AoE punt can be countered by half brained positioning, and fighting the lord inside the room rather than out of the ledge.
As far as zerging goes, I think the fight is plenty hard, but doable. Parroting bloodi, I do think the lord just ignores defense my BG has 60 parry, 25 block, 5k armor and his hits are something like 3-5k with maybe 500? mitigated and almost never parried/block. It's doable with cross guarding tanks, as long as they have 2 solid healers and can keep aggro. I'd thing by now people would of learned to interrupt whirlwind as well :^)
The biggest problem with not zerging the keep lord is it is very easy for a small organized group of order to take pot shots at key players like healers or the tanks. For instance with a healer I could on my BG run around and outgoing HD their healers, or super punt away the cross guarding tanks and knock the other one down, punt healers off the ledge, and create a lot of chaos. Your usual RDPS 6 man groups can pick off weak players or healers and widdle down a warband and put additional pressure on healers and force them to res. Though it seems like the team knows attacking is harder than defending at the moment, and are working on remedying that? So this might only be a problem for now.
State of the Realms (A Community Discussion with the Devs)
Re: State of the Realms (A Community Discussion with the Dev
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Ads
Re: State of the Realms (A Community Discussion with the Dev
the aoe KB is a matter of being inside, the aoe whirwind it's another matter, alone the keep lord can wipe a wb if not interrupted, it may be better set a lower damages but not have it interruptable so that the aoe damage can be use from defender efficently rather than be a total failure due to interrupt or be super efficent due to no interrupt.

Re: State of the Realms (A Community Discussion with the Dev
Yeah but neither is feasible as long as the enemy has equal or similar numbers to you. Once that happens you need the outside terrace and as long as the lord goes around with "noclip" on thats not really something you can do.Jaycub wrote:AoE punt can be countered by half brained positioning, and fighting the lord inside the room rather than out of the ledge..
And i mention kiting because thats what i think people are doing with the taunts, if the point is to interrupt a channel that takes 2 seconds to wipe your wb, well, that is not really going to happen as long as there is any defense going on.
As far as i know, the thing is that if you keep the lord moving constantly, he wont use the aoe, not that they are interrupting the cast while its happening. So you just ping pong him around with taunts. I may be wrong though.
Currently seems like something you can do as long as the keep is empty or the numbers defending simply dont bother you, once you have to deal with enemies and the lord, i dont think its doable.
Re: State of the Realms (A Community Discussion with the Dev
Torquemadra wrote:
You need 2 tanks, ideally 3, one of his ST abilities on a long cooldown is called "Armour destruct".......
If the sides are even then the advantage should be on the side of the defenders because you know its their inner fortification and last stand but personally if this was the case my priority would be to take out the defenders, theres no instagib mobs on the 3rd floor as there were on mythic server and while the lord is a huge distraction it is only a basic AI with abilities that follow a sequence.
If I explained just the the details of the abilities it would be a case of "oh, is that all, thats easy".
I remember on live we always had a group and MT dedicated to the lord, it was usually 2 tanks and like 3 healers. Not sure how much of that is going on here, maybe people are just unused to having to be organized to take down a keep.
Why 3 tanks tho? And does the armor debuff show up on your debuffs? Having tanks enter "Armour destruct" into buffhead trackers and taunting off each other when its applied I imagine would help tremendously. The only problem I can think of is ability to hold aggro which is mostly a communication things between groups/pugs. It is quite frustrating I imagine if you setup everything perfectly and a pug pulls aggro and kinda screws everything up (maybe this is why you want 3 tanks for the extra taunts?
Maybe having a group w/ 3 tanks and 3 healers push in and grab the lord to tank him in a corner while everyone else wipes the enemy realm would be the cookie cutter strat?
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: State of the Realms (A Community Discussion with the Dev
Well. They few times TW has taken a keep, we used 2 tanks with M4, pulled the Lord to the side under the stairs leading to third floor and just held him as the Dessie got wiped. We used the 2nd tank out of range of the AoE for when first gets tossed.
Honestly, the lord isnt all that hard. It's the defenders and people flat out refusing to use a "new" strat that fails the attack imo. You know the lord will pull through the wall... So why rush up the outside bombing AoE? Push the side if there are defenders, then have your main tank group go up the middle stairs directly to lord room and grab him. Clear destro on 2nd and 3rd floor, and you can take the lord with 2 groups easily. I know this, cause we have done it.
