Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
newtinmpls wrote: »Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
If you mean to come off like a sarcastic opinionated elitist unkind person, then you totally succeeded.
This is the sort of thing that is likely obvious to someone who has spent a lot of time and energy thinking about it, but it not at all intuitive to people without that mindset/experience.
@Rylana thanks for the examples.
Now I have to think about this; as my Magicka NB doesn't have vigor (not nearly enough AP to come close), nor does he use dual weild (magicka - he's all about the destro staff). But what you have done is point out some good principles and given some thought provoking examples.
Thank you.
newtinmpls wrote: »Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
If you mean to come off like a sarcastic opinionated elitist unkind person, then you totally succeeded.
This is the sort of thing that is likely obvious to someone who has spent a lot of time and energy thinking about it, but it not at all intuitive to people without that mindset/experience.
@Rylana thanks for the examples.
Now I have to think about this; as my Magicka NB doesn't have vigor (not nearly enough AP to come close), nor does he use dual weild (magicka - he's all about the destro staff). But what you have done is point out some good principles and given some thought provoking examples.
Thank you.
Fear and locking down healers, thats what id say a magicka NB ought be doing, but glad I could point ya to where the groups like ya to be.
newtinmpls wrote: »Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
If you mean to come off like a sarcastic opinionated elitist unkind person, then you totally succeeded.
This is the sort of thing that is likely obvious to someone who has spent a lot of time and energy thinking about it, but it not at all intuitive to people without that mindset/experience.
@Rylana thanks for the examples.
Now I have to think about this; as my Magicka NB doesn't have vigor (not nearly enough AP to come close), nor does he use dual weild (magicka - he's all about the destro staff). But what you have done is point out some good principles and given some thought provoking examples.
Thank you.
Fear and locking down healers, thats what id say a magicka NB ought be doing, but glad I could point ya to where the groups like ya to be.
Isn't there a cheap cost NP ulti that adds a defile debuff? ( anti health regen)
newtinmpls wrote: »Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
If you mean to come off like a sarcastic opinionated elitist unkind person, then you totally succeeded.
This is the sort of thing that is likely obvious to someone who has spent a lot of time and energy thinking about it, but it not at all intuitive to people without that mindset/experience.
@Rylana thanks for the examples.
Now I have to think about this; as my Magicka NB doesn't have vigor (not nearly enough AP to come close), nor does he use dual weild (magicka - he's all about the destro staff). But what you have done is point out some good principles and given some thought provoking examples.
Thank you.
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
No, I didn't mean to offend you. I'm speaking primarily from Templar pow, the other classes I see a bit more from a distance than Templars. But I dare to say that 95% magicka Templars out there have healing bar and use most of those skills. I think they don't need somebody else to tell them these are good skills. And you don't have to be super experienced to figure that out.
Actually I think I did the opposite of being elitist. I'm not the one assuming ppl don't know how to play their toons.
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
Thanks. But don't you think that given we all have 2 bars for our abilities most of players will most likely have like 80% of these abilities slotted even before they consider joining a group? I don't see how that is so big deal that needs to be pointed out then.
It does needs to be pointed out, in my experience.
As a stamina build you're for example expected to slot Retreating Maneuvre to help with raid movement, Caltrops +Vigor and AoE like Bombard or Steel Tornado. Than spam your stuff, as in not only use it when you yourself need speed, heals or see fit. Might also be asked to use Bone Shield. Slot whatever ultimate the raid is lacking. That's usually not Bats, Meteor or Dawnbreaker.
But majority of guys from zone are sneaky cats or bosmers with full single target builds for maximum self-sustain 1v1 and gankerish powa(few Skyrim heroes with 2-Hander doing the immersion thingy). These guys aren't naturally running any of these skills, besides Vigor, if they managed to unlock.
Fear and locking down healers, thats what id say a magicka NB ought be doing, but glad I could point ya to where the groups like ya to be.
Rook_Master wrote: »AhPook_Is_Here wrote: »One of the things that really made guilds like Havoc great...
