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Posted: Tue Jan 26, 2021 4:25 pm
by S1N
Old post

Re: Starting A Goblin Guild

Posted: Tue Jan 26, 2021 4:27 pm
by Paxsanarion
Very cool :-)....Good Luck!

Re: Starting A Goblin Guild

Posted: Tue Jan 26, 2021 4:28 pm
by Grock
There are alreay a couple greenskin-only guilds out there, might be a better luck joining them to run goblin groups, instead of building a whole new one

Good luck anyway though :)

Re: Starting A Goblin Guild

Posted: Tue Jan 26, 2021 4:28 pm
by emiliorv
there is already a full greenskin guild if you are intrested in rp...no restrictions to join, just ask in general chat for "da freebotaz" invite

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Posted: Tue Jan 26, 2021 5:27 pm
by S1N
Old post

Re: Starting A Goblin Guild

Posted: Tue Jan 26, 2021 5:33 pm
by NSKaneda
WAAAAGH! GREEN IS BESTEST!

You might have a hard time with gits only guild since there will be times when help of our overgrown shroom masters will be needed (no tank class for goblins.. so far).
Nevertheless may Mork (and maybe even Gork) guide you to the Glorious Goblin Revolushion within da Waaagh! :)

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Posted: Wed Jan 27, 2021 6:20 am
by S1N
Old post

Re: Starting A Goblin Guild

Posted: Wed Jan 27, 2021 8:51 am
by Wam
just a heads up that game is based on team play and the holy trinty (tank/dps/healer)

goblins only have dps/healer... Ranged Squig, Melee Squig, Dps Shaman, and Heal Shammy (although shammy pretty similar)

so you wont have guard to mitgate incoming burst damage...

you also wont have bork and choppa CDR (cooldown reduces) which really help MSH and Shammies synergise

not so long ago morale bombing got nerfed (last year) ... this use to be a big thing and 4 Squig 2 shammies could wipe alot with it crazy morale drop burst but no longer

doing dungeons will need to take tanks from pug or your allies if you care about doing pve content (gunbad/bb/be/bastion etc)

That being said... goblins are the kings of kiting with access to racial tactic for +movement ... but also have uncleasnable snares (puddles from shamans) and m2 from Squiggy's... alot of heal debuffs and burst damage

RSH is good ST, lacks AOE besides it morale dmg...
MSH is good aoe (if CDR from orks) but without a guard likely to blow up on front lines

Also Shamans are king in t1 combat lvl 1-15 with their dots and self heals

Farm t2-t3 secenarios and try maximise your renown pre level 40, (there is xp scrolls from quartermasters in warcamps to try reduce you level too fast) renown events, usually on weekend battlefront sc's etc... I think you will get the most fun in the short term in t1 orvr, t2/3 sc's ... t2-3-4 orvr is binded, t4 sc's... you will come across higher level, better geared and balanced premades so will be rough when you start off in t4 for a little while.

in end game depending how big you going to make your guild or if you are part of alliance wb... no tanks will be a bit rough, as fights will be a bit stationary around objectives, but if you kite and rotate well group of shamans instant rezzing, puddling, fodg and the heal debuff and st pressure ranged gobos can put out will be annoying to some degree against unorganised and weak enemies.

gl with your project, i raised some of the concerns and potential issues and strengths you might come across eventually

Also kill bitterstone thunderers they are a dwarf guild and will snipe you :twisted:

Re: Starting A Goblin Guild

Posted: Wed Jan 27, 2021 10:23 am
by Grock
^ this guy wars

listen to him

Re: Starting A Goblin Guild

Posted: Wed Jan 27, 2021 11:12 am
by Glorian
Hiho from the Bitterstone Thunderers!

Good luck on the Goblin guild. Yes you have no tanks but the Squig Herder is at the moment Tank, Support, Mdps, Rdps and more. ;)

And see to get in contact with da Freebootaz, if not for joining then for some joint actions. I would love to see some Goblin groups in the lakes.

PS: GOOOBLIN! 3..2..1..SNIPE! :D