Destro has a population advantage, meaning it is often pushing city. It's often bouncing off forts and getting pushed back to the middle zone as well

Destro has a population advantage, meaning it is often pushing city. It's often bouncing off forts and getting pushed back to the middle zone as well
Do you mean the ability in the middle tree? Nobody runs it. It gimps the damage and you have to stance dance. Most of marauders don't use morale drain anymore. Only way of s reliable morale drain on both sides are WH and WE, SOV ability and SF/BH + BO M4Mordd wrote: ↑Mon May 25, 2020 9:58 pmGreenbeast wrote: ↑Mon May 25, 2020 9:39 pm
No destro premades run any pumps on DPS or Healers except WE these days. Letting your shamans run a morale pump is reducing their survivability and healing output. Making your warband an easy pray for order melee train.
You can play with morales as win condition but you will be kited and order win late morale game because of SF and BH.
Every premade run at least two to three two- handers and snb chosens run M2 rotation it leaves you with 4 tanks with a morale pump and an offensive morale. Then you run a choppa and a squig that don't have any useful morale. So yes if morale drop isn't perfectly synchronized it will denied by syphons.
After 1 min Info a fight everybody have morales.
I love how you just conveniently leave marauders moral drain out of this....
Initiative scaling was reduced if I'm not mistaken. Not only that but Grim Slash takes a tactic slot and only affects one person, is on a weak melee ability. You can translate that +% chance to be crit to raw DPS vs the typical target with -% chance to be hit and 300+ init and it's not all the impressive. Good luck getting the stars to align with either an AM/WH debuffing initiative or a random SM proc going off, especially as you're discounting SMs later.Omegus wrote: ↑Mon May 25, 2020 10:14 pm ASW: nice SH rant. ASW the only class with an initiative debuff tactic, which means it stacks with initiative debuff abilities. The conversion from initiative to chance to be crit is non-linear and as someone's initiative gets closer to zero their chance to be crit absolutely skyrockets. As it's an initiative debuff on a spammable ability the entire warband benefits from it. The tactic also comes with other useful buffs. Being able to trivially stack Weapon Skill from 3 100+ buffs (Assault Stance, Wrist Slash and Instinctive Aim give 360?) not only increases your overall physical damage but also increases your defenses (which are further increased via other means as well). The initiative debuff (more crit) combines with the other crit bonuses the class gets, giving it high crit chance and far higher single target damage than most people expect. Being able to spec into a ranged outgoing heal debuff with no CD at the same time is extra nice. I'm trying to find 2 ASWs to test whether the tactic will stack with itself.
IB: Nice Blackguard rant. BTW most debuffs in the game don't stack; with very few exceptions anything from an ability doesn't stack with other abilities, but it will stack with tactics (which is why the ASW's init debuff tactic is good). I didn't say all of the buffs were amazing - I sadly mained an IB on live and know all too well of my ST buffs getting beaten by better AOE buffs. Fortunately there are some gems in there which aren't easily available from other sources, e.g. +25% parry (vs a destro melee zerg...). Much like the BG it also gets access to a -20% crit ability, and this affects heal crit as well as offensive crits. Most healers stack heal crit as their main source of increasing outgoing heals due to it scaling much better with high tooltip values and being able to cut off the vast majority of this drops healing output dramatically and also slows down the procs healers get on crit (crying in Zealot tears). Taking off two-thirds of my heal crit and then reducing what healing is left by 50%. Due to the popularity of BOs, BGs usually have to fight for their space in a WB and it seems the majority of WB leaders want one BG at the most. The same does not exist on order with SMs so IBs are not exactly fighting for spots. You pair them up with MDPS and go for the backlines.