Havoc nearly ruined this game through their exploiting, and teaching everyone on EP how to exploit.
This game is much better off with them gone.
Rook_Master wrote: »AhPook_Is_Here wrote: »One of the things that really made guilds like Havoc great...
Havoc nearly ruined this game through their exploiting, and teaching everyone on EP how to exploit.
This game is much better off with them gone.
I literally can't even right now.
MountainHound wrote: »I mean as said lots before, if you are willing to join a guild and play with them constantly for a couple of days/weeks and are able to switch your build around to cater for the group instead of yourself that is awesome. 9/10 a random person from zone joining will not change the way they play and adapt.
Also you need to consider healing and other buffs, it sounds selfish but if you have a decent group of v16s with top gear, 4 healers and 12 dps, if you start to incorporate more dps into the fray say v1 who are "weaker", you will be "leeching" the heals away from the stronger v16 players damaging that groups ability to play against the other top teams. Believe it or not, this is a group's worst nightmare when randoms are among your ranks leeching heals away from the group...
I can see your point, but that's problem of game design that doesn't allow you to target heals. They certainly didn't choose to steal your heals. Everybody is punished by this mechanic.
Not to mention, you don't have to be in group to receive said heals. So the elitist agenda is all that's left; vr16 preference over all
Rather insulting to those that like to pvp only and are punished by the "you must lvl in pve or get wrecked" mentality.
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
I don't see how an extra blade can hurt the cooperation of the team unless it's a complete moron who goes unstealth when everybody is stealth, for example.
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
I'd like to argue with you about that templar healer bar, but maybe this isn't the place
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
I'd like to argue with you about that templar healer bar, but maybe this isn't the place
Its just examples lol, i flat out said that. >_> i aint giving away my seekrit hax
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
I'd like to argue with you about that templar healer bar, but maybe this isn't the place
Its just examples lol, i flat out said that. >_> i aint giving away my seekrit hax
That's what I was hoping. I saw you say power extraction and realized a puppy died somewhere
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.
Good point. Personally I hate to change my build according to someone else's needs. I prefer to find ppl who will benefit from my build as it is, made by myself.
I mean, that kind of says it right there. Sounds like you prefer to run your build because it works for solo/small group play, which is fine, but you should realize it will be a big reason why you won't be invited or reinvited to guild groups. Im surprised you would want to join a guild group if you don't want to participate in the group pvp that requires largely group oriented skillbars.
Just out of curiosity, what are these skill bars? How do they look like? I'm wondering how much that differes from "normal" bars.
Here is an example for all four classes (note these may not be universal, are subject to build style and group composition, and a variety of other factors)
DK (Stam Build) - Vigor, Igneous Shield, Rapid Maneuvers, Steel Tornado, Flying Blade/wreckblow == Take Flight/Standard
Temp (Mag Build) - BoL, Purge, Channel Focus, Repentance, Magelight == Nova (either morph)/Heal Ulti
NB (Stam Build) - Fear, PowerExtract, Vigor, Tornado, Flying Blade/wreckblow == Veil/Barrier
Sorc (Mag Build) - Streak, Thundering, Mines, Det, Liquid Lightning == negate/barrier
Offbars are always buffs/restostaff heals or optional personal slots. Adapted for situationals.
And expound from there. This was not my idea of the "perfect" four man, this is an example of how a group layout should look. Each skill benefits the group in some way (except for the healer, that channeled focus helps them stay alive and keeps the magicka flowing for heals) through AoE damage or group support or damage mitigation.
I'd like to argue with you about that templar healer bar, but maybe this isn't the place
Its just examples lol, i flat out said that. >_> i aint giving away my seekrit hax
That's what I was hoping. I saw you say power extraction and realized a puppy died somewhere
I did it for zaz. had to throw in the stamina sap just for him
Saltypretzels wrote: »Being in a group like this is overrated. They make you run certain skills or you get cussed out. There is a ton of standing around and doing nothing. Get on their teamspeak and be exposed to all kinds of strange discussions.
That being said, when they are fighting they will usually win.