voice communication.
Just embrace the nature of the game and the social aspect of it in general. Get yourself started by forming a small group, duos and such. If you are playing with others the likelihood of suffering tilt/burnouts is drastically reduced and you'll see a significant increase in potency - the entire game revolves around synergies between the classes.
As to the very basics, if you happen to pug scenarios:
1.) Give a shout in /sc if you notice that your groups are messed up, make an effort to fix them.
2.) Assist each other - don't go around mindlessly clubbing seperate targets, and for the love of god, leave tanks be and swap targets if you are getting detaunted/your target is receiving guardlove and you lack the means to strip it (superpunt).
3.) Don't hand out free immunities - help your tanks by enabling them to actually do their job, using CC.
4.) Don't run behind your healer, you want to play punching bag in his stead and divert attention if you have the opportunity/need to do so - other than that, help your teammates out if you can; if you see some angry mpds charging for your backline and you happen to have a spare snare, throw it out there; if you can peel do so.
5.) Pay attention to the resources of your teammates, if you have abilities that help with AP regen use them appropriately - same goes for abilities that help mitigating damage, either directly or indirectly by debuffing enemies. Don't underestimate the impact of proper debuffing - and for the luv of god, bury your important debuffs.
6.) Don't play in snowflake mode or care about K/D, in the end of the day the scenarios are won via objectives, general teamplay and sacrifices (see 4.).
7.) Don't needlessly overextend and chase; don't tunnelvision, pay attention to your healers and tanks - work on your positioning in general.
8.) Pay attention to your teammates auras and alike, adjust accordingly. Theres no point in running duplicates - they do not stack.
9.) Don't waste gcd's on abilities thats effects are already covered by more prominent abilities of your teammates.
10.) Don't be selfish in your choice of tactics, even if they exclude you they might push your teammates over a certain treshhold enabling them to seal the deal or survive.
11.) PTFO! Pay attention to the objectives, don't mindlessly fight on the roads.
12.) Use the scenario layouts to your advantage - bomb in chokes, don't get funneled at chokes yourself; punt people of cliffs, don't get punted yourself...
13.) Pay attention to friendly CC, learn some basic trigger discipline - don't mindlessly spam AoE. Fights can be decided by a stagger or its breakage - CC/ST is king in scenarios after all.
14.) Don't demand to be babysat 24/7 with a guard and heals, you aren't the center of the universe - guard is no "dumbfire" ability and you aren't the only one in need of heals. Depending on the circumstances you might be lowest priority target in terms of heals and will be left to die for good - either because you grossly overextend/position yourself poorly, or because your team is under heavy pressure.
15.) If you haven't played a healer, and even moreso if you havent played a healer in t4 and pugged with it, dont you ever dare to give your healers ****. If you did and are unsatisfied with their performance keep in mind: they either have a hard time already, or are still relatively new to the game and have to learn the ropes - be patient/have a modicum of common sense and extend a helping hand, offer tips and guidance. They might greatly improve and end up performing just fine afterwards.
16.) Mind the airsnare! Don't jump in combat unless you really need to - as in: unless the terrain **** you over.
17.) Always make sure to regroup after wipes, don't run in one by one.
18.) If you notice your team doesn't know all the mechanics of a scenario, extend a helping hand and give them a little rundown.
19.) Don't underestimate the power of sheer pressure: You don't necessarily have to secure kills to make an impact, if you are a mdps and force your enemies frontline to peel for their backline you'll create an opening for the rest of your frontline (guardswap); if you are a rdps and pressure the enemy backline you'll force the enemy rdps to break their assisttrain and the enemy healers to drop/split their attention. Often its more valueable to just pressure healers instead of killing them off right away, force them to move - for that you don't even have to be all that threatening, especially if you are up against new players, they'll leg it regardless of how potent your pewpew is - and you'll see their dps will drop left and right.
20.) Not necessarily related to scenarios specifically:
Deck yourself out on addons. You want to run Buffhead (Buffs/Debuffs)[mandatory], Pure (Unit Frames)[optional], AnywhereTrainer (Repeccing)[mandatory], Enemy (Unit Frames, Buffs/Debuffs, ...)[mandatory], SwiftAssist(Assist)[optional, QoL] and an addon that displays Cooldowns, theres many of those floating around its up to your preference for the most part which of those you pick - you can, if you are lazy or unsure about the setup of these addons, pick up the Vinyl addon package thats floating around on the forums.