WH: Again, I didn't compare it to WE, but if you insist: WH have a tactic in the right tree that gives them a 25% chance to remove 250 points of morale whenever they hit an opponent in the back. WE do not have this tactic (the mirror version is/was on the Marauder instead). Yes WH have a harder time applying it to multiple targets, but the big combo is with Dragon Gun. Fire it from behind and you're potentially hitting people up to 78ft away (48ft radius plus 30ft basic range - yes I know the initial target needs to be within 30ft). Some will lose 125 morale, some will lose 350 morale. It's not a full drain by any means but the effectiveness of it comes from forcing destro to hold off on the morale drop until everyone is there as partial drops are worthless. The longer you can hold off the drop the easier it is to get kills on key targets which drops their morale to zero (this part is always forgotten about). It's the best morale drain order have and you can usually justify a slot for 1 WH doing this. Outside of Dragon Gun I believe the idea is to use the Razor Strike to try and drain 3 people at once but I'm not 100% sure on this.
AM: Nice Shaman rant. All I'm saying is that good morale pumping AMs are wanted in some order WBs and they have a hard time getting them. The Shaman one allows you to pump a party quicker it's true, but in order to do so the Shaman is losing a GCD every 10s to cast it (5s if you combo it with a Choppa or BO) and for the people in the group to be actively hitting people. The main benefit of the AM pump is that it has a 150 ft range and you can choose who is pumped in the warband. There's always a little bit of back and forth before the 2 warbands actually fight in city and during this time the AMs should be in combat (heal something that has gotten tagged by destro) and then pre-pumping morale ready for the push. I am not saying it's better or worse than the Shaman one, I am - much like the rest of this - just explaining how it should be used in cities.
You're right, I don't play order on ROR and never have done (as above I played them on live), so I don't know what mental blocks there are that discourage players from speccing for the above. I can only assume they start frothing at the mouth thinking about what the mirror does that they don't rather than looking at what they can do (don't worry, it happens all the time on destro when you mention WPs, Knights, Slayers and WLs to people). The experience I do have though is playing in an unholy amount of cities with an organised premade and seeing what order tactics work well and what doesn't. And the well played melee train by order does VERY well. Is it harder to coordinate than an AOE blob of BW and Slayers? Without a doubt.
I remember laughing at the proespect of people stacking WLs in the city... and then *that* happened![]()
Morales alone aren't going to kill decent premades. But they're just one advantage stacked on top of many, like CD decreasers/increasers, group synergy, resist debuffs, superior heal debuffs, superior AOE, superior utility/survivabilityGreenbeast wrote: ↑Mon May 25, 2020 9:39 pm I've played against good order premades like TUP and Simtex crew or Sophia and her Knights of Order. It's quite hard to kill these premades with only morales because you usually don't survive to full morale drop.
Even VII Legion learned with time to bring an AM and kite for burning heads + SF.
Please don't tell me that you play DoK/WP as a backline healers because you don't. These classes has a cross group healing that and medium armour plus aoe detaunt. In a target priority of an MA WP/DoK won't be in a first place. Bouth classes have clear risk Vs reward mechanics that punish them for a bad positioning or reward them for a risky play.
No destro premades run any pumps on DPS or Healers except WE these days. Letting your shamans run a morale pump is reducing their survivability and healing output. Making your warband an easy pray for order melee train.
You can play with morales as win condition but you will be kited and order win late morale game because of SF and BH.
Every premade run at least two to three two- handers and snb chosens run M2 rotation it leaves you with 4 tanks with a morale pump and an offensive morale. Then you run a choppa and a squig that don't have any useful morale. So yes if morale drop isn't perfectly synchronized it will denied by syphons.
After 1 min Info a fight everybody have morales.
Omegus wrote: ↑Mon May 25, 2020 10:14 pmYour entire post is making counter points to arguments and comparisons that I didn't make. When looking at what you can bring to cities, look at what you can bring to cities. Order cannot bring a MSH to do MSH things, but it can bring an ASW to do ASW things. When looking at what outgoing heal debuffs your order warband can bring, the Blackguard having an ability with a 0s cooldown doesn't change what you bring as you can't bring a Blackguard anyway.
