Izanagi.Xiiib16_ESO wrote: »There are quite a number on NoCP and CP Grey Host.
Grey Host:
Fantasia, QB, VE, Telel's group (sorry dont remember the name), Ayren's Army.
NoCP,
@Kartalin would know more.
I will add more.Izanagi.Xiiib16_ESO wrote: »There are quite a number on NoCP and CP Grey Host.
Grey Host:
Fantasia, QB, VE, Telel's group (sorry dont remember the name), Ayren's Army.
NoCP,
@Kartalin would know more.
For Ravenwatch we have:
Just a heads up though, the better organized pvp groups tend to not recruit stamblades. Tertiary Meat did let me in as a stamblade over 5 years ago against their better judgment, but I've branched out quite a bit since then lol.
There are about half a dozen that play primetime. Some take new members, but some don't. What times do you usually play?
It’s the lack of group utility as you say. Most organized groups are AOE focused and as a class spec stamblades don’t really bring anything unique to the table. Even magblade use is seeing a decline, but they can still make decent bombers or can play a useful support role.Just a heads up though, the better organized pvp groups tend to not recruit stamblades. Tertiary Meat did let me in as a stamblade over 5 years ago against their better judgment, but I've branched out quite a bit since then lol.
Why is that? Lack of group utility, or too many stamblades just like playing the cloak-until-I-can-gank game? Or something else?
Why is that? Lack of group utility, or too many stamblades just like playing the cloak-until-I-can-gank game? Or something else?
There are some unique builds where it's kind of a hybrid. I know there's one guy in non cp with Clever alchemist, Vicious Death, and Balorgh on a stam sorc. Pretty big destro bombs with whirling blades finisher. Squishy af though.
But yeah, @Recremen nailed it, as far as stamina roles in organized groups go. We also run a a stamsorc who spams rapids for us and also provides a negate and streaks as well as bombard. But for like our (Tertiary Meat) ~12 person group we'll run 1 stamden, 1 stamsorc, and the rest are magicka. But there's other groups we fight that are almost entirely stamina (mainly stamden and stamcro). There's no right or wrong way to do it but ultimately certain classes tend to shine more in these situations. If you're going to fight zergs you need big AOE burst, and some classes have it and some don't.
Izanagi.Xiiib16_ESO wrote: »Class and raid comps depend on the group size. Basically for 24m any class is fine because at that size it makes no difference what you run. As the group gets smaller you have less space for filler classes. Mag necro is good because it brings a lot for the group and can play multiple roles (heal/support/dd).
Essentially the main factor is how good the player is. A good player that's willing to play for the group will make any class work well.
An organized group was looking for magnecro? Are they good for organized group? Is it for the revive ulti? I was invited to join when I am on a magnecro.
Izanagi.Xiiib16_ESO wrote: »Class and raid comps depend on the group size. Basically for 24m any class is fine because at that size it makes no difference what you run. As the group gets smaller you have less space for filler classes. Mag necro is good because it brings a lot for the group and can play multiple roles (heal/support/dd).
Essentially the main factor is how good the player is. A good player that's willing to play for the group will make any class work well.
To the contrary. Because of the hard caps and lack of smart-target for essential support and heal abilities, to properly cover a 20+ group with heals/purge/rapids/buffs/etc requires a much larger support core than a smaller group does. More people has its advantages to be certain, but it also adds more bodies to suck up support skills that may desperately be needed by someone else. More bodies for the sake of more bodies just adds VD procs, gets you hit harder by prox dets and adds more difficulty to buff/heal distribution.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Class and raid comps depend on the group size. Basically for 24m any class is fine because at that size it makes no difference what you run. As the group gets smaller you have less space for filler classes. Mag necro is good because it brings a lot for the group and can play multiple roles (heal/support/dd).
Essentially the main factor is how good the player is. A good player that's willing to play for the group will make any class work well.
To the contrary. Because of the hard caps and lack of smart-target for essential support and heal abilities, to properly cover a 20+ group with heals/purge/rapids/buffs/etc requires a much larger support core than a smaller group does. More people has its advantages to be certain, but it also adds more bodies to suck up support skills that may desperately be needed by someone else. More bodies for the sake of more bodies just adds VD procs, gets you hit harder by prox dets and adds more difficulty to buff/heal distribution.
This is incorrect. Once you have a decent 12m in your group of 24 the rest are all essentially fillers. Sure there's gnna be some which are more useful than others but for the most part it makes no difference as the enemies you are facing will be outnumbered the majority of the time and so will be simply taking more dmg then they deliver back to your group.
Ofc if you meet a good 12m and fight them 24vs 12 you might find that the fillers proc vd / make the 12s proxy hit harder but the damage that you put out whilst twice outnumbering the enemy is more than this increase unless you play really poorly in which case the point is moot anyway.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Class and raid comps depend on the group size. Basically for 24m any class is fine because at that size it makes no difference what you run. As the group gets smaller you have less space for filler classes. Mag necro is good because it brings a lot for the group and can play multiple roles (heal/support/dd).
