Da Toughest Bellow
Posted: Fri Aug 04, 2017 8:41 pm
There is a balance discussion going on right now on da toughest bellow. I can't write as freely there as I can here.
I will provide the reason I think on why I think the toughest bellow exists. So this is a opinion piece.
If you don't want to read this wall of text in short I think the toughest bellow exists to assist in morale bomb protection in a tank wall group comp that's designed for a warband keep defense situation.
There are 3 phases to this game concerning RvR. Keep offense, Keep defense, and Roaming. There is a career trainer in each keep. Depending on what phase of RvR your in you can switch your spec to the situation. A highly organized guild like phalanx could en masse switch spec's to the phase of RvR your in. If your doing keep defense phase you could switch to da toughest spec to participate in a tank wall.
First to start off I think the mythic dev's thought tank wall's would be a thing. It is not a lasting strategy. I know tank walls have fallen out of favor with the community but I think da toughest tree was designed with this in mind. What Tank wall's do though is buy you time. Time for what? Time to reach a morale bomb condition and swing the fight in your favor. The morale gain rates were a lot faster on the mythic server's so if you can buy just say 10 to 20 extra seconds thats a big deal. It is not a big deal on this server because of the dirty dirty slow morale gain rates. You could reach your m4 in 100 sec's baseline on the mythic server's or 60 sec's if you cared about morale gain rates and took all the tools available to increase your morale gain rates.
How tough is offensive cross guarded tanks? Pretty tough right? How tough is cross-guarded defensive tanks? Outrageously tough. When Would you use this? In a keep defense. What will tank wall's encounter quite a bit? Morale bombs. How do you counter morale bombs? There are many way's but one of which is wounds. How high can you push your wounds on your BO? Really really high especially if you have a gear set with wounds on it. Just passively experimenting I've pushed my wounds to 11k health.The enemy has to commit to a really high instant damage morale bombs to get past your tank wall.
What does da toughest bellow do? It increases your wounds by 480 hitpoints once it trigger's. BO's have a wound's baseline tactic that further increases your wounds by 1600 hit points. What is in da toughest tree and has always been there? Can't hit me. Can't hit me is a 50% increase to your block value. If you take saving da runts tactic and your using can't hit me and your taking constant damage you can permanently upkeep can't hit me. Can't hit me provides a attack back to the attacker. What can this do? It can trigger a bellow. Tank wall's are constantly taking Single target damage and splash damage. Which mean's your triggering your bellow's like crazy. You know that whole pve thing BO's do that can farm a million mob's? There is a in game RvR purpose for it.
You can reach extremely high block value's on your BO. You got can't hit me 50% block, 10% base block, good wif shield 10% block, Less stabbin me 10% block, and renown block 18%. Without breathing hard you can get 80% block and likely 100% block if you had the gear and renown spec'd into it.
Ok The group comp. This is a premade quality tank wall group comp.
4 Toughest BO's and 2 shaman's Or
3 Toughest BO's and 1 Boss and 2 shaman's.
Minimal amount of spec points to allow for flexability.
Toughest BO
http://waronlinebuilder.org/#career=bo; ... :4470:4497:
Boss BO
http://waronlinebuilder.org/#career=bo; ... 469:4470:0:
What does this group comp have?
Potentially all tanks have 11k wounds. 10k for boss spec if taken
Toughest tanks self healing by 480 every 10 sec's.
Daisy chain your guards or Cross guard.
You have the option too permanently upkeep quite yer squablin m1 for 10% addition parry/dodge
You have the option too permanently upkeep walk it off m2 for morale toughness 160 which stacks with ability toughness.
You have the option to maintain ID for 40 sec's out of a minute.
4 of your tank wall player's have 80 to 100% block value. This makes you relatively immune to Ap cc abilities.
Shaman's can push your toughness up by 240 using do sumfin useful so your getting 400 toughness buff higher then normal.
If you spec'd into it you have the option to cycle Can't Touch Us m4 for a 3000 absorb 200 action point feed every 15 sec's. The AP feed may eliminate the need to slot in savin da runts tactic slotted to permanently upkeep Can't touch us m4. Or you keep savin da runts tactic and if your getting ap drained you pop Can't touch Us.
All 4 BO player's have the option to slot loudmouth tactic and machine gun down targets if your assisting.
There is a lot of interesting tactic set ups you can do with a group comp like this.
If your using a Boss spec BO in your BO tank wall group comp
You have a adaptive defensive bellow with da greenest bellow. Your providing 990 armor buff to your tank wall and 378 resists when your getting hit by splash damage.
If the enemy tries to melee morale bomb you pre-emptively pop Yer Nothin m4 for AE melee morale drain.
With 80% to 100% block value on defensive cross guarded tanks with a max value da greenest bellow. Your shutting off AP damage. This group comp can easily stand in the middle of a keep hallway and tank a warband. The 11/12k wounds is morale bomb protection and da toughest bellow helps provide this. If the enemy tries to limp in on a damage over time morale bomb it won't work. Or I should correctly say It would be hard to pull off with a damage over time morale bomb. You need to drop a instant damage morale bomb higher then 11k damage to get past this group comp.
This is obviously a group comp made with the intention of a warband support. The other 3 groups bring the pain. You only need 4 BO's and 2 Shaman's to run this comp in a warband. Those player's could be cookie cutter whatever but when the keep defense happen's they are willing to switch spec's and carry a wounds gear set on them. This could be just a trick in a organizer's pocket.