21.) Get used to /assist macros - see 20. for a QoL solution or check the forums for alternatives. Create a list with competent dps you frequently queue with/end up in scenarios with if you don't run QoL addons. Assisttrains decide pug scenarios more so than healer/guards do. If you end up without healer and/or tanks make sure to ask your fellow dps to assist each other.
22.) If you are being guarded pay attention to the guardrange, it isn't infinite! Gauge out whether/when its better to completly disengage or stick around your tank. If you are under heavy pressure wait for it to drop a little and your healers to get rid of the most potent debuffs/dots before you leg it or you might blow up the very moment you leave guardrange.
23.) Run Cleansing Winds/Resolute Defense; both are mandatory for healer, the former is mandatory for dps, the latter mandatory for tanks. Depending on your composition you might lack healer that can cleanse specific potent debuffs/dots or you might face a composition with potent CC in which case the lack of RD will most certainly gurantee that you are getting 2gcd'd. Either way, having these abilties will greatly increase your sustainability - you don't have to run R3; R2 is good, the minimum is R1.
24.) Every godforsaken flagpole in this game can be used to LoS, dance around it and annoy rdps - make them hate the pole.
25.) Diverting attention is akin to a passive guard of sorts, don't unterestimate its power, use terrain (highgrounds etc) to your and your teams advantage.
26.) Don't get salty, riling up people in a rough match just makes it all worse and helps no one, certainly not yourself.
Semi-specifics:
Mdps:
1.) Help your backline out with snares.
2.) Don't mindlessly charge into the fray, work on your positioning and general awareness.
3.) Don't needlessly put pressure onto your healers and tanks - don't overextend/LoS.
4.) Pay attention to your targets buffs and your debuffs, swap targets if you notice detaunts/guardswaps.
5.) Make use of your detaunt, if need be kite yourself or completly disengage.
6.) Peel for your backline; toss out snares if you have some spare, pressure enemy dps out of your backline.
7.) Don't tunnelvision in general, and moreso: don't tunnelvision healers, don't fall for the "always pick on healers first" nonsense, pick your targets appropriately.
8.) If you have the potential to roam; sustain yourself, you can (depending on the scenario) do so and greatly impact the match by roaming around the enemy spawn or respective objectives (Phoenix Gate/Talabec Dam come to mind...).
Rdps:
1.) Help your backline out with snares.
2.) Assist your mdps to secure kills.
3.) Pay attention to your targets buffs and your debuffs, swap targets if you notice detaunts/guardswaps.
4.) Pressure enemy backlines if you have the opportunity to do so - you do not have to secure a kill.
5.) At best: constantly keep moving, give your enemies the impression that you are constantly aware of the situation and their movements - even if you are not...
At least: prekite mdps and detaunt rdps appropriately.
6.) If you have the potential to roam; sustain yourself, you can (depending on the scenario) do so and greatly impact the match by roaming around the enemy spawn or respective objectives (Phoenix Gate/Talabec Dam come to mind...).
Healer:
1.) Work on your positioning and general awareness.
2.) Make use of your ranges.
3.) Don't mindlessly kite away - give your tanks/mdps a chance to peel for you, if need be kite towards them.
4.) Do not immediately leg it all the way back to Altdorf/IC if a tank is trying to hug you - don't overreact, he might be just some cute little deftard trying to poke you with his wet noodle, don't forget your detaunt either (however, you want to save it for actual threats). Though, if he brings his mdps buddy along, you might indeed wanna leg it (then again see 3.).
(Blackguards are an expection to this, well, kind of - you can ignore their damage depending on their setup, however, if a Blackguard runs up to you and grossly overextends you can be sure that he got his OHD slotted, in which case you either want to get distance between yourself and him or be able to cleanse the OHD - however, try to keep him interested, every second hes spending on bugging you hes not guarding his mdps.)
5.) Don't try to keep everyone alive, and moreso don't try to rez everyone - if you cannot properly keep up your group, don't even bother healing out of group or rezzing. Wait with the latter until the tides of battle have settled and there is no more potential burst to heal through.
