Warband Winconditions & Morales
Posted: Tue Oct 15, 2019 9:05 pm
Introduction
This topic will be focusing on the perspective of competitive teamplay of Warband-sized warfare and/or several warbands.
I personally have the go-to approach of seeing things from an openfield point of view, but will also include funnels and keepsieges.
If anyone disagrees and have some good counter arguements I would love to see them well presented and formulated, try to keep oneliners and emotional outbursts out of this thanks.
From an organized Warband vs Warband point of view, where the Order setup of stacking Brightwizards pretty much shaped the Meta as the strongest AoE-dps all the way back on Live in 2009 or so. Assisting is good, kiting is excelent but in a largescale game you eventually reach so high playernumbers that singletarget eventually stop functioning before the masses will overrun you, and this is the birth of AoE stacking also refered to as "bombing".
In order for effective AoEing to shine you need to stack enough firepower on top of eachother also refered to as Critical Mass. Simply put, one solo aoeing DPSer will not be able to kill his targets and you need to stack more "bombers" dealing area damage on top of the same group of enemies to create damage pressure. Either to make the cosistant damage unhealable or bursty enough to grant kills.
With the current gear, available stats, Time To Kill, and meta on RoR 3full groups of a warband will struggle but it will not be impossible to do effective Bombing in oRvR. Full warbands will do much better due to the added 2 DPSers in a 2-2-2 setup. And with the target cap of 9players it pretty rare to see bombing take on massive forces while being super outnumbered.
The Win-conditions!
Following the assumption that Order warbands are running 2-2-2 mostly for organized warbands. With the cookiecutter setup looking something like this:
4-8 BWs
1-3 Slayers
4 Woundsbuff +healing WP in each group for mucle-healing and fastphased movement
4 Healing RP with AP-rune and amplifying the healing of the WP with the +25% healing tactic procs on crit
4 Knights for auras, aoe staggers, Stay Focused etc
4 SMs for Whispering Winds to counter any potential Cooldown increase from Meatballs, or just more spam for the partymembers.
RPS Runies, pull engineers, Twohanded Knights for Wounds debuff can all be found in Party4, a Morale-pump AM for MoM snare can also be slotted in here but it will be at the cost of healing in this group as they dont have group buffs compared to the RP+WP healing or stat-buffs. But the core of the warband is the Brightwizard ball with 2-2-2 coverage.
On the other side of the fence the Destro warbands are way more versitile and has many more variations:
Drain Maras, AoE Choppas, AoE sorcs, are the most common DPS'ers. You will find more Shamans in the Destro warbands over AMs in the Order warbands, due to the Morale group pump and aoe Snares to start snaring and controling the very standard Order dps-ball
The only archtype that is about as locked in stone on Destro side, as it is on Order realm. Would be the tank archtype. You dont really want to bring too many, if any? IBs and BGs. These tanks simply have too little statbuffing for their entire groups and function much better in a smaller scale sitiuation where they become higher priority pick for setups.
So how come Destro have more availability than Order does? Cant sorcs Bomb just as well as BW?
Yes and No.
Funnel power is a huge part of the difference between Sorc and BW aoe output. And without diving too deep into what makes either classes better, both have the capability to become the only DPS class you slot for a 24man Bombwarband. However...
Since Order dont have a functioning AoE build that is competitive on the Meleedps classes apart from slayers (WH, WL, ASW) Order competitive compesitions will 9/10 times look heavily stacked with just two AoE-dps classes: BW & Slayer.
Since this is the Meta and Go-to for Order, is now becomes fairly Easy for any competitive Destro Warbandbuilder to put together a counter setup, and that leads me to the actual winconditions.
Order winconditions:
Higher Wounds, healingoutput and AoE-damage output on paper.
Morale 2 BW wincondition (outdated due to Sorc Mirror!?)
SolarFlare drains in funnel situations
M4 defensive morales routated one by one between tanks and WP (mostly keepsieges and super rare in the open)
BW heavy warband hug a WC or keep and build M4 and do coordinated M4 Burninghead
Destro winconditions:
Race the BW M2 drop with the Mirrored M2 drop on Sorc
Morale draining Maras sitting on top of BWs to drain, while building towards M2 and dropping morales first
Blackorc self-morale pumping and reaching M3 to aoe silence the BW ball for 5sec (can be combined with Shaman grouppump)
Zealot Winds of Insanity no knockback immunity displacement on the BW ball.
Mara AoE knockdown on the BW ball to stop the BW-selfpump
Undefendable choppapulls (can be mixed for great destro amusement after a full Zealot channel)
Ofcause is neither of these a garenteed instantwin, and there is room for recovering, turning the tide and making a comeback. But many of these winconditions are on a daily basic followed up by well executed cleanups and therefor secure the victory.
With city sieges coming out soon and more fights hopefully being based around 24v24 instances. I think its about time we have a talk about the realm-balance.
Remove the unnecessary Sorc M2 mirror. Massively Nerf Solarflare or remove it. And put a knockback immunity on the last tick of Winds of Insanity. Something like this would make for much more enjoyable even numbers competitive fighting both in the open but also in keepsieges. While I do know I have some Order Bias, I have also done my fair share of playing against really good Destro premade guilds, and played some Destro warband comps myself. I am no expert, but ive been around for quite some time and seen what works and what is just anti-fun.
https://www.twitch.tv/videos/495021343?t=01h04m05s
Thanks for reading.
