Old RAs: Hib RvR setups.

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darmas
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Postby darmas » Jun 01, 2010 13:26

Were probably gonna run hybrid setup since that is what we have in our guild.

Bard.
Druid - 39 Nurture / 35 Regrowth.
Druid - 44 Nurture / 31 Regrowth.
Hero - CS / Shield he will both defend and assist depending on fight status.
BM - CD / Shield first come first slam.
BM - CD / Shield first come first slam.
Eldie - 49 Mana / rest Light.
Enchanter - 49 Mana / rest Light.

What i would love is to swap one BM with a Warden for the Red resists to all CC and PBT (+ an extra interupter)i know alot of people want a third druid but IMO this is better utility on the long run.

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Rasta
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Postby Rasta » Jun 01, 2010 13:40

im playing enchanter cespx! and if they were both available - i'd go for a high rr 2nd ment/eld over a good/high rr bm/vw :D

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Artefact
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Postby Artefact » Jun 01, 2010 14:05

The only utility to run 3 druid for is to get 1 nurture spec for ae root which would be essentially a rupter/cc druid.
Image

nixian
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Postby nixian » Jun 01, 2010 14:15

Artefact wrote:The only utility to run 3 druid for is to get 1 nurture spec for ae root which would be essentially a rupter/cc druid.


3rd grp purge?
instas?


:P

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darmas
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Postby darmas » Jun 01, 2010 14:41

3rd druid would give:
rupts / better roots.
a third set of insta heals.
a third Group Purge.
a third pet.
another char who can ress, cure and heal.

a Warden would give:
50% resist to some magic dmg + reduces CC to whole group.
6 sec PBT which comming from an oldschool armsman is a pain in the @SS.
almost invisible TWF.
a secondary rupter.
another char who can ress, cure and heal.

Zarkor
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Postby Zarkor » Jun 01, 2010 18:39

darmas wrote:3rd druid would give:
rupts / better roots.
a third set of insta heals.
a third Group Purge.
a third pet.
another char who can ress, cure and heal.

a Warden would give:
50% resist to some magic dmg + reduces CC to whole group.
6 sec PBT which comming from an oldschool armsman is a pain in the @SS.
almost invisible TWF.
a secondary rupter.
another char who can ress, cure and heal.


PBT is even more powerful when it comes to PBing casters. Tanks (if not coordinated well enough) will have to run through and hit while they're in range to reduce their own chances of dieing to PB, this makes them unable to get good shots at the casters. With PBT and guard it makes the casters pretty much untouchable sometimes.

Of course breaking a bubble will still rupt them, but won't be as much pressure on the droods by far.

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bawww
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Postby bawww » Jun 01, 2010 19:39

It's so funny when people on uthgard say warden is an awesome rupter because they think rupting equals sticking and hitting someone in melee:D


Warden is still a wasted slot.
Apoc315 wrote:The Theurge play is way more easy than a zerk

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Cespx
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Postby Cespx » Jun 01, 2010 20:36

Well.
Lets see what warden loses with OF ras/1.69 patch.

- AotG
- VR
- Det
- cure

What it gains?

- Nothing?:D

Now check how many wardens are grped nowadays.
You still think ppl will let them take the last slot?:D

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koruun
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Postby koruun » Jun 01, 2010 20:51

Although people are standing in CC more often with old RAs so Warden resists are more desirable. Not saying that this is making him a must-have, but it's nice for the druids and especially the bard to stand around 10-20 seconds fewer in a casted mezz.
Why ToA-RAs advance high RR groups more than old RAs do:
http://www.abload.de/img/whyoldrasaremorefairjozk.png

Zarkor
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Postby Zarkor » Jun 01, 2010 22:27

bawww wrote:It's so funny when people on uthgard say warden is an awesome rupter because they think rupting equals sticking and hitting someone in melee:D


Warden is still a wasted slot.


In my opinion wardens are only worth it in PBAOE grps for their PBT and possibly resists.

Rupting, curing disease and healing are merely half-assed bonusses.



If not for PBAOE grps, I agree that wardens are a wasted slot.

