Albion RvR-Setups with OF
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So, the pala is a guard tank, you can run to him if he really is rooted ^^ Also, pally is more than just endu - resist chants, af, backup rezz.
In that setup the minstrel is not optional - you wouldn't want to run around with sorc speed versus e.g mids with speed 6. If you ****** up the inc you are done for, especially without Sos. Theurg I'd say is also nice to have hear, because it does provide more rupt than a cabby and won't be the first target, which gives him/her time to spam pets. cleric cleric minstrel sorc sorc cabby cabby / pala /arms theurg [/quote] |
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what about:
cleric (rej) cleric (ench) cleric (smite) cleric (smite) cleric (smite) caba (47 spirit) minstrel sorc (mind) sorc and mins mezz caba debuffs body + spirit and clerics + sorc smite and nuke ![]() with 5 BoFs, this group doesnt need tanks and root wont matter either, as it's ranged...there's enough insta heals to survive long enough and level 24 disease + level 11 ns should be enough to rupt the enemy casters...with 3 pets this group is also pretty "large" as well...never tried it, but in theory it might work ![]() oh: before nuking one of the clerics might use stun (or the mins does so after caba-debuff)...might as well work with 2 spirit cabas and 1 smiter less ![]() |
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and i tought some spells using cold and heat base (ex: hib ns as well as mid ns) where resists might lover their duration(not sure but it suposed to be that way)
where elemental resists needed more on alb side yes paly can play elemental chants (but with loosing det and 30 min purge) i will be prefering a class who can give those resists as well as a tertiary healer(yes they suck at healing but still got a power pool enough to keep an assisted cleric alive for 25 sec) pala gives endu(low range if rooted mezzed...) guard(nice utulity with slam) damage add(if runing with therg in group not necesary) af chant(if replaced by friar might lose that chant for a spec af buf) elemental resists(%4 less then friar ones) and with of ras paly will lose aog another groups boost stuf to run with and for friar side got base bufs to give and free clerics con. pool for spec bufs resists(not chants) even friar mezzed they still be on group members got more dps then paladin on assist train and as said above can heal-cure poisen/disease no defensive bonus like guard slam as pala... so i will be making a group based as sorc cleric(rej %100 rez) cleric(buf red spec af) friar(48 ench 15 rej) arsmen(polearm/slamer) mercenary theurgist(air earth) ministrel/caby/mercenary having more defensive based ras as albion i prefer more durable group then spike damge groups and still here got some decent damge on assist around 600-900 damge each 2,5 sec |
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A friar will hit *nothing* against guard - 2h weapon and lowsy WS. Your setup relies on endu pots, has no dedicated guard (problem with tank grps as enemies) - and taking out the arms of the AT = zero dmg from your side with just one merc and an air-hitting friar.
The duration-lowering resists are all covered by cleric (body, spirit), I think. Don't think any cc spells in hib or mid work off elemental resists. I dont get why everyone is so opposed to paladins - it's a very useful utility class. Screw det for petes sake - if he is rooted; go to him, if purge is down. If he is mezzed; well you have two demezzers in group, and he can put intercept on the target and gets a free demezz/deroot. It's not that gimp a class at all, if played by a competent player in a competent group. With the friar you are not significantly adding to your healing abilities while losing dedicated guard, or you add some to you offence while, again, loosing guard or significant dmg out put (since your det5 arms has to guard). Either way you turn it, you lose more than you gain against decent enemies. |
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My Hero :worship: |
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Is speed 6 really required here?
What would make it different from the way live has been for the last many years? Is it purely the lack of speedwarp so that you can't prewilson to dodge groups you cant take? Not that I wouldnt run a minst, but I dont see why youd have to have one. Panning eliminates the problem of being hit from behind. And spreading on inc mitigates the lack of SoS. Granted, setups here are more tank heavy and therefore more proned to pushing, so SoS is more important here, but If you make a minst a requirement the group is damned near fixed. |
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