Showing posts with label group. Show all posts
Showing posts with label group. Show all posts

Wednesday, 1 December 2010

My Current Thoughts & Issues

So, not posted in around a week, in the little free time I've had I've either been farming scenarios or enjoying the delights of our new Sky HD box (yes, a bit behind the times I know)

So, 1.4 has been here a while now and I'm just going to whitter on for a little bit with things I like and things I don't. I'll re-iterate here that I don't oRvR much, generally just while waiting for scenarios popping. My laptop (yes, I play on a laptop) really doesn't like 100 vs 100 fights

Anyway...

The Good

First off, it has to be the EPIC RENOWN. Yes, I do believe that that statement deserves capitals, bold, italics and underlining, even in Eternal Citadel, which one we'd remember how to play we did pretty well in, I got over 8k renown in a 2 minute scenario. I also tend to be getting around 25-30% of a renown rank in an evening (about 3 hours play) which is insane so I'm pushing 72 now, which I'll hopefully get tonight

Secondly, the skaven. In what oRvR I've done (normally weekend mornings) I've now played all of the skaven classes. the packmaster I found a bit dull and didnt play it for long, but the buffs it can kick out are insane. The other 3 classes (Rat Ogre, Gutter Runner and Warlock Engineer) are all pretty fun and definitely bring something new to the game. We had 2 Rat Ogres at a keep siege one morning and we threw pretty much the entire warband into the keep which caused some chuckles. The gutter runner scout ability is really nice as well, showing where the enemy is on the map

Thirdly, Scenario Pops, now Mythic have fixed whatever they broke they're poping thick and fast, which suits me down to the ground as I'm regularly hitting 15k renown per scenario which is awesome. As a guild, we're performing better in scenarios as well. taking on a lot of the top order guilds, and while we're not always winning, when we don't we're certainly giving a good fight.

The Bad

Bugs... How can a patch break something that wasn't changed???? We had a guild outing to ToVL on Sunday (still need the glyph from the 6th boss) and we wiped 3 times on the first boss before getting irritated and running scenarios. Everything was fine and as expected until he popped into Carrion Phase, none of the usual CC to stop him spinning was taking effect as it should and as such our RR80 chosen and RR76 (I think) marauder were just getting destroyed by the insane damage.

Matchmaking System... I don't understand how this works, we still see a lot of pugs vs rr80 set groups, we can win 5 scenarios in a row (which you would think would boost the rating) and then fight a bunch of low level puggers. Work needs to be done on this

Need to go do some work now (bah) might add some more later

Friday, 8 October 2010

Scenarios/Altdorf 07.10.10

Had some nice scenarios last night. Apart from starting off playing like an idiot it was pretty much all good.

Our group:

Disarm - rr4x Blorc
Squitch - rr66 Zeal
Gwaragh - rr41 Sham
Merilees - rr66 Sorc
Mykael - rr70 Chop
Finnark - rr74 Mara

We all use Enemy as standard and run a single target assist train. If you're in a pre-made group and you're not running Enemy (or something similar), quite simply, you're doing it wrong, the same goes for voice comms.

I simply love having an rDPS in the assist train (though I may be ever-so-slightly biased) it just adds so many tactical options is amazing...

randomstealther pops on healers - they shout, rdps turns round, disarms and kills or roots and everyone moves away. mdps trains would have to reach them first in which time the healer can be dead
an enemy healer or rdps over extends to position on flank away from main fighting, rdps breaks from main assist and kills (sorc is amazing at this)

and more things to boot

on the subject of breaking from the assist train, quite often a bright wizzy or healer will break from their pack to gain advantageous positioning. With a sorc's rotation (cw, wop, vot, ab, gb, id, hor), quite often players don't realise that they're being targetted until its too late. If you think about it, until arctic blast lands (which due to flight time is around the same time that gloomburst lands) the only damaging ability you've got on them is chillwind, both word of pain and vision of torment just sit there doing nothing until their timer is up and they explode. Once gloombusrt has landed, the next two spells are instant cast as well (and land instantly) so there's pretty much no escape.

Assuming full dark magic, you're going to get a lot of crits with these spells and can easily hit a stupid amount of damage. As everything is hitting around the same time, you need healers that are really on the ball to stop it. On the rare occaision that something survives, they can be easily finished off with either a stricken voices (insta aoe silence + dmg - which also stops them self healing) or frostbite (1s cast disarm + dmg)

We also went to Altdorf in an alliance warband... pretty good fun with some nice fights, and I even respecced to bomb for it... and while I was pretty near the top damage and db chart (didnt get championed so the sorc that did ballooned his score) after playing ST since the last patch, it just didnt feel right and it wasn't as much fun as single target (which is a massive u-turn for me as I used to be a massive advocate for face-roll bomb spec)