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Post by methisbrys on Nov 10, 2008 21:46:54 GMT -5
Haven't seen too much on RvR strategies here yet so I thought I add some thoughts. I'm no expert but some of us are brand new to WAR and MMOs in general. I'm bored so I'll spew a ton of random info, possibly useless but either way.
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Post by methisbrys on Nov 10, 2008 22:00:09 GMT -5
The Archtypes (Tank, Healer, Ranged DPS, Melee DPS)
TANKS
For RvR the tanks are there to charge in and stop the Destruction train. For Order we have Swordmaster and Iron Breaker. Tanks have low melee dps but have many utility skills like snares, group buffs and a set of base archtype abilities. Tanks have several base abilities to protect allies. Guard splits all incoming damage between whoever you apply it to and yourself. When used with challenge, which reduces an enemies outward damage by 30% against anyone but the tank, you can greatly reduces the damage done to a target of focus fire. The unfortunately reality is many tanks don't use much of these core abilities. Most tanks like to run into Destruction groups solo and cry for heals to fuel their negligible damage.
Personal thoughts for SWP tanks - Dynamically shift your guard around to nearby players (in your party only) who are being focused or need help. Guard only works within 30 yards so slapping it on a healer and leaving the country doesn't do them any good. Using snares and debuffs you can do a lot of things other than damage, which you aren't specialized for.
HEALERS
Healers have an obvious job... heal. It's not that easy unfortunately. As many of you know I run Khaila, the Archmage. Healers have lots of abilities other than heals, archmages have tons of debuffs and can spec for the amazing Cleansing Flare, the 100ft range mass knock back =D.
For RvR I see soooo many healers drop dead because they don't know how to fall back. This is an exception for Warrior Priests as they are required to be in melee. If you're an Archmage or Rune Priest, my priority is stay way back from enemy lines. Not sure about Rune Priests but all of my AM heals have 150ft range, plenty to stay well back and still get the front lines.
The other big killer is the nightmarish Witch Elf, yes than can be survived but it's often difficult. Big problem #1, when they come out of stealth and you have the green rings around you.. and whenever you move it sounds like 1000 daggers are hitting you.. that's because they are. The green rings is Enfeebling Strikes. This skill only does damage if you move. So Not running is key #1. There's nowhere you can run when the WE is on you so don't bother. I know I said to stay well back, but that's relative to how far back your other ranged is. If your 50-100ft back from your group, you're asking to get ganked.
Every class has some kind of snare or root or preferably knockdown to throw at the WE but none of them will work if they don't know you're getting poked. Remember the tanks Guard? I personally have had a guard on me maybe 3 times ever. It makes me weep seeing tanks circling around but not guarding me. No healer=no heals... no heals=dead tank. Simple equation.
I can't tell you how to heal, that comes with time but I find it much more rewarding to slam all my heals on someone about to die and see them crawl away from the mass of Destro alive.
RANGED DPS
You're just like all the big guys with swords, you just do it from far away. The cost? less armor and mitigation. Ranged DPS is there to assist in focusing down group targets. Physical RDPS (Shadow Warriors and Engineers) you're better off taking the healers, your physical damage is going to be greatly reduced by tank's armor and high toughness. Slightly similar on Marauders.
Healers have inherently low armor and will take more damage from your attacks. For the Bright Wizard... well you can cook anything alive as long as you are. Enemy healers will often have their spell resistance buffs up and have high Willpower attributes which disrupts more than the other careers so you'll see a little less bang on those guys.
My opinion on RDPS for the guild? At least prior to 1.05 RDPS lack the burst firepower to solo kill many classes before they can retreat, or kill you so, assisting other's is huge. Use you're snares and dps on enemies who are trying to get back to their healers and stay close to your own healers so you can root/snare the odd guy who gets into melee range on them. A well placed root or knock back means your healer keeps your entire team alive, that's worth 10x the points in my book.
