Drummerx04 wrote: »So what's your strategy for killing the 4-8 man heavy armor warden heal blobs that still deal insane AoE burst?
Izanagi.Xiiib16_ESO wrote: »You forgot the only 2 things which actually matter.
1. Zerg Surf with your faction and hit them when they are already fighting twice their number
2. Gather as many people to your group possible whilst also following 1. Preferably 24+
Lets say you're running solo, and you've been ganking opponents, getting a lot of kills, then all of a sudden the guy you tried to gank didn't die (he was running mage light so wasn't stunned from your stealth hit, and earthgore saved his [snip]). He hits mage light, gap closes to you and keeps hitting mage light to prevent you from stealthing, then 3-4 other players chase you around a rock for 30 seconds and kill you. Are you going to complain and hate whisper because you died? Was it unfair for that player to assume the role of "keep the opponent visible" while others kill you? Many seem to think so. Many even seem to think that they should have been allowed to escape, because they're all alone and the only people who have the right to kill them are other solo players.
Drummerx04 wrote: »So what's your strategy for killing the 4-8 man heavy armor warden heal blobs that still deal insane AoE burst?
@Lexxypwns You're right, and that similar to what Sanct implied.. I'm changing the way this is presented, so it'll be more along the lines of tips for how to contribute rather than the way it's been interpreted.
Izanagi.Xiiib16_ESO wrote: »You forgot the only 2 things which actually matter.
1. Zerg Surf with your faction and hit them when they are already fighting twice their number
2. Gather as many people to your group possible whilst also following 1. Preferably 24+
+1. This is the only way to defeat a competent ball group consistently. That or another competent ball group, preferably combined with one of the two options.
As someone who largely plays in these groups, you guys have this part down pat actually. Seems like these days in Vivec you either have essentially nobody to fight or a 60 man horde.
Someone negated us on the ram on an inner and dumped oils last night and we were all like "Hey! That guy read the forum post!"
So are we saying that, amoungst the remaining PvP raid guilds left, <Dracarys> is number 1? legit question. Cuz it sounds that way.
TL:DR; play as they do?
I don't really see why you would want to cast a 2nd wave of ultimates with a 4 second delay.
I don't really see why you would want to cast a 2nd wave of ultimates with a 4 second delay.
@Sanct16 I spent about an hour tonight with 7 people, knowing that we wouldn't win most fights vs Drac (I think there were 14) and then vs TM (there were at least 30 AD around each time, and we guessed about 15 of them TM) in order to pay attention to ultimate timings.
Quite a few people were questioning this, so I wanted the empirical evidence. I wonder if anyone questioned why I stood in the destros and kept coming back with only a few people.. We wanted to get the logs for them all.
In seven engagements vs Drac, six of them had two waves of destros, and one of them had only one:
Fight 1: Wave one had 3 destros, and wave two had 3 destros. There were 5 seconds between the first tick of each wave. Fight 2: Wave one had 2 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 3: Wave one had 3 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 4: Wave one had 2 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
Fight 5: Wave one had 4 destros, and wave two had 2 destros. There were 3 seconds between the first tick of each wave.
Fight 6: Wave one had 3 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
-Note that zergling cast his twice (after killing a lot of AD pugs), so I counted his as part of both waves.
Fight 7: Wave one had 4 destros with two seconds between the first tick of the first one to start and last one to start.
In three engagements vs TM, we couldn't see waves, though there were at least six destros with start (tick) times spanning 6, 6, and 7 seconds. There were actually more, but we didn't count those from players who we were pretty sure weren't pat of TM.
Fantasia only started playing about 20 minutes ago (when I logged off to review logs and type this up) otherwise I'd have wanted to get data from them too.
Regarding why have two waves, in many cases there's no need to blow more destros if your opponents are squishy. You can see by about the second tick if the players you're attacking are likely to die from the first wave, and you can call the second wave to both clean them up and kill more as you move through them.
It takes very good awareness and precise calls from the leader for this to be done well. It's possible I'm over thinking things and giving more credit than is really due in a situation where some players are just slow (or laggy) and they hit their ultimates late, though I prefer to over estimate my opponents than under estimate them.
I don't really see why you would want to cast a 2nd wave of ultimates with a 4 second delay.
@Sanct16 I spent about an hour tonight with 7 people, knowing that we wouldn't win most fights vs Drac (I think there were 14) and then vs TM (there were at least 30 AD around each time, and we guessed about 15 of them TM) in order to pay attention to ultimate timings.
Quite a few people were questioning this, so I wanted the empirical evidence. I wonder if anyone questioned why I stood in the destros and kept coming back with only a few people.. We wanted to get the logs for them all.
In seven engagements vs Drac, six of them had two waves of destros, and one of them had only one:
Fight 1: Wave one had 3 destros, and wave two had 3 destros. There were 5 seconds between the first tick of each wave. Fight 2: Wave one had 2 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 3: Wave one had 3 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 4: Wave one had 2 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
Fight 5: Wave one had 4 destros, and wave two had 2 destros. There were 3 seconds between the first tick of each wave.