No one in their right mind expects you to keep everyone topped off 24/7 - most of the time you won't be able to do so regardless of how many CDs you pop, how hard you try. It isn't necessary either, unless you face a decent Sorc/BW that is. If there is no imminent burst potential you are better off minding your resources; toss out a hot, you'll see in most cases it is enough to keep people alive, make sure you always have enough resources to heal through actual bursts.
(If you are playing an order healer and you happen to frequently play with a Slayer you might even want to have him sit at 50-75% HP constantly to utilize Fierce Might, however I'd only suggest you run that piece of goodness and try to utilize it in a proper 6man with a proper tank [preferably IB, gotta luv avoidance stacking].)
6.) Learn to prioritize targets in clutch moments, e.g.: you rather keep alive a tank than a dps and you rather keep alive yourself than trying to keep up everyone. (I'd personally say that a tank is worth more than your offhealer in 8/10 situations - IF said tank is guarding, and not only guarding but actively guardswapping; guardswapping in combination with proper CC will give you enough time to rez your offhealer.)
7.) Toss around some hots (out of party) if you have opportunity to do so (at best before the engagement starts and your ooc AP regen is still in effect), however don't overdo it and AP starve yourself.
8.) At best: constantly keep moving, give your enemies the impression that you are constantly aware of the situation and their movements - even if you are not...
At least: prekite mdps and detaunt rdps appropriately.
9.) Use your cleanse actively, help out other healers.
10.) Don't let all the grumpy pugs and their nonsensical rants get to you - people that shout at healer will die regardless of how good or bad their healer is as they simply lack awareness (commonly refered to as "skill").
Tanks:
1.) For the love of god: use guard. Even if you are specced for loldps you can still mitigate bursts (you rather take a hit yourself than seeing your actual dps or healers being 2gcd'd and your entire team getting stomped - you'll die if your team does, and your loldps will become even more insubstantial).
2.) Pay attention to the immunities of your enemies; don't mindlessly use your CC, don't punt unless you can succesfully strip guard/save squishies from meleetrains and general pressure.
3.) Guardswap appropriately - guard is no "dumbfire" skill, use it actively. (WoP/BB [Word of Pain/Boiling Blood], rkds - kds in general - and certain morales [Mara comes to mind], aswell as cast animations of certain fireclowns/pointy ears/floating derps/gits are clear indicators of incoming bursts. Pay attention to your teammates debuffs, your enemies animations and general movement.)
4.) Actively use HtL (Hold the Line) - HtL dance if you will. It might seem like a minor buff to your teammates avoidance but it stacks with other boni, most of the time putting your teammates at or above ~30% disrupt/dodge which will invetiably mess with rotations and drasticly lower the pressure your team is suffering from.
In regards to the specific scenarios:
In general:
1.) Make use of secondary routes.
2.) Make use of cannons.
3.) Roam/intercept flag/bomb/bauble-carriers/respawns if you can afford it.
4.) Try to get your teammates to push around the back at the initial engagement, if you aren't facing a premade you'll likely wipe the enemy team and pretty much shatter their moral - they'll likely think that you are running a premade and sit it out at spawn...
Worked out this way soo often, its not even funny.
Nordenwatch:
1.) Make sure to cap your respective home (Barracks; Destro - Lighthouse; Order) and mid (Fortress). Stick to these two points, do not chase towards the enemy home, let alone the spawn - not even if you run a premade, pugs will follow you and your enemy will most likely go backdoor capping the very second you give them opportunity to. And yes, you can lose as a premade to a single deftard tank cuddling the flagpole at mid.
2.) If you pug, make sure to make use of the highground at mid, as rdps/heal you can greatly reduce the pressure you/your healers are taking, IF you face pugs that is.
Order:
Push across the bridge leading from home to mid as soon as possible, don't stick around there - it's resembles an invitation to get punted into the sea, which basicly disables you for at least 1/4 of the scenarios duration.
Destro:
See above, make use of it.
3.) Mind the pole next to the rock... it has the best CC in the entire game, and probably the highest amount of assists every achived.
