8v8 Setup 1.65?

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Explosia
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Postby Explosia » Jun 07, 2016 05:42

At the old time in 1.65 my Guild was running that, could work for Uthgard too?

Healer
Healer
Shaman
Runemaster
Skald/Savage (We were 9 in the Main Group, so depends on who was online we switched these two)
Savage
Berserker
Warrior

(Yes it was after the Savage and LA Nerf, so we were not a FOTM Group)

For what I remembered we only had difficulty against some Alb Setup, what do you thing about it right now?

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toaky
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Postby toaky » Jun 07, 2016 08:25

its whatever youre most comfortable with. as long as you all play well you can be successful
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Ecati - 50 Cleric, Leg SCer - Deleted

Commander
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Postby Commander » Jun 07, 2016 11:34

Healer
Healer
Healer
Shaman
Skald
Berseker
Berseker
Savage

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Raifs
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Postby Raifs » Jun 07, 2016 15:16

I like your core lineup. I would change it a bit to be able to handle hybrid and caster groups better.

Healer
Healer
Healer
Shaman
Skald
Savage
Berserker
Warrior

Runemaster as a 9th and try to work out him playing instead of the 3rd healer or skald if it's possible.

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Explosia
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Postby Explosia » Jun 07, 2016 17:53

So 3 healer is the way to go?

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Raifs
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Postby Raifs » Jun 07, 2016 18:04

Imo its really strong, but so is playing with a runemaster instead of the 3rd healer. But that's just theory crafting, even more important is, what type of players you have so you can build according to that your group's strongest possible setup.

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Explosia
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Postby Explosia » Jun 07, 2016 18:44

We can make the RuneMaster play Healer for sure, in Hibernia his main was a Druid...

But the problem is that we don't have anymore the Skald, so right now what we could aim is:

Healer
Healer
Healer
Shaman
Savage
Savage
Berserker
Warrior

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Raifs
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Postby Raifs » Jun 08, 2016 07:49

Especially during the first couple of months, I wouldn't want to miss speed 5/6 to avoid zergs. Another bonus is the ability to close the distance in frontal incs versus caster and hybrid groups to get your tanks / healers on top of them.
At least from an alb perspective it was alot easier to handle mid groups without a skald when we played 3 caster/2 tanks.

LuriBehindTree
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Postby LuriBehindTree » Jun 10, 2016 16:41

Your first group should do fine, especially because your group of players is familiar with it and have experience playing each class. You can always add a third healer later if you feel you need the extra healing.

If you are going to run a pure melee group you need speed 5/6 to close that gap quickly and get on the other group like raifs said. Drop a savage for a skald IMO. I'm a big fan of high mobility and a skald gives you the ability to pick and choose when you fight much more often. Skald is fairly easy to play so your 2nd savage could pick it up fast if willing, if not there will be plenty of skalds lfg in RvR. Just try some out until you find one you like.

Loriot
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Postby Loriot » Jun 11, 2016 12:56

Fav Hybrid Setup:

Healer
Healer
Healer
Shaman
RM
SM
Zerker
Warrior

Fav Tank Setup:

Healer
Healer
Healer
Shaman
Runemaster
Skald
Zerker
Svg

i really like 3 healers rupt > dmg :p

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QeoSereai
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Postby QeoSereai » Aug 13, 2016 22:41

So its 3 healers over damage output? I mean a strong assisttrain in :

Pach
Augh
Sham
Skald
RM (47 Dark/26 Sup , 9dps damageadd, blue ns, high damage output)
Zerk
Zerk
Sav

would make every castgroup dropping fast. And for hybrid/melee it would be easy to kick their supports butt. Sure, more work for both healers to keep everything up (cele heal and cc) but wouldn´t make it sense? Or would it be a problem to stand the damage output of the enemy this way?
Qeo - Pac Heal
Fearegrim - Aug Sham
Thuardo - Warrior
Vobaldt - Sup BD
Scirious - SB
Saemuel - Sup SM
Rodgrodog - Thane
Throelin - Aug Heal
Rodhen - Bersi
Jeridian - Skald

isocleas2
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Postby isocleas2 » Aug 14, 2016 23:38

I think the set-up you listed is just as strong as 3 healer set-up, we ran 3 healer for awhile on beta and then switched to 2 healer + Supp RM when one of our healers could no longer play and it seemed to be just as effective. On live if we go mid we'll likely alternate between 3 healer and 2 healer + RM depending on who we have on.

We preferred Supp RM but for live (or i50 if ppl come back for it) I think we'll probably try out tri-spec RM or 47 dark/26 sup and see how it works.

Heguero
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Postby Heguero » Aug 18, 2016 13:30

i would never drop a rm in any kind of setup no matter 3healer or not. only thing is the rm need a very good positionplay and need to have the group support to kite things off, especially if you play without a warrior so only reason to drop the rm are pugs and if people don't play well together imo.

falscheneun
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Postby falscheneun » Dec 09, 2016 00:19

on genesis we ran both 3 healer tanker and 2 healer supp rm tanker. from my experience the RM setup was definitely stronger than the 3 healer setup.

what i - personally - would not recommend is the RM SM hybrid group. if hybrid go with 2 RMs. this is not live where nearsight is merely a rupt that gets cured instantly and with 30min purge its a game changer (ignoring double GP + single purge hibs for this).
when running a hybrid with two casters you want the best burst damage you can get without losing NS so it just has to be 1 dark RM and 1 RC rm.

imo SM is only viable if you decide to run 3 casters since its just another sloppy baseline nuker

Dragonmare
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Postby Dragonmare » Dec 09, 2016 04:04

QeoSereai wrote:So its 3 healers over damage output? I mean a strong assisttrain in :

Pach
Augh
Sham
Skald
RM (47 Dark/26 Sup , 9dps damageadd, blue ns, high damage output)
Zerk
Zerk
Sav

would make every castgroup dropping fast. And for hybrid/melee it would be easy to kick their supports butt. Sure, more work for both healers to keep everything up (cele heal and cc) but wouldn´t make it sense? Or would it be a problem to stand the damage output of the enemy this way?



dark rm lol.

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