But to give you a few points on how those classes can be very useful in an order warband:
ASW: nice SH rant. ASW the only class with an initiative debuff tactic, which means it stacks with initiative debuff abilities. The conversion from initiative to chance to be crit is non-linear and as someone's initiative gets closer to zero their chance to be crit absolutely skyrockets. As it's an initiative debuff on a spammable ability the entire warband benefits from it. The tactic also comes with other useful buffs. Being able to trivially stack Weapon Skill from 3 100+ buffs (Assault Stance, Wrist Slash and Instinctive Aim give 360?) not only increases your overall physical damage but also increases your defenses (which are further increased via other means as well). The initiative debuff (more crit) combines with the other crit bonuses the class gets, giving it high crit chance and far higher single target damage than most people expect. Being able to spec into a ranged outgoing heal debuff with no CD at the same time is extra nice. I'm trying to find 2 ASWs to test whether the tactic will stack with itself.
IB: Nice Blackguard rant. BTW most debuffs in the game don't stack; with very few exceptions anything from an ability doesn't stack with other abilities, but it will stack with tactics (which is why the ASW's init debuff tactic is good). I didn't say all of the buffs were amazing - I sadly mained an IB on live and know all too well of my ST buffs getting beaten by better AOE buffs. Fortunately there are some gems in there which aren't easily available from other sources, e.g. +25% parry (vs a destro melee zerg...). Much like the BG it also gets access to a -20% crit ability, and this affects heal crit as well as offensive crits. Most healers stack heal crit as their main source of increasing outgoing heals due to it scaling much better with high tooltip values and being able to cut off the vast majority of this drops healing output dramatically and also slows down the procs healers get on crit (crying in Zealot tears). Taking off two-thirds of my heal crit and then reducing what healing is left by 50%. Due to the popularity of BOs, BGs usually have to fight for their space in a WB and it seems the majority of WB leaders want one BG at the most. The same does not exist on order with SMs so IBs are not exactly fighting for spots. You pair them up with MDPS and go for the backlines.
WH: Again, I didn't compare it to WE, but if you insist: WH have a tactic in the right tree that gives them a 25% chance to remove 250 points of morale whenever they hit an opponent in the back. WE do not have this tactic (the mirror version is/was on the Marauder instead). Yes WH have a harder time applying it to multiple targets, but the big combo is with Dragon Gun. Fire it from behind and you're potentially hitting people up to 78ft away (48ft radius plus 30ft basic range - yes I know the initial target needs to be within 30ft). Some will lose 125 morale, some will lose 350 morale. It's not a full drain by any means but the effectiveness of it comes from forcing destro to hold off on the morale drop until everyone is there as partial drops are worthless. The longer you can hold off the drop the easier it is to get kills on key targets which drops their morale to zero (this part is always forgotten about). It's the best morale drain order have and you can usually justify a slot for 1 WH doing this. Outside of Dragon Gun I believe the idea is to use the Razor Strike to try and drain 3 people at once but I'm not 100% sure on this. edit: I've been told Dragon Gun can also throw out an outgoing heal debuff on everyone hit as everyone also gets hit by the WH's bullet, and that WE don't have access to this as kisses have an internal cooldown as they can proc on any attack.
AM: Nice Shaman rant. All I'm saying is that good morale pumping AMs are wanted in some order WBs and they have a hard time getting them. The Shaman one allows you to pump a party quicker it's true, but in order to do so the Shaman is losing a GCD every 10s to cast it (5s if you combo it with a Choppa or BO) and for the people in the group to be actively hitting people. The main benefit of the AM pump is that it has a 150 ft range and you can choose who is pumped in the warband. There's always a little bit of back and forth before the 2 warbands actually fight in city and during this time the AMs should be in combat (heal something that has gotten tagged by destro) and then pre-pumping morale ready for the push. I am not saying it's better or worse than the Shaman one, I am - much like the rest of this - just explaining how it should be used in cities.
You're right, I don't play order on ROR and never have done (as above I played them on live), so I don't know what mental blocks there are that discourage players from speccing for the above. I can only assume they start frothing at the mouth thinking about what the mirror does that they don't rather than looking at what they can do (don't worry, it happens all the time on destro when you mention WPs, Knights, Slayers and WLs to people). The experience I do have though is playing in an unholy amount of cities with an organised premade and seeing what order tactics work well and what doesn't. And the well played melee train by order does VERY well. Is it harder to coordinate than an AOE blob of BW and Slayers? Without a doubt.