Fight 6: Wave one had 3 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
-Note that zergling cast his twice (after killing a lot of AD pugs), so I counted his as part of both waves.
Fight 7: Wave one had 4 destros with two seconds between the first tick of the first one to start and last one to start.
IxSTALKERxI wrote: »It's all situational as to what ultimate's you use when. There is a lot of overlap in this discussion. GvG, organised group fighting outnumbered against ungrouped players, fighting an organised group with less players are all completely different situations and ultimate's will be used differently accordingly.
I don't really see why you would want to cast a 2nd wave of ultimates with a 4 second delay.
@Sanct16 I spent about an hour tonight with 7 people, knowing that we wouldn't win most fights vs Drac (I think there were 14) and then vs TM (there were at least 30 AD around each time, and we guessed about 15 of them TM) in order to pay attention to ultimate timings.
Quite a few people were questioning this, so I wanted the empirical evidence. I wonder if anyone questioned why I stood in the destros and kept coming back with only a few people.. We wanted to get the logs for them all.
In seven engagements vs Drac, six of them had two waves of destros, and one of them had only one:
Fight 1: Wave one had 3 destros, and wave two had 3 destros. There were 5 seconds between the first tick of each wave. Fight 2: Wave one had 2 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 3: Wave one had 3 destros, and wave two had 3 destros. There were 3 seconds between the first tick of each wave.
Fight 4: Wave one had 2 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
Fight 5: Wave one had 4 destros, and wave two had 2 destros. There were 3 seconds between the first tick of each wave.
Fight 6: Wave one had 3 destros, and wave two had 3 destros. There were 4 seconds between the first tick of each wave.
-Note that zergling cast his twice (after killing a lot of AD pugs), so I counted his as part of both waves.
Fight 7: Wave one had 4 destros with two seconds between the first tick of the first one to start and last one to start.
In three engagements vs TM, we couldn't see waves, though there were at least six destros with start (tick) times spanning 6, 6, and 7 seconds. There were actually more, but we didn't count those from players who we were pretty sure weren't pat of TM.
Fantasia only started playing about 20 minutes ago (when I logged off to review logs and type this up) otherwise I'd have wanted to get data from them too.
Regarding why have two waves, in many cases there's no need to blow more destros if your opponents are squishy. You can see by about the second tick if the players you're attacking are likely to die from the first wave, and you can call the second wave to both clean them up and kill more as you move through them.
It takes very good awareness and precise calls from the leader for this to be done well. It's possible I'm over thinking things and giving more credit than is really due in a situation where some players are just slow (or laggy) and they hit their ultimates late, though I prefer to over estimate my opponents than under estimate them.
Prior to 3.1, I thought ball groups were fairly vulnerable to harassment from randoms. But since HOTR, Earthgore has made harassing and wiping good ball groups much more difficult. It's basically a get out of jail free card. With it, a group is actually at a disadvantage when fighting alongside other players from their faction.
I get the feeling ZOS will fail to recognize it is the reason ball groups have been stronger since 3.1 and will instead nerf/buff something completely unrelated like siege.
@Izanagi.Xiiib16_ESO @Vilestride @PenguinInACan The observation of two waves of destros from you guys is accurate then, and thanks for the clarifications. You do the same as I/we have in the past few larger guilds that I've run with - as expected.
@Sanct16 Being as my goal is to help the less education/experienced/organised folks out there, regardless of the why or the techniques in calling things, telling them to expect multiple waves of destros a few seconds apart makes sense. It's what I do when I have a large enough group, what most of the other leaders that I'm friendly with have confirmed that they do - or did, and now we've confirmed that Drac does it too.
Do not underestimate the power of Sanct's Ultimate Organizer in the hands of a competent raid leader and good group composition. At a glance the lead knows exactly what ults they have and how close everyone is to having their ult up.
It gives the lead the ability to call only the ults they think they need at the exact moment they need it with tactical precision that is simply impossible otherwise.
A good raid lead can keep the pain train rolling for an awfully long time with that kind of situational awareness.
It's even harder to get everyone to run this than it is to find people who want to play group builds, but it's essential in my mind.
Izanagi.Xiiib16_ESO wrote: »1. Personally I wouldn't say our group is large in most situations we face. We run from 6-16 and our tactics work perfectly at any size within this range with of course scaling based on enemy size faced and expectation.
Izanagi.Xiiib16_ESO wrote: »Considering groups like VE would normally be between 16-40 I think comparing the 2 in your previous comments is a little false.
Izanagi.Xiiib16_ESO wrote: »2. If you are making a guide to specifically counter groups like ours 2 waves of destro's isn't gnna hurt us unless you outnumber us.
Izanagi.Xiiib16_ESO wrote: »3. I would rather you encouraged more groups to form and actually compete rather than encouraging pug surfing and sieging. This way gvg type fights where the emphasis isn't actually on destro would be entertaining and enjoyable.
Izanagi.Xiiib16_ESO wrote: »4. Calling groups like ours Proxy/Destro tanks is not correct. We run 0 tanks and also have 0 tank abilities like guard etc. Our survivability come from superior movement and coordination.