Jinesh wrote: Fri Dec 18, 2020 2:06 am I'd like to ask the community for tips to handle this very popular comp in Order premades that (at least on my end) very frequently turns into a loss in cities.
Strats that I currently know/heard from WB leaders/try to execute:
- Positioning: don't get caught/slowed by the melee ball, try to circle around it by applying your own AOE slows and DPS the inside at an angle. Issue is it's very hard for our DPS group to avoid slows themselves and once slowed, the capability to outmaneuver is limited. I also find that trying to execute this strategy frequently turns into very little DPS pressure while it is relatively easy for the opposing team to pick a slowed player or 2 and DPS him/them down quickly.
- Shatter Rampage: as a BO I make sure I'm focusing as much as possible on shattering Rampaging slayers to make our tanks/DPS defenses work again. Issue is that to shatter I need to be in melee range so I have very little time to execute that before melting myself. Waagh helps a lot here but there is still the GCD and wading through the midgets, tab-targeting until I see the debuff pop up. I think here what we could do better is assign tanks to slayers to take away that tab-targeting loss of time.
- Get to the backline to pressure healers: I find this comp usually brings an abundance of tanky WPs that sit in the ball so there are no proper "backlines". You can try and pester the RPs and AMs rezzing on the outskirts but then you are missing quite a lot of pressure/disrupt on the DPS train itself.
Questions/ideas:
- Would a very strong single target "assassin" team work? Say a BG to punt the highest dpsing slayer's guard and a couple WE/Choppas to DPS it down quickly before disengaging?
- Would a rDPS heavy comp with Shammy puddles stand a chance at DPSing the inside of the ball? It seems hard as Sorcs and Maguses need to stay still a little.
Please share what you can/want to help me out! Thanks.
Well literally every Order wb faces a melee blob daily. Is is destro bread and butter.
What you should do is assign a party leader for each party. Everyone in that party marks that person. When the melee blob is winding up (starting to look like they are gonna drop Ms, this is usually indicated by a windblock zealot M drop or a quick regroup and puddle drop by a shaman.) Then ALLL party leaders spread out and everyone goes to their party leader. Idea is that the melee ball has to pick someone, and you are all spread out so it is harder for them to pinpoint all of that pressure.
Once the Ms are dropped and you recover, then the counter to it is.... keep staying spread! You can divide your wb up into 2 main group blobs (1+2 and 3+4) for offensive pressure so if the blob runs or attacks ones you can run or attack with the other.
Other than that what you wanna do is A. Find the assist leader and melt them down quickly if you can (super difficult). B. AVOID melee blob and crash into the backline, try to kill 1 or 2 healers or squishy targets and once they are in the rez train focus down(interrupt) healers. Usually the cleave dmg done to the healers while killing them will chip away at the some of the blop and relieve pressure. By the time they are in a full rez train you can wipe them.
There are some videos online of some warbands beating PNP and FMJ destro melee balls doing this. Very useful.