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Ronian
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Postby Ronian » Jun 01, 2010 23:37

Zarkor wrote:
bawww wrote:It's so funny when people on uthgard say warden is an awesome rupter because they think rupting equals sticking and hitting someone in melee:D


Warden is still a wasted slot.


In my opinion wardens are only worth it in PBAOE grps for their PBT and possibly resists.

Rupting, curing disease and healing are merely half-assed bonusses.



If not for PBAOE grps, I agree that wardens are a wasted slot.


Curing disease will be removed from wardens when going back to 1.69

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Tirax
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Postby Tirax » Jun 01, 2010 23:45

bawww wrote:It's so funny when people on uthgard say warden is an awesome rupter because they think rupting equals sticking and hitting someone in melee:D


Warden is still a wasted slot.


You ever encountered oldscool TWF? it was a pain in the ass.
6sek-BT is also very powerful combined with guard and bombtowers.
Dont forget the bugged interruptsystem which will make hib-bombtowers + 6sek-BT untouchable for melees.

Wardens can also spec high in heal, making them excellent healers and let 1 druid do the root/buffshear/interrupt Job most of the time.

Red warden resists + Baod can give you 100% resists btw.
And im still very sure BAOD is a groupbuff, because it was never changed on live and this OF-RA list seems wrong in that point.

If you are going to run a Pbaoe Group im still the opinion that this group is the best by far:

Druid
Druid (nature)
Bard
Warden

Ench
Ench
Eld
Hero

very strong backline, very strong interrupt through twf, pets, druid and bugabuse ench-instants. Very high resists.

Panchos
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Postby Panchos » Jun 03, 2010 16:43

I don't see why you would get 2 chanters rather than a mana eld instead. Anyways, pbae groups are going to be much nicer but imo 2 pbaes is fine and the best groups that unstick on inc will rape groups that rely too much on pbae. This isnt 2001. RVR in those days was: blanket mez a group, pbae, dead.

Best setup will continue to be (IMO):
b,d,d,hero,ench,eld,ment,animist (or bm or mana eld)
or
b,d,d,hero,ench,eld,bm,bm

With the new RAs an ench + eld will drop stuff as fast or faster than an ench + eld + Ment drops things currently, and this will also gives hibs a chance to get bms to pressure the enemies support. But I think the best setup will be the first one i mentioned. 2 demezzes, what will be amazing and unhealable damage (especially with eld disease), and animists will cast much faster and tanglers will be hell on the enemies backline..especially with no purges.

No SOS and Charge will make kite groups much more dominant. Also no Cure nearsight and no good purges will make nearsights DOMINATE, so this will help kite groups much more.
<Vanquish>
Panche - 7LX Druid
Soxxs - 7LX BM

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Maidrion
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Postby Maidrion » Jun 03, 2010 16:56

Panchos wrote:I don't see why you would get 2 chanters rather than a mana eld instead. Anyways, pbae groups are going to be much nicer but imo 2 pbaes is fine and the best groups that unstick on inc will rape groups that rely too much on pbae. This isnt 2001. RVR in those days was: blanket mez a group, pbae, dead.

Best setup will continue to be (IMO):
b,d,d,hero,ench,eld,ment,animist (or bm or mana eld)
or
b,d,d,hero,ench,eld,bm,bm

With the new RAs an ench + eld will drop stuff as fast or faster than an ench + eld + Ment drops things currently, and this will also gives hibs a chance to get bms to pressure the enemies support. But I think the best setup will be the first one i mentioned. 2 demezzes, what will be amazing and unhealable damage (especially with eld disease), and animists will cast much faster and tanglers will be hell on the enemies backline..especially with no purges.

No SOS and Charge will make kite groups much more dominant. Also no Cure nearsight and no good purges will make nearsights DOMINATE, so this will help kite groups much more.


Add the loss of DI (unless you wanna count the 30min 1k HP ra) and slowass greater heals and it borders to being very very OP.

Zappo
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Postby Zappo » Jun 03, 2010 17:03

Ronian wrote:Curing disease will be removed from wardens when going back to 1.69


rofl? how lame is that???

/delete warden class pls... :wall:

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