Tor Anorc:
1.) Get the Bauble, hold mid - use the high ground to your advantage; LoS is your friend. You can, if you want to risk it (ranged punts *cough*), position yourself on the secondary ramps and target about half of the mainramps from there - you potentially bait mdps to run up that way, opening themselves up to some lava diving.
2.) Don't chase.
3.) Use punts to your advantage.
4.) Don't bring the bauble all the way to your spawn, you are just wasting everyones time; the ticks diminish as closer you get to your spawn.
Mourkhain Temple:
1.) Get the Bauble, hold mid - use the chokes to your advantage; LoS is your friend.
2.) Stay clear off the enemy cannon range.
3.) Don't bring the bauble all the way to your spawn, you are just wasting everyones time; the ticks diminish as closer you get to your spawn.
4.) If you play a class with a viable bombing spec and have the anywheretrainer addon, its your time to shine - respec on the fly and have fun with the chokes at mid.
Destro:
You can heavily abuse the current cannon range by sitting at the very edge of the temple, close to the ramp leading up from your spawn.
Order:
See above, don't chase - your cannon range is equally as ridicoulus but you are firing blindly for the most part, with the tree cockblocking most of your shots.
Talabec Dam:
1.) Fight for control over mid.
2.) Run only as many bombs as you need to get a point lead, camp mid afterwards.
3.) Setup a roamer or two to intercept enemy bomb-runners, if they managed to pick the bomb up.
4.) Escort your bomb-runner only with as many people needed to keep him alive, a tank and a healer at max should be sufficient.
5.) Be careful if you are engaged whilst running the bomb, if you aren't fast enough the bomb will blow up, dealing alot of damage if not outright killing everyone close to the bomb-runner.
6.) If you lose control over mid, regroup and form up at your respective bomb spot, kill the carrier (see 5. tho) and work your way towards mid afterwards - don't let the next carriers slip, pay attention to the route hes taking.
7.) Use the bridges as chokes if need be.
8.) Careful with the turn in, if you are escorting your bomb-runner, make sure to not follow him all the way to the turn in - the bomb will blow up once turned in.
Order:
Use the cows to build some initial morale (or career mechanic - relevant for BWs in lower tiers).
Phoenix Gate:
1.) Roamers paradise; setup a roamer or two to intercept enemy flag carriers/respawns - or backdoor the enemy flag.
2.) Try to get in and out of your enemies flag hubs as soon as possible.
3.) Use the secondary routes if you are backdooring, pay attention to the secondary routes if you got backdoor'd. You might wanna
check/use the trees, they are pretty neat hiding spots of roamers.
4.) If you notice that you are having a hard time pushing, just sit back and defend at your respective gate area, use the walls for LoS goodness. Don't push towards the bridge until you have dealt with the important targets/wait for your morales and push with them.
Gates of Ekrund:
1.) AoE/Mdps paradise; if you have alot of mdps you can pretty much mindlessly push - mind the shitty terrain at the ramps leading up to your enemies home point.
2.) Pay attention to tanks (and SH's in particular) moving up the ramp, they'll be keen on punting you - use punts to your advantage yourself.
3.) If you notice that you have trouble pushing through, fall back and use the choke at your home point to your advantage.
4.) Backdoor and play cat and mouse if you fail to win engagements, however, you still want to regroup.
5.) If you have competent roamers with you, sent them directly backdooring to catch retreating backliners once you push onto your enemies side.
6.) Don't waste time fighting an uphill battle inside the chokes, regroup and use the secondary entrances, leading up to the big, walled hallway leading to mid, or backdoor together.
7.) If you can establish yourself and wipe your enemy, don't - under any circumstances - push down the ramp and towards their spawn, sit back and stay upstairs. Watch out for backdooring attempts and don't split up - rather recap together than split up and get picked off one by one.
8.) If you are a tank/mdps pay attention to enemies rushing up the ramp towards your backline, intercept them - protip: snare them just before they are about to get onto the ramp, chances are the snare in combination with the shitty terrain will majorly **** them over.
Isha:
1.) Fight over mid, don't leave mid. Its that simple.
