So let's run the numbers real quick.
Buffs on live went, Not sure if RoR changed this:
Ability + tactic + morale
all stacks with a few exceptions.
The same with debuffing:
Ability + tactic + morale.
Mountain spirit (dwarf RP) and sprout carapace (chaos Chosen) provides 1320 armor and 504 resist.
Regenerative healing Rp tactic and warping the spirit tactic provides 1056 additional armor with 10% reduced armor pen. Randomly applied to group. It's not constant but near constant the more of that tactic healing is used. So if you used more RP and Zealots the armor buff becomes more constant.
Typical armor ability buff is 990. I'm not sure if RoR changed that.
So that's 990 armor (ability) + 1056 armor (tactic) + 1356 armor (morale) = 3366 additional armor for the group
This fluctuates up and down by 1056 due to tactic randomness. So could be as high as 3366 or as low as 2010 added to already existing armor.
Still above max ability armor debuff of 1600. Unless RoR changed this.
To further debuff armor you need a morale armor debuff which all tanks have which is demolishing strikes for 1056 armor debuff.
Resists typically sit around 400/500 ish on gear
Ability resists buffs for 378 let's just say 400 for easy math.
Morale buff for 504 resists say 500 for easy math.
400 (gear) + 400 (ability) + 500(morale) = roughly 1300 resists
Ability resist debuff 's typically if fully spec's Into is 378. Players are likely going hybrid builds so won't get that full debuff. Let's say 350 debuffs
So 1300 resists - 350 debuff 's = 950 resists which I believe still sits above soft cap.
Now there are edge cases on debuffing resists to strip down more like tzeentch 's talon.
Also ability resist buffs can be stripped away.
Defensive Playstyle
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Re: Defensive Playstyle
I think I just fail to grasp the central thesis here.
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
- footpatrol2
- Posts: 1105
Re: Defensive Playstyle
I just wanted to show a different playstyle that was possible at one time. If you don't like the playstyle cool. There are counters to it. It's not unbeatable.
I have fond memories of that group and wish it was available to play again.
It's all about having fun right?
i edited this post. I was getting salty.
I have fond memories of that group and wish it was available to play again.
It's all about having fun right?
i edited this post. I was getting salty.
Last edited by footpatrol2 on Sat Sep 06, 2025 7:10 am, edited 1 time in total.
Re: Defensive Playstyle
It's about variety of gameplay. Different viable options that make the game more interesting to play. You disagree that morales provide for this. That's fine, but you seem to be more focused on vibes than the actual different styles of play that could exist.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan
Squid - Squig Squit - B.O.
Black Toof Clan
- footpatrol2
- Posts: 1105
Re: Defensive Playstyle
So I don't know if this group comp can work without mountain spirit. Maybe? I am leaning on doubtful.
I know this group comp cannot work with a RP without (old) concussive runes tactic.
The thing that is not good is there is no historical data that shows what concussive runes used to do from live. The change history Ror lists only what it's changing too and not what it's changing from in the patch notes. From memory "It was for every damage ability you use you have a 25% chance to detaunt the target for 10 or 15 sec's. Damage caused would not break the detaunt." something like that. which essentially was a aoe detaunt.
You could use a Wp but lose out on self rez from the runie and it's not dwarf but the aoe detaunt would be more reliable. Very very sad it's not all dwarf.
Old grimnir's fury that rez'd the group within 30ft pairs well with the group comp and was a neat trick to get back up rapidly. Is it essential? ... It's a nice to have. I think it's better then the current version.
Any chance of any of this coming back? I'd love to run this group comp again.
Old concussive runes being AOE detaunt.
Mountain spirit for 30 sec's
Grimnirs fury being 30ft group rez.
This is just how things used to be on live... not asking for new things.
I know this group comp cannot work with a RP without (old) concussive runes tactic.
The thing that is not good is there is no historical data that shows what concussive runes used to do from live. The change history Ror lists only what it's changing too and not what it's changing from in the patch notes. From memory "It was for every damage ability you use you have a 25% chance to detaunt the target for 10 or 15 sec's. Damage caused would not break the detaunt." something like that. which essentially was a aoe detaunt.
You could use a Wp but lose out on self rez from the runie and it's not dwarf but the aoe detaunt would be more reliable. Very very sad it's not all dwarf.
Old grimnir's fury that rez'd the group within 30ft pairs well with the group comp and was a neat trick to get back up rapidly. Is it essential? ... It's a nice to have. I think it's better then the current version.
Any chance of any of this coming back? I'd love to run this group comp again.
Old concussive runes being AOE detaunt.
Mountain spirit for 30 sec's
Grimnirs fury being 30ft group rez.
This is just how things used to be on live... not asking for new things.
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