The arguement of Lord strength needs to be rationalized with defender strength. Even numbers or AAO while attacking, and it's gonna be rough. It's supposed to be though... Your attacking a **** castle....
Honestly, the lord isnt all that hard. It's the defenders and people flat out refusing to use a "new" strat that fails the attack imo. You know the lord will pull through the wall... So why rush up the outside bombing AoE? Push the side if there are defenders, then have your main tank group go up the middle stairs directly to lord room and grab him. Clear destro on 2nd and 3rd floor, and you can take the lord with 2 groups easily. I know this, cause we have done it.
The arguement of Lord strength needs to be rationalized with defender strength. Even numbers or AAO while attacking, and it's gonna be rough. It's supposed to be though... Your attacking a **** castle....
Re: State of the Realms (A Community Discussion with the Dev
well yesterdasy I finished my Ruin set and decided to do some RvR, we got a warband together , held off Order a number of times and ended up with a fairly low keep defense reward.
ORder ran off so we took BO's and attempted the keep as well.
The downfall of our group was that we did not set a Main Tank Group which could just hold the lord and let everyone else kill order. but this was a completely random warband, no comms etc. I have to say that the lord itself wasnt all that complicated for us at the time, though no tank appeared to be running menace so aggro was iffy.
But it is pretty apparent that 1 warband vs keep lord COULD work, but just 6 defenders could make that impossible for sure ;p
I would like to see something for the Lord, which I see you are addressing to make it less random. boss Mechanics are usually easy to deal with once you learn a pattern, are not afking/barely paying attention, but a bit rough is no one can even remotely guess when and what will be hit with.
Kind of exciting like this, but it was overly apparent that we couldn't take it down as we were.
ORder ran off so we took BO's and attempted the keep as well.
The downfall of our group was that we did not set a Main Tank Group which could just hold the lord and let everyone else kill order. but this was a completely random warband, no comms etc. I have to say that the lord itself wasnt all that complicated for us at the time, though no tank appeared to be running menace so aggro was iffy.
But it is pretty apparent that 1 warband vs keep lord COULD work, but just 6 defenders could make that impossible for sure ;p
I would like to see something for the Lord, which I see you are addressing to make it less random. boss Mechanics are usually easy to deal with once you learn a pattern, are not afking/barely paying attention, but a bit rough is no one can even remotely guess when and what will be hit with.
Kind of exciting like this, but it was overly apparent that we couldn't take it down as we were.
Re: State of the Realms (A Community Discussion with the Dev
^Keep defense ticks don't scale and seem to be capped at at 1200rr 400inf?
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: State of the Realms (A Community Discussion with the Dev
not sure =/ first time in a long time that is aw one, but I don't think I got even that much.
Ads
Re: State of the Realms (A Community Discussion with the Dev
Torquemadra wrote:
Im sure you would take it down if you knew what the abilities did as you would plan accordingly, they are now on a timer sequence. I added something else and will reduce the cleave down or make it physical damage, I also reduced the radius of whirlwind
We will get it another time, like I said we were not very well set up for it, random group of players, parties not particularly set in a good way, no cross guarded tanks and no Aggro control. So no, unfortunately as long as there were even a few defenders, we were doomed from the beginning.
I agree of course with your statement, once properly planned, and everyone understands the process, things will go smoother.
I will re-iterate that the AoE knockback isn't a bad thing, but the being tossed through walls/floors is (I understand what the issue there is, and that its being looked at). We did not have issue with that though and most of our team was properly set with backs to a wall so that Avo couldn't just toss us and neither could the Lord

Thanks for the work, Il give it another shot tonight!
Re: State of the Realms (A Community Discussion with the Dev
Is it possible to shatter enchantment the Keep Lords iron body buff? I can’t tell if its worked or not because the Keep Lord gets buried in dots/debuffs.
Zoggof - Black Orc
Doinks - Ironbreaker
Leatherman - Blackguard
Doinks - Ironbreaker
Leatherman - Blackguard
Who is online
Users browsing this forum: Ahrefs [Bot], elgreko and 18 guests