2.) Use the walls for LoS, don't bother using the choke however - in 9/10 cases it'll just get you killed (pugs tend to mindlessly push out of it), try to force a fight at the flag and use the areas at the sides to your advantage, theres some very nasty terrain that you can use to annoy mdps. Don't pull all the way back though - I don't know why it is, but even when playing in a premade the area all the way in the back is pretty much a nimbus of sorts.
3.) The dps-bauble can be ignored for the most part, make sure to use CC/seal the deal asap if your enemy uses it, though.
4.) Try to avoid using the secondary routes, especially if you are playing destro, unless you know what terrain to dodge (see 2.) - try to splitpush the choke at mid.
Battle for Praag/Gromril Crossing:
1.) Pay attention to the objective, don't stick around mid if the objective moved on.
2.) Use the terrain to your advantage; if you kite, try to time jumps over the fences, you will get semi-stuck if you don't. And for the luv of god, mind the combination of fences + poles - evil incarnate, I tell ya'.
3.) If you move to the next objective, try to secure the retreat for your backliners if you play tank/mdps, don't rush ahead.
3.1.) Battle of Praag: If mid is capped, push up to the next point and don't - under any circumstance - push towards the enemy spawn, try to fight at the flag, the cannon range is rather ridicoulus. Once this point is capped, turn around, jump down and use the route around the back to get to the last point. Make sure you move together, you might get picked off otherwise.
Serpents Passage:
1.) Rdps/roamers paradise; essentially a mix between Talabec Dam and Phoenix Gate without the fun bomb mechanic/the terrain.
2.) Fight for mid.
3.) Run as much salvage-whatsoever as you need to get a lead, control mid afterwards.
4.) Intercept respawn/enemy carriers with 1-2 roamers.
5.) Don't bother intercepting enemy carriers if they are escorted by their entire team, unless its a close game - you'll likely lose the engagement as the turn in is in cannon range, and subsequently the next engagement at mid; the next salvage run.
6.) Keep in mind you can interrupt the carrier as he tries to turn in, if you manage to do so long enough you can ruin the salvage run as the timer will run up and the salvage fade - pull out asap and retreat cleanly to mid.
7.) Magus/Engis can camp on the cliff at mid and (almost) reach the salavage spot and the enemy backline; divert attention - SHs and SW can, too, reach quite far from up there, however camping with these classes up there isn't as effective/secure as it is with the former. BW/Sorcs and healer should'nt bother using this highground to begin with, they are better off with the rest of the team.
Blackfire:
1.) Fight for mid, don't push towards enemy spawn, use the obstacle in mid for LoS, run the flag - its that simple.
2.) Mind the icy edges of the lake, especially those leading up into the direction of the destro spawn, they tend to have you die by tripping...
3.) You can use the secondary routes around the back (they lead directly to the turn ins).
Order:
Don't jump down to the destro turn in, wait behind the hill right before the orcish gate until the carrier gets into range and out of draw distance of his mates.
Destro:
Try to tuck in behind the tree close to the turn in, ambush the order carrier - make sure you have enough burst damage and a proper kd to seal the deal as soon as possible.
4.) You can backdoor the enemy backline using the secondary routes, they offer LoS - you should be able to sneak entirely around the fight at mid. You don't have to secure a kill to make your attempt worthwhile, you'll likely force your enemies frontline to react. Make sure you to safe your charge and cc-immunity to instantly run towards your teammates or to tuck back into the secondary lane, though.
Maw:
1.) Grab the baubles spawning at the makeshift-shrines, one right infront of both your respective spawn - a third in the middle.
2.) Use the terrain to your advantage; the cracks at mid are pretty nasty and will screw with your movement, at times they'll have you die by tripping, other than that the remains of the walls close to each sides spawn are a good spot to camp out and semi-funnel your enemies; rdps can run up most of the spikey things coming out of the ground and get some edge in terms of targetting/attention diversion.
Troll-Hell-of-Boredom:
1.) Roam paradise: dedicated roamer will have a field day in here and will be able to pick off respawns left and right.
2.) Run up the tower, grab the bauble, go pacify trolls - move together and you'll win.
3.) Use punts whilst fighting ontop of the tower (however, make sure to not punt them into your spawns direction, depending on how the engagement works out you might doom your respawns with that), use the route around the back of the tree ontop to have easy access to the enemy backline, don't mindlessly push towards the flag-thing.