Essentially the main factor is how good the player is. A good player that's willing to play for the group will make any class work well.
To the contrary. Because of the hard caps and lack of smart-target for essential support and heal abilities, to properly cover a 20+ group with heals/purge/rapids/buffs/etc requires a much larger support core than a smaller group does. More people has its advantages to be certain, but it also adds more bodies to suck up support skills that may desperately be needed by someone else. More bodies for the sake of more bodies just adds VD procs, gets you hit harder by prox dets and adds more difficulty to buff/heal distribution.
This is incorrect. Once you have a decent 12m in your group of 24 the rest are all essentially fillers. Sure there's gnna be some which are more useful than others but for the most part it makes no difference as the enemies you are facing will be outnumbered the majority of the time and so will be simply taking more dmg then they deliver back to your group.
Ofc if you meet a good 12m and fight them 24vs 12 you might find that the fillers proc vd / make the 12s proxy hit harder but the damage that you put out whilst twice outnumbering the enemy is more than this increase unless you play really poorly in which case the point is moot anyway.
Game mechanics disagree, two most obvious culprits being purge and rapids. These are essential yet hard-capped and do not smart target. The more people you have, the more chance your ability cast will not hit who it's intended. Probably not a bad thing, there should be downsides to bringing in more people (as compared to old days where I could solo-speed a 24-man raid with zero difficulty). The difference is almost night and day when we drop from our 20 man groups to later night 10-12 man groups. We're faster and tankier because purge is actually hitting the targets it needs to hit, we're getting minor exp on rapids to everyone, etc.
Which, again, I'm not against. Frustrating as it is sometimes, it was a necessary change and an empowering one for smaller groups. But I flatly disagree that anything over 12 is filler. Ratios have to be kept or you don't get proper value. A group of 16 with 4 healers and support, for example, is in my opinion stronger than a group of 24 with 4 healers and support. The larger group simply won't be able to properly buff and support its size.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Class and raid comps depend on the group size. Basically for 24m any class is fine because at that size it makes no difference what you run. As the group gets smaller you have less space for filler classes. Mag necro is good because it brings a lot for the group and can play multiple roles (heal/support/dd).
Essentially the main factor is how good the player is. A good player that's willing to play for the group will make any class work well.
To the contrary. Because of the hard caps and lack of smart-target for essential support and heal abilities, to properly cover a 20+ group with heals/purge/rapids/buffs/etc requires a much larger support core than a smaller group does. More people has its advantages to be certain, but it also adds more bodies to suck up support skills that may desperately be needed by someone else. More bodies for the sake of more bodies just adds VD procs, gets you hit harder by prox dets and adds more difficulty to buff/heal distribution.
This is incorrect. Once you have a decent 12m in your group of 24 the rest are all essentially fillers. Sure there's gnna be some which are more useful than others but for the most part it makes no difference as the enemies you are facing will be outnumbered the majority of the time and so will be simply taking more dmg then they deliver back to your group.
Ofc if you meet a good 12m and fight them 24vs 12 you might find that the fillers proc vd / make the 12s proxy hit harder but the damage that you put out whilst twice outnumbering the enemy is more than this increase unless you play really poorly in which case the point is moot anyway.
Game mechanics disagree, two most obvious culprits being purge and rapids. These are essential yet hard-capped and do not smart target. The more people you have, the more chance your ability cast will not hit who it's intended. Probably not a bad thing, there should be downsides to bringing in more people (as compared to old days where I could solo-speed a 24-man raid with zero difficulty). The difference is almost night and day when we drop from our 20 man groups to later night 10-12 man groups. We're faster and tankier because purge is actually hitting the targets it needs to hit, we're getting minor exp on rapids to everyone, etc.
Which, again, I'm not against. Frustrating as it is sometimes, it was a necessary change and an empowering one for smaller groups. But I flatly disagree that anything over 12 is filler. Ratios have to be kept or you don't get proper value. A group of 16 with 4 healers and support, for example, is in my opinion stronger than a group of 24 with 4 healers and support. The larger group simply won't be able to properly buff and support its size.
You are assuming that the core of 12 would be an individual 12m group comp and not a comp suited for a 24m in my argument. For sure there needs to be some ratio but that can fully be covered within the 12m and thus allow for any filler roles to join. If a healer join one of your 12m healers swaps to dmg etc.. I'm sure if you post your group logs you will find that 12 of your group are outperforming the remaining 12 in terms of damage or healing respectively. The benefit that comes from simply having more dds/siegers/people to run for camps or res etc far outweighs the negative regardless of roles. This is especially true when considering the current pvp environment and pop caps.
For sure there are some disadvantages when facing a skilled smaller group because the fillers will generally die faster leaving you shorthanded in some fights but that isn't the majority of fights with the current population and groups which are playing.