I will provide the reason I think on why I think the toughest bellow exists. So this is a opinion piece.
If you don't want to read this wall of text in short I think the toughest bellow exists to assist in morale bomb protection in a tank wall group comp that's designed for a warband keep defense situation.
There are 3 phases to this game concerning RvR. Keep offense, Keep defense, and Roaming. There is a career trainer in each keep. Depending on what phase of RvR your in you can switch your spec to the situation. A highly organized guild like phalanx could en masse switch spec's to the phase of RvR your in. If your doing keep defense phase you could switch to da toughest spec to participate in a tank wall.
First to start off I think the mythic dev's thought tank wall's would be a thing. It is not a lasting strategy. I know tank walls have fallen out of favor with the community but I think da toughest tree was designed with this in mind. What Tank wall's do though is buy you time. Time for what? Time to reach a morale bomb condition and swing the fight in your favor. The morale gain rates were a lot faster on the mythic server's so if you can buy just say 10 to 20 extra seconds thats a big deal. It is not a big deal on this server because of the dirty dirty slow morale gain rates. You could reach your m4 in 100 sec's baseline on the mythic server's or 60 sec's if you cared about morale gain rates and took all the tools available to increase your morale gain rates.
How tough is offensive cross guarded tanks? Pretty tough right? How tough is cross-guarded defensive tanks? Outrageously tough. When Would you use this? In a keep defense. What will tank wall's encounter quite a bit? Morale bombs. How do you counter morale bombs? There are many way's but one of which is wounds. How high can you push your wounds on your BO? Really really high especially if you have a gear set with wounds on it. Just passively experimenting I've pushed my wounds to 11k health.The enemy has to commit to a really high instant damage morale bombs to get past your tank wall.
What does da toughest bellow do? It increases your wounds by 480 hitpoints once it trigger's. BO's have a wound's baseline tactic that further increases your wounds by 1600 hit points. What is in da toughest tree and has always been there? Can't hit me. Can't hit me is a 50% increase to your block value. If you take saving da runts tactic and your using can't hit me and your taking constant damage you can permanently upkeep can't hit me. Can't hit me provides a attack back to the attacker. What can this do? It can trigger a bellow. Tank wall's are constantly taking Single target damage and splash damage. Which mean's your triggering your bellow's like crazy. You know that whole pve thing BO's do that can farm a million mob's? There is a in game RvR purpose for it.
You can reach extremely high block value's on your BO. You got can't hit me 50% block, 10% base block, good wif shield 10% block, Less stabbin me 10% block, and renown block 18%. Without breathing hard you can get 80% block and likely 100% block if you had the gear and renown spec'd into it.
Ok The group comp. This is a premade quality tank wall group comp.
4 Toughest BO's and 2 shaman's Or
3 Toughest BO's and 1 Boss and 2 shaman's.
Minimal amount of spec points to allow for flexability.
Toughest BO
http://waronlinebuilder.org/#career=bo; ... :4470:4497:
Boss BO
http://waronlinebuilder.org/#career=bo; ... 469:4470:0:
What does this group comp have?
Potentially all tanks have 11k wounds. 10k for boss spec if taken
Toughest tanks self healing by 480 every 10 sec's.
Daisy chain your guards or Cross guard.
You have the option too permanently upkeep quite yer squablin m1 for 10% addition parry/dodge
You have the option too permanently upkeep walk it off m2 for morale toughness 160 which stacks with ability toughness.
You have the option to maintain ID for 40 sec's out of a minute.
4 of your tank wall player's have 80 to 100% block value. This makes you relatively immune to Ap cc abilities.
Shaman's can push your toughness up by 240 using do sumfin useful so your getting 400 toughness buff higher then normal.
If you spec'd into it you have the option to cycle Can't Touch Us m4 for a 3000 absorb 200 action point feed every 15 sec's. The AP feed may eliminate the need to slot in savin da runts tactic slotted to permanently upkeep Can't touch us m4. Or you keep savin da runts tactic and if your getting ap drained you pop Can't touch Us.
All 4 BO player's have the option to slot loudmouth tactic and machine gun down targets if your assisting.
There is a lot of interesting tactic set ups you can do with a group comp like this.
If your using a Boss spec BO in your BO tank wall group comp
You have a adaptive defensive bellow with da greenest bellow. Your providing 990 armor buff to your tank wall and 378 resists when your getting hit by splash damage.
If the enemy tries to melee morale bomb you pre-emptively pop Yer Nothin m4 for AE melee morale drain.
With 80% to 100% block value on defensive cross guarded tanks with a max value da greenest bellow. Your shutting off AP damage. This group comp can easily stand in the middle of a keep hallway and tank a warband. The 11/12k wounds is morale bomb protection and da toughest bellow helps provide this. If the enemy tries to limp in on a damage over time morale bomb it won't work. Or I should correctly say It would be hard to pull off with a damage over time morale bomb. You need to drop a instant damage morale bomb higher then 11k damage to get past this group comp.
This is obviously a group comp made with the intention of a warband support. The other 3 groups bring the pain. You only need 4 BO's and 2 Shaman's to run this comp in a warband. Those player's could be cookie cutter whatever but when the keep defense happen's they are willing to switch spec's and carry a wounds gear set on them. This could be just a trick in a organizer's pocket.