Ive not seen any, so maybe wait when they run out of stamina.
kendellking_chaosb14_ESO wrote: »
kendellking_chaosb14_ESO wrote: »
Oh. I think most important thing when fighting against zerg is to use Focused Fire tactic, lots of people on single target. Zerglers are usually careless and sloppy as they believe they win easily.
Delete Threads like this and Dont Reply...
kendellking_chaosb14_ESO wrote: »Not a long term fix or Nerf thread.
You are dying to Steel Tornado cause you have no Archers.
Evil Hunter: Stamina return plus bonus damage.
Caltrops: Huge snare, will proc Evil Hunter and Siphoning Attacks.
Siphoning Attacks: Stamina and magic return, if you have Nightblades.
Shooting Star: They will have to stand in it and hitting a Zerg ball it's normally half way back up.
Armor Kyne's Kiss 5/5: 10% chance for a stamina and health return with bow attacks not counting DoTs ticks.
BOMBARD: Lock them in place is a Bow attack see above. Now hit it over and over and over.
Rally: Damage buff and HoT
Light Weight Beast Trap: long range crit damage buff
You can fill in the blank spaces with whatever heals, buffs, debuffs and class powers as you see fit. Caltrops can be on your off bar but the bonus crit from Evil Hunter needs to be main bar.
You will be locking them in place you have twice the range so you wouldn't get hit. Both Bombard and Caltrops will proc Evil Hunter Bombard can also proc Kyne's Kiss giving even more stamina and health on top. Drop that Shooting Star as soon as you can. You get three or four people doing and you win at 28 meters they can't keep rolling to you after they were spamming Steel Tornado on no one procing no Evil Hunters.
I'm an Ebonheart Archer we fight cheese with cheese.
#ArgonianStruggle
rfennell_ESO wrote: »kendellking_chaosb14_ESO wrote: »Not a long term fix or Nerf thread.
You are dying to Steel Tornado cause you have no Archers.
Evil Hunter: Stamina return plus bonus damage.
Caltrops: Huge snare, will proc Evil Hunter and Siphoning Attacks.
Siphoning Attacks: Stamina and magic return, if you have Nightblades.
Shooting Star: They will have to stand in it and hitting a Zerg ball it's normally half way back up.
Armor Kyne's Kiss 5/5: 10% chance for a stamina and health return with bow attacks not counting DoTs ticks.
BOMBARD: Lock them in place is a Bow attack see above. Now hit it over and over and over.
Rally: Damage buff and HoT
Light Weight Beast Trap: long range crit damage buff
You can fill in the blank spaces with whatever heals, buffs, debuffs and class powers as you see fit. Caltrops can be on your off bar but the bonus crit from Evil Hunter needs to be main bar.
You will be locking them in place you have twice the range so you wouldn't get hit. Both Bombard and Caltrops will proc Evil Hunter Bombard can also proc Kyne's Kiss giving even more stamina and health on top. Drop that Shooting Star as soon as you can. You get three or four people doing and you win at 28 meters they can't keep rolling to you after they were spamming Steel Tornado on no one procing no Evil Hunters.
I'm an Ebonheart Archer we fight cheese with cheese.
#ArgonianStruggle
None of the things you have listed will actually work to a zergball rotating through retreating manuevers and shields.
Basically they take no damage and aren't snared. When they decide to roll through you, you die.
Lastly bombard will not achieve what you think it does no matter the scenario, this isn't pve.
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »AoE caps = 75% damage mitigation.
Good luck with any of those strategies against that!
Understand the purpose of the thread but its just way, way wrong. Sorry.
tinythinker wrote: »If purge/barrier had cool-downs on recipients and/or the snare on firepot trebs scaled with number hit/couldn't be purged, might make a dent. Don't see those types of changes coming any time soon. Maybe just past never
I agree...defensive posture is boring. It needs a lil something to sweetin the deal.
If the shield wall morph of Defensive Posture would make a physical room for that player, like NPC's, it would make rushing through you of a zerg, going there and back, impossible !
in this way a couple of shield wall tanks can form a defense line that cannot be rushed through, but must be killed first.
This would greatly enhance open field battling in Cyrodill.
and would limit the mindless rushing of zergs. ( BTW, I have nothing against coordinated pushing of big groups !)
There are no increased damage or mitigation effects, so no OP effect whatsoever
Only combat advantages IF a group can coordinate
I think that would be awesome to do with a good group
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »Hilarious that ZOS isn't acknowledging / commenting, even though these issues span back 12 months
Keepercraft wrote: »"Zerg or be zerged", They always can find an bigger zerg.
kendellking_chaosb14_ESO wrote: »
You should test a build before adding your ideas of what you think may happen.
If your group is bigger than 6 members gain 75% damage reduction.