I remember laughing at the proespect of people stacking WLs in the city... and then *that* happened![]()
Order doesn't have enough tanks in general, so no, IBs aren't fighting for spots in pugs, but they most definitely are in premades. IBs would suffer the same fate as BGs, if not worse, if order had more SMs (even with the recent nerf to Crushing Advance). So I'm not sure it is fair to say IBs don't have problems because it is easier for them to find a warband than a BG. My guild's premade only takes 1 IB unless we can't find enough Knights/SMs.Omegus wrote: ↑Mon May 25, 2020 10:14 pmIB: Nice Blackguard rant. BTW most debuffs in the game don't stack; with very few exceptions anything from an ability doesn't stack with other abilities, but it will stack with tactics (which is why the ASW's init debuff tactic is good). I didn't say all of the buffs were amazing - I sadly mained an IB on live and know all too well of my ST buffs getting beaten by better AOE buffs. Fortunately there are some gems in there which aren't easily available from other sources, e.g. +25% parry (vs a destro melee zerg...). Much like the BG it also gets access to a -20% crit ability, and this affects heal crit as well as offensive crits. Most healers stack heal crit as their main source of increasing outgoing heals due to it scaling much better with high tooltip values and being able to cut off the vast majority of this drops healing output dramatically and also slows down the procs healers get on crit (crying in Zealot tears). Taking off two-thirds of my heal crit and then reducing what healing is left by 50%. Due to the popularity of BOs, BGs usually have to fight for their space in a WB and it seems the majority of WB leaders want one BG at the most. The same does not exist on order with SMs so IBs are not exactly fighting for spots. You pair them up with MDPS and go for the backlines.
Thank you for the correction.Manatikik wrote: ↑Mon May 25, 2020 11:09 pmWS doesnt stack with any other iniative debuff in the game since October 2018; also the formula was reworked at that time so you can never have like a 50%+ (i forget the exact number) CTBC off of Initiative alone. Didn't read the rest but yea just saw that in passing and thought i'd let you know the OP initiative days are well behind us (or ASW would still be the best 6v6 class, which it is not).
Im hit with the moral drain pretty much every city Ive been in.Greenbeast wrote: ↑Mon May 25, 2020 10:18 pmDo you mean the ability in the middle tree? Nobody runs it. It gimps the damage and you have to stance dance. Most of marauders don't use morale drain anymore. Only way of s reliable morale drain on both sides are WH and WE, SOV ability and SF/BH + BO M4Mordd wrote: ↑Mon May 25, 2020 9:58 pmGreenbeast wrote: ↑Mon May 25, 2020 9:39 pm
No destro premades run any pumps on DPS or Healers except WE these days. Letting your shamans run a morale pump is reducing their survivability and healing output. Making your warband an easy pray for order melee train.
You can play with morales as win condition but you will be kited and order win late morale game because of SF and BH.
Every premade run at least two to three two- handers and snb chosens run M2 rotation it leaves you with 4 tanks with a morale pump and an offensive morale. Then you run a choppa and a squig that don't have any useful morale. So yes if morale drop isn't perfectly synchronized it will denied by syphons.
After 1 min Info a fight everybody have morales.
I love how you just conveniently leave marauders moral drain out of this....
The moral stop tactic didn't work last time we tested it.
Omegus wrote: ↑Mon May 25, 2020 11:30 pmThank you for the correction.Manatikik wrote: ↑Mon May 25, 2020 11:09 pmWS doesnt stack with any other iniative debuff in the game since October 2018; also the formula was reworked at that time so you can never have like a 50%+ (i forget the exact number) CTBC off of Initiative alone. Didn't read the rest but yea just saw that in passing and thought i'd let you know the OP initiative days are well behind us (or ASW would still be the best 6v6 class, which it is not).
Trying to keep track of random changes in this game (especially arbitary ones like one specific tactic not stacking with abilities) is getting f**king tiresome. The forum posts say one thing, the patch notes another (or nothing at all), the wiki says another (or nothing past a certain date), the career builder says another, in-game says another and the actual implementation does something else. No wonder people get confused, much like the rediscovery recently that the Blackguard's anti-crit tactic is multiplicative rather than additive thus making it virtually useless compared to what people thought it should do.
I give up.
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