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Theory crafting: Racial Warbands

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NSKaneda
Posts: 981

Re: Theory crafting: Racial Warbands

Post#31 » Wed Nov 08, 2017 9:50 pm

dansari wrote:So yeah you might fight in a ball well with lots of group absorbs, but you'd be endlessly kited in the lakes :D

Yeah, because all Gobbos are so relaxed around Lions... XD

Also: MoM.
Also: Whirling Pin.
Also: Pounce.
Also: jumping SMs.

Your argument is invalid ;)
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dansari
Posts: 2524

Re: Theory crafting: Racial Warbands

Post#32 » Wed Nov 08, 2017 11:00 pm

NSKaneda wrote:
dansari wrote:So yeah you might fight in a ball well with lots of group absorbs, but you'd be endlessly kited in the lakes :D

Yeah, because all Gobbos are so relaxed around Lions... XD

Also: MoM.
Also: Whirling Pin.
Also: Pounce.
Also: jumping SMs.

Your argument is invalid ;)
MoM is not as viable as you might think, and shaman is a better on the move healer than AM, plus they have their own version of MoM, which is always better when you are the kiter, rather than the kited. And with Run Away you have the ability to cast sticky feetz with less risk than if an AM does it.

Whirling Pin is used to get away from fights and has a long cooldown.

Pounce puts you where the player was when you started the pounce and has a 10s cooldown.

Wings of Heaven puts you where the player was when you started the ability and is a morale 2.

Also: Run Away.

Your argument is non-existent.
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Glorian
Posts: 5004

Re: Theory crafting: Racial Warbands

Post#33 » Thu Nov 09, 2017 12:00 am

With an Archmage kicking his but, that SM can pounce in 7secs. ;)

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NSKaneda
Posts: 981

Re: Theory crafting: Racial Warbands

Post#34 » Thu Nov 09, 2017 1:20 am

dansari wrote:
Spoiler:
MoM is not as viable as you might think, and shaman is a better on the move healer than AM, plus they have their own version of MoM, which is always better when you are the kiter, rather than the kited. And with Run Away you have the ability to cast sticky feetz with less risk than if an AM does it.

Whirling Pin is used to get away from fights and has a long cooldown.

Pounce puts you where the player was when you started the pounce and has a 10s cooldown.

Wings of Heaven puts you where the player was when you started the ability and is a morale 2.

Also: Run Away.

Your argument is non-existent.
I have both SHM and AM and I do agree that SHM has it better with more useful debuffs on Feetz and SHs squig drones > SW stances.
But the thing is that MoM has to catch enemy grp for Lions and SMs to get in range, jump and snare* even more enemies, then it's a matter of closing the distance for SWs to silence, snare and reduce range on shammies to allow AMs to AP drain them. All of the aforementioned skills are AOE snares with significant range. WPin is used to get away from fights? That's... tunnel vision at best.

Greenskinz are better kiters, yes. Elves have better gap closers.With aoe snares.

-
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*these are aoe snares. And players are not dinosaurs or birds to change direction like a flock. Hell, most of them have problem with following wb leader in the lakes, and here we are talking about fighting. And MoM doesn't trigger Run Away. Plus kited wb can mount (few) people to close the gap. Kiting wb have no such luxury.
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Manatikik
Posts: 1249

Re: Theory crafting: Racial Warbands

Post#35 » Thu Nov 09, 2017 1:29 am

NSKaneda wrote:
dansari wrote:
Spoiler:
MoM is not as viable as you might think, and shaman is a better on the move healer than AM, plus they have their own version of MoM, which is always better when you are the kiter, rather than the kited. And with Run Away you have the ability to cast sticky feetz with less risk than if an AM does it.

Whirling Pin is used to get away from fights and has a long cooldown.

Pounce puts you where the player was when you started the pounce and has a 10s cooldown.

Wings of Heaven puts you where the player was when you started the ability and is a morale 2.

Also: Run Away.

Your argument is non-existent.
I have both SHM and AM and I do agree that SHM has it better with more useful debuffs on Feetz and SHs squig drones > SW stances.
But the thing is that MoM has to catch enemy grp for Lions and SMs to get in range, jump and snare* even more enemies, then it's a matter of closing the distance for SWs to silence, snare and reduce range on shammies to allow AMs to AP drain them. All of the aforementioned skills are AOE snares with significant range. WPin is used to get away from fights? That's... tunnel vision at best.

Greenskinz are better kiters, yes. Elves have better gap closers.With aoe snares.

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-
*these are aoe snares. And players are not dinosaurs or birds to change direction like a flock. Hell, most of them have problem with following wb leader in the lakes, and here we are talking about fighting. And MoM doesn't trigger Run Away.
MoM is the only AoE snare that HE has.... Unless you're counting M2 and WP which does not match up to anything you're saying so I assume you're not.
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NSKaneda
Posts: 981

Re: Theory crafting: Racial Warbands

Post#36 » Thu Nov 09, 2017 1:52 am

Manatikik wrote:MoM is the only AoE snare that HE has.... Unless you're counting M2 and WP which does not match up to anything you're saying so I assume you're not.
Wings of Heaven is an AOE snare. WPin is and aoe snare. MoM is one as well. But you're right, pounce does not snare (wrong assumption on my part since I'm always hit by pounce+cleave limb combo).

WPin at the right moment / in the right place can significantly slow down enemy. Less effective than Kaboom + Sticky Squigs (and m2) but can be used in the same way with much shorter jump distance.
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Manatikik
Posts: 1249

Re: Theory crafting: Racial Warbands

Post#37 » Thu Nov 09, 2017 2:00 am

NSKaneda wrote:
Manatikik wrote:MoM is the only AoE snare that HE has.... Unless you're counting M2 and WP which does not match up to anything you're saying so I assume you're not.
Wings of Heaven is an AOE snare. WPin is and aoe snare. MoM is one as well. But you're right, pounce does not snare (wrong assumption on my part since I'm always hit by pounce+cleave limb combo).

WPin at the right moment / in the right place can significantly slow down enemy. Less effective than Kaboom + Sticky Squigs (and m2) but can be used in the same way with much shorter jump distance.
Except for the fact that to use WP offensively the enemy needs to already be snared and you in melee range or them KD and again in melee range. Trying to use WP as anything but an escape tool is a terrible idea (except the rare cases like 1 in every 500+ fights).

M2 does snare but the downsides are you are giving up Raze bombs (which synergizes well with Outrider Patrol for mast morale stops) and if the whole scenario is getting kited by GS there is no way you can gain morale to catch and by the time you get enough BoH on enough SMs the enemy will be way too far away.

Run Away and auto detauntss are honestly just too broken to try and chase a real GS wb around.
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NSKaneda
Posts: 981

Re: Theory crafting: Racial Warbands

Post#38 » Thu Nov 09, 2017 2:05 am

Manatikik wrote:Run Away and auto detaunts are honestly just too broken to try and chase a real GS wb around.
Touche, you'e right :)
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roadkillrobin
Posts: 2773

Re: Theory crafting: Racial Warbands

Post#39 » Thu Nov 09, 2017 5:06 am

The main reason why High Elf warband in general wouldn't work all that well is due to the healing. AM is so damn slow casting and don't have any filler HoTs if they get CC'd or cast time increased. It worked with Experimental Mode but propbobly no longer tbh.
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shaggyboomboom
Posts: 1230

Re: Theory crafting: Racial Warbands

Post#40 » Thu Nov 09, 2017 7:10 pm

NSKaneda wrote:
4th Support grp
1x SM
3x lions
2x AMs
3 MDPS in a group, only 1 with guard... might as well join a pug warband...
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