This topic will be focusing on the perspective of competitive teamplay of Warband-sized warfare and/or several warbands.
I personally have the go-to approach of seeing things from an openfield point of view, but will also include funnels and keepsieges.
If anyone disagrees and have some good counter arguements I would love to see them well presented and formulated, try to keep oneliners and emotional outbursts out of this thanks.
From an organized Warband vs Warband point of view, where the Order setup of stacking Brightwizards pretty much shaped the Meta as the strongest AoE-dps all the way back on Live in 2009 or so. Assisting is good, kiting is excelent but in a largescale game you eventually reach so high playernumbers that singletarget eventually stop functioning before the masses will overrun you, and this is the birth of AoE stacking also refered to as "bombing".
In order for effective AoEing to shine you need to stack enough firepower on top of eachother also refered to as Critical Mass. Simply put, one solo aoeing DPSer will not be able to kill his targets and you need to stack more "bombers" dealing area damage on top of the same group of enemies to create damage pressure. Either to make the cosistant damage unhealable or bursty enough to grant kills.
With the current gear, available stats, Time To Kill, and meta on RoR 3full groups of a warband will struggle but it will not be impossible to do effective Bombing in oRvR. Full warbands will do much better due to the added 2 DPSers in a 2-2-2 setup. And with the target cap of 9players it pretty rare to see bombing take on massive forces while being super outnumbered.
The Win-conditions!
Following the assumption that Order warbands are running 2-2-2 mostly for organized warbands. With the cookiecutter setup looking something like this:
4-8 BWs
1-3 Slayers
4 Woundsbuff +healing WP in each group for mucle-healing and fastphased movement
4 Healing RP with AP-rune and amplifying the healing of the WP with the +25% healing tactic procs on crit
4 Knights for auras, aoe staggers, Stay Focused etc
4 SMs for Whispering Winds to counter any potential Cooldown increase from Meatballs, or just more spam for the partymembers.
RPS Runies, pull engineers, Twohanded Knights for Wounds debuff can all be found in Party4, a Morale-pump AM for MoM snare can also be slotted in here but it will be at the cost of healing in this group as they dont have group buffs compared to the RP+WP healing or stat-buffs. But the core of the warband is the Brightwizard ball with 2-2-2 coverage.
On the other side of the fence the Destro warbands are way more versitile and has many more variations:
Drain Maras, AoE Choppas, AoE sorcs, are the most common DPS'ers. You will find more Shamans in the Destro warbands over AMs in the Order warbands, due to the Morale group pump and aoe Snares to start snaring and controling the very standard Order dps-ball
The only archtype that is about as locked in stone on Destro side, as it is on Order realm. Would be the tank archtype. You dont really want to bring too many, if any? IBs and BGs. These tanks simply have too little statbuffing for their entire groups and function much better in a smaller scale sitiuation where they become higher priority pick for setups.
So how come Destro have more availability than Order does? Cant sorcs Bomb just as well as BW?
Yes and No.
Funnel power is a huge part of the difference between Sorc and BW aoe output. And without diving too deep into what makes either classes better, both have the capability to become the only DPS class you slot for a 24man Bombwarband. However...
Since Order dont have a functioning AoE build that is competitive on the Meleedps classes apart from slayers (WH, WL, ASW) Order competitive compesitions will 9/10 times look heavily stacked with just two AoE-dps classes: BW & Slayer.
Since this is the Meta and Go-to for Order, is now becomes fairly Easy for any competitive Destro Warbandbuilder to put together a counter setup, and that leads me to the actual winconditions.
Order winconditions:
Higher Wounds, healingoutput and AoE-damage output on paper.
Morale 2 BW wincondition (outdated due to Sorc Mirror!?)
SolarFlare drains in funnel situations
M4 defensive morales routated one by one between tanks and WP (mostly keepsieges and super rare in the open)
BW heavy warband hug a WC or keep and build M4 and do coordinated M4 Burninghead
Destro winconditions:
Race the BW M2 drop with the Mirrored M2 drop on Sorc
Morale draining Maras sitting on top of BWs to drain, while building towards M2 and dropping morales first
Blackorc self-morale pumping and reaching M3 to aoe silence the BW ball for 5sec (can be combined with Shaman grouppump)
Zealot Winds of Insanity no knockback immunity displacement on the BW ball.
Mara AoE knockdown on the BW ball to stop the BW-selfpump
Undefendable choppapulls (can be mixed for great destro amusement after a full Zealot channel)
Ofcause is neither of these a garenteed instantwin, and there is room for recovering, turning the tide and making a comeback. But many of these winconditions are on a daily basic followed up by well executed cleanups and therefor secure the victory.
With city sieges coming out soon and more fights hopefully being based around 24v24 instances. I think its about time we have a talk about the realm-balance.
Remove the unnecessary Sorc M2 mirror. Massively Nerf Solarflare or remove it. And put a knockback immunity on the last tick of Winds of Insanity. Something like this would make for much more enjoyable even numbers competitive fighting both in the open but also in keepsieges. While I do know I have some Order Bias, I have also done my fair share of playing against really good Destro premade guilds, and played some Destro warband comps myself. I am no expert, but ive been around for quite some time and seen what works and what is just anti-fun.
https://www.twitch.tv/videos/495021343?t=01h04m05s
Thanks for reading.