MELEE DPS
Playing Methisbrys up to 28 I found this the most difficult role to play well. In RvR you're job is to push past the front line and hack the face off the squishies. Unfortunately you need to be in melee range to do so. The main reason I rolled a healer was that my White Lion spent twice as much time running back from the graveyard in RvR as she did fighting. If you're a MDPS, you can either assist the front line in focusing a target, or more importantly stealth/pounce to the enemy healers and smash 'em good. This comes back to the healers/tanks here. With the small time I spent with my tank, putting guard on the MDPS next to you ensures they are actually in range to receive Guard's buff, and that the semi-squishy MDPS doesn't get inst-fragged by the enemy ranged.
For the healers, realize that the melee dps has a very important role in RvR and it's most of the time worth sticking your neck out to land some heals on them, a MDPS behind enemy lines who can actually survive with heals is a wrecking ball and will turn the tide quickly.
***The very short version*** Tanks - Yes your damage helps but guarding/challenging to keep teammates/healers alive is much more beneficial. Healers - Stay back from enemy lines but try to stay close to your ranged dps so you don't get caught by the Witches. RDPS - Everyone likes to pew pew lasers, so go ahead but knowing where to point those lasers is the key. Assist someone who is already dying, rather than targeting someone fresh ending up with both getting away. MDPS - Don't be afraid to pop behind the enemy healers, even if you don't kill them you've caused chaos and stopped them from healing their team for a while. Try to coordinate with your team for some heals first and make it count.
I just wrote a small essay on WAR RvR basics, hope it's got something useful for someone. I'll write more =P
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Post by jenner on Nov 10, 2008 23:58:39 GMT -5
Nice Post!
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Post by vivianne on Nov 11, 2008 17:14:48 GMT -5
Agreed! Your observations are insightful, Methy. gj
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Conestoga
Pup
"It is better to live one day as a Lion, Than to live a thousand years as a Lamb."
Posts: 8
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Post by Conestoga on Nov 11, 2008 17:18:46 GMT -5
Nice post Meth, Alot of information for newer players.
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Post by flaymoure on Dec 4, 2008 12:14:14 GMT -5
Great stuff! I'm something of an alt-aholic and before I came to the guild I dabbled in...well, everything in the way of classes. I'd like to add a few more tidbits in the way of the RDPS department if you don't mind:
Engineers
With the new, 1.0.6 patch out, the damage from your turrets is now, what I would consider, "not bad". You have two choices with your turret. Either set it to aggressive and let it fire at whomever it sees, or keep it on defensive and whatever target you fire at, make sure it is firing at that same target. I prefer option two since I am now achieving focus fire on a target.
Also, turret placement can be very critical. Positioning your turret in a location where it will not only cause damage but also present an obstacle to pesky MDPSers will have your fellow rear dpsers and healers loving you. Multiple engineers and their strategically placed turrets are just as effective at slowing down the enemy as a line of ironbreakers...at least for a bit. Nothing against those dwarfs, tough little buggers!
Now, not only is your turret wreaking havoc, but you get to shoot/grenade your way to some good killing love! However, as RDPS, you need to keep moving. Somebody is going to sneak their way around those turrets and come up behind you in a most unpleasant way. I like to shoot a couple of times and move. Then repeat. I'll also use the camera to look around while I'm still mashing my little kill buttons to ensure that I'm not going to get jumped by some overzealous marauder or witch elf.
Shadow Warriors
See above when it comes to shoot and move!!! Otherwise, cycle the heck out of your rain of death!
Bright Wizards
Not gonna get into specifics on power usage on these guys either. But, be aware that you can, and most likely will at some point, kill yourself. Watch your health! Unless you have a healer paying you special attention, you will need to either pace yourself, get rid of all that wonderfully built up power, or take a break from the constant spell casting.
Also know that you and the healer are gonna be numero uno when it comes to enemy targeting. People in cloth are just too tempting for those crude-minded thugs to ignore. Be watchful of approaching MDPS and don't try and get off that last spell...just run! You have a spell at level 12 called fire cage, good stuff. Use it when you have been compromised and then find a good place to show that punk what it means to infiltrate YOUR area and show some fire love. Either that, or you'll be running back from the spawn point thinking that you should have ran earlier than you did!
Anyway, didn't mean to thread hijack or anything...just thought I might add to an already great topic.
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Post by vivianne on Dec 6, 2008 13:27:58 GMT -5
It was a nice addition Flay, well done.
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