3.) Leave some people up at mid to divert attention, most pugs will mindlessly fight over nothing while your carrier runs around doing his thing.
4.) Use the terrain to your advantage; you can jump up most of the greenish rocks and either force mdps to jump after you and divert attention or pressure the healers spamming gheal behind them; you can jump from the tower at mid onto some rocks that arent accessible otherwise, I suggest you mount up before you try it though, you'll need the speed to reach the spots.
Highpass Cemetry aka Click-Wars:
1.) ONLY use the side exits at the beginning of the game. NEVER use them afterwards, especially if you are on the losing side.
You'll just die, you won't be able to reenter the spawn area, and you won't be protected by the guards. Leave through the mid exit.
2.) ALWAYS stay together, only seperate if you are clearly dominating. Leave only a (deftard, or otherwise competent) tank to cancel caps - you'll need both caps to score; play pingpong, move from cap to cap.
3.) Use the terrain to your advantage, its LoS paradise. You can, however, rdps through the fences.
4.) If you have to retreat to your guards, make sure you move towards mid, DO NOT move towards the side exits of spawn (see 1.).
Eternal Citadel/Caledor Woods are premade only on RoR if I recall correctly, so meh.
E: format and stuff.
Last edited by Darosh on Thu May 25, 2017 6:58 am, edited 43 times in total.
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- Posts: 413
Re: Destro SC tactics. NEW PLAYERS READ
rename it to maybe 6 man sc tactics because when u pug, all tactics are moot if u end with no heals , no tanks or with 12 sorcs (seen it happen ).
Re: Destro SC tactics. NEW PLAYERS READ
Arteker616 wrote:rename it to maybe 6 man sc tactics because when u pug, all tactics are moot if u end with no heals , no tanks or with 12 sorcs (seen it happen ).
While I do agree with most class specific suggestions being moot due to pugging and matchmaking - I strongly disagree with the generalization.
I think there are indeed alot of things new players could take away from a thread like this.
Even if these "lot of things" can be reduced to "play in a group" or at the very least "play as a team".
Raising awareness among new players for the small things is not necessarily a bad thing.
I'd, too, appreciate more people to chime in - especially from the big guilds on this server, pointing new players towards their recruiting efforts or offering a spot for a play session in a good, or just about any group.
E: The devs team might want to open some kind of LFG-thing on this website and put it right where everyone sees it, on the frontpage of this website to strongly encourage player to form groups. They would greatly reduce alot of pointless complaints and bad experiences; help develop the community or at the very least maintain it.
The first fix, the first time people experience the difference between mindless pugging and actual teamplay more often than not convinces players to make an effort to find people to play with and to emulate this intial fix.
I'd also like to see the term 6man to be dropped, atleast for some time, as it happens to either start the epeen circus or outright scares people off as they, for whatever reason, think they would have to perform on some kind of godly-unachiveably level.
Re: Destro SC tactics. NEW PLAYERS READ
Okay good deal then lets get this going a bit. I will be up in like 5 hours and after I get home from the gym I'll summarize whatever suggestions we have and maybe add a few. Personally I was just thinking how much it would have helped me if I had a thread like this. If everyone thinks it is a waste then just say it and I'll drop it.
Re: Destro SC tactics. NEW PLAYERS READ
No one has yet said or implied that its a waste, mate. The proposed iteration is just not all that feasible. I think this effort of yours is a step in the right direction in terms of community development, I think alot of new players will greatly appreciate it.freshour wrote:Okay good deal then lets get this going a bit. I will be up in like 5 hours and after I get home from the gym I'll summarize whatever suggestions we have and maybe add a few. Personally I was just thinking how much it would have helped me if I had a thread like this. If everyone thinks it is a waste then just say it and I'll drop it.
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- Posts: 1781
Re: Destro SC tactics. NEW PLAYERS READ
You forget magus and sh and sorc
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
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Re: Destro SC tactics. NEW PLAYERS READ
I'll keep adding to my little wall-o'-text as time passes, some little things only come to mind after a while, but I think they add up quite significantly.
Re: Destro SC tactics. NEW PLAYERS READ
Destro sc dont need tactic with 6 healers 1dps 5tanks normally just rolfstomp
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