NordSwordnBoard wrote: »475,000 AP defense tick Gray host. 4th of July. Woe to those forgetting the timely study of Pelinal's holy scripture.
Has anybody seen a larger number? I want to pass the story on to younger generations...
ShortTripToHell wrote: »I play in some sort of ball and I am certainly not the best(so take my advice with a pinch of salt). I think it should be doable, but aren't you creating a ball group to kill ball groups?
It is a common saying that "only a ball group can kill another ball group." It is not true, though. In fact, in a ball group against ball group fight, the results are almost entirely predictable. The group with the better setup and the stronger Bombblade players typically wins in 9/10 cases. The weaker group only has a real chance when their raid leader outsmarts, overwhelms with numbers or ambushes the other one. When forming a new ball group, the reputation of the raid leader typically attracts players. That means, if someone creates a ball group from scratch, the player quality alone would ensure months and years of permanent defeats. So forming an "own ball group" is not a short- or medium term solution at all.
That being said, using a ball "formation" against a superior ball group is utter madness. If you want to stop a train, you don't put your own train on a collision course and hope for the best. The best groups typically switch to a more spread-out playstyle when needed.Ryath_Waylander wrote: »I know that I myself would actually enjoy the challenge if someone could teach us what skills to use and dedicate a group to this purpose. Would it be possible? I know as a solo or 3 person group you're probably going to be ineffective against a ball group but could ball"breakers" be a thing?
1. Group size: Ball groups are designed to withstand at least one bombblade attack. A single bombblade, bombsorc, bombnecro or bombstamsorc can only do the job if they are already busy with someone and something else.
a) To cope with that, you can form a guild whose members share a common aversion to ballgroups. If the info "ball group there" arrives, most players will then travel to the fighting place and wear down the ball group without any further coordination. The condition for this to work is that EVERY player is capable and willing to switch to an anti-bombgroup skill setup when needed.
Ungrouped setups that work are:
I) Any magicka class with Inevitable Detonation and Vicious Death.
II) A Bomblade
III) A StamNecro Bomber
IV) An Overload StamSorc with Mechanical Acuity and Borrowed Time.
V) A Duelist type Vampire player with Azureblight Reaper (and a lot of patience)
VI) A capable Werewolf.
VII) A Warden with the Ice Portal and lots of DAMAGE.
Individually, neither of those can bring a ball group down consistently. But when attacking the ball group independently during the same battle, the pressure will become to great to bear, forcing the ball group to withdraw to a choke-point, or the roof of a keep.
b)
I) The smallest counter-bomb group size is 2. A Necro and a Bombblade. The Bombblade's setup is pretty much standard with the exception that s/he wears harmony as jewelry. The Necro's task is to provide the Grave Robber Synergy, lower the damage resitance of the enemy group, and apply a Totem/ Borrowed Time, as well as to do some additional damage. Both StamNecros and MagNecros work in that role.
II) The next tactically important group size is 4. If you have a bunch of casuals/ of people with a useless duelling/ small scale skill setup, you wait until the ball group is camping at a chokepoint of their choice (like an outpust, or a rooftop), then three of you setup three (cold-)stone trebs who are targetting the same area. The 4th player waits near the target area, and calls for the salvo, then executes the survivors with his Ulti/AoE execute skill.
III) If your group size is 5, and they are all magicka classes, you can just throw a combination of Inevitable Detonation and Blackroseprison-staff- improved Elemental rings at them. Since you can do it from 50meters away, and they are crippled by their lack of ranged fire power, you might lose some players who are getting targeted, but THEY will lose everything sooner or later. Be aware of enemy Pugs, though, as they are more dangerous to you than the enemy ball group
IIIb) edit, because I forgot to mention it : If your group size is 5, and you are fighting at at least semi- casual level, you can create your own "Mini ball group". Such groups are the smallest medium scale groups in Cyro, meaning that unlike a group of 5, say, Stamblades, they are able to do more than just ganking other players, far more.
These groups consist of:
1 StamWarden (SubAssault, Frozen Portal, AoE Execute, Healing, Bone Shield)
2 MagWardens (SubAssault, Proxy OR Inevitable Deto, Healing)
1 MagDK (Rapid buff, Proxy OR Inevitable Deto, Talons, Orbs, Wall of Frost, Healing)
1 MagNecro (Purge, Proxy OR Inevitable Deto, Grave Robber, Borrowed Time, Healing)
Your main damage sources are synergies (you have to wear harmonious jewelry), SubAssault and the Detonation.You can also have up to 4 Storm- type ultimates. If you manage to do most of the damage within 1-3 seconds, you stand a chance against most ball groups IF you manage to surprise them. Be aware , though, that your healing will not be sufficient for a prolonged fight.
IV) A fairly optimized 6-person group is able to do all of the above. Of course you might be still outnumbered 2:1, but since they are crippled by their lack of ranged firepower, and since you deny them Vicious Deaths and AoE damage situations, you can stop them long enough for allied players to arrive. With those allied meat-shields occupying them, their wipe through one of the aforementionned methods is only matter of time. Be aware, though, that those random "allied" players are more dangerous to you than to them - never fight in melee range together with those walking Vicious Death detonators.
2) Other common misconceptions:
a) "Use Lightning ballistae/ Ice Trebs!" - Maybe they die from laughter if you try that.
b) "Negate them!" - A Negate without enough damage is worthless. Most groups almost entirely rely on Vigor/ Radiant Regen, and a Negate doesn't stop that healing. A BORROWED TIME would do, though. That being said, a Negate is useful to stop barriers and a synergy strike.
c) "Spam CC!" - Great God, no. There is a hierarchy of CC in this game, and you don't want them to be immune to good (decisive) CC. That being said, soft CC should be fairly useless anyway. These groups themselves typically exploit server issues with some sort of hard CCs, and so feel free to do the same to them. However, whilst they prefer to exploit unbreakable FEARS, your best friend is the FROZEN PORTAL skill of the Warden. Use it AGAINST their general running direction, and pull the group apart. The other good CC is the aformentionned Borrowed Time.
d) "They are bots/ bad players." They fight in a group skill setup. Many of them would most likely kick your ... when they could switch to their solo skill setup. That being said, yes, there are also groups whose players are not exactly known to be good small scalers.
e) "I will snipe- gank them with my awesome penetration build!" - Wall of Frost is a skill that makes the group virtually immune to projectiles. Bows fire projectiles, so....
3) Other true statements:
a) "Leave them alone, and they'll get bored." - True. Ball groups are easy opponents because you can win by refusing to fight. Just turn the flags back, and go away when they camp on rooftops. They can actually be quite useful for your faction to guard your border outposts against another faction, or to keep your scroll safe by denying the other faction access to it.
b) "Don't repair the outpost's Main Gate!" - Fear not the fact that you are trapped with the enemy ball group inside. Fear the fact that you are trapped inside with those "allied" 17k health bowtard Vicous Death detonators right next to you.