i would replace the beckoning steel dks with stamsorcs or warden, which are able to aoe finish with shalks, steeltornado and boundless storm and can provide speedbuff.
for the magclasses (especially sorcs) you have to be more and get more damage out of them.
@Stoney_McGeee
does your group run any mobility skills like defensive maneuver?
wouldnt a magsorc fill in the job better for purging?
and i dont see the point in 3 different magicka dd classes in your group. what do they different, since if there is no big difference, wouldnt make it more sense to only run with magblades dd's?
not arguing, only curious about the reasons behind that.
generalmyrick wrote: »i ask that you if criticize then you participate
i hope that @Stoney_McGeee and @geonsocal and other pvp geniussss participate! i hope to learn a lot! :-)
here is something i whipped up that i am sure is not that great but maybe you can use the template to teach me! @everybody welcome to play.
GreenhaloX wrote: »So, why 12? Is 12 better for a group than 10 or 20?
IxSTALKERxI wrote: »It's a nice start but it can be improved quite a bit. Stoney McGeee & imredneckson have the right idea.GreenhaloX wrote: »So, why 12? Is 12 better for a group than 10 or 20?
So long as you have the correct ratio of roles for the group size. If you add more people to group it actually will make your group weaker, not stronger, if it lowers the healer:support:dps ratio. I refer to this as the 'sponge' theory. I don't like letting 'sponges' join group and soaking up heals that could go to someone else. Some people in the community would probably refer to this as 'elitism' though but it's just part of trying to make a strong group..
Twelve is a good number as it is large enough to fit the required builds for the group to survive. I've min-maxed groups as small as 6 in the past that had a perfect role ratio also but I sacrificed a few things to achieve that, basically you need minimum 6-12 to make a strong group. Also, it is difficult to get the correct number of roles in a group and the larger the group, the more difficult it becomes to have the correct ratio.
Also since aoe cap removal it would most likely be stronger in theory to run 2 separate 12 mans than 1 24 man in a GvG scenario, though haven't tried and don't plan to... (in ESO anyway) as I don't play much anymore.
Stoney_McGeee wrote: »IxSTALKERxI wrote: »It's a nice start but it can be improved quite a bit. Stoney McGeee & imredneckson have the right idea.GreenhaloX wrote: »So, why 12? Is 12 better for a group than 10 or 20?
So long as you have the correct ratio of roles for the group size. If you add more people to group it actually will make your group weaker, not stronger, if it lowers the healer:support:dps ratio. I refer to this as the 'sponge' theory. I don't like letting 'sponges' join group and soaking up heals that could go to someone else. Some people in the community would probably refer to this as 'elitism' though but it's just part of trying to make a strong group..
Twelve is a good number as it is large enough to fit the required builds for the group to survive. I've min-maxed groups as small as 6 in the past that had a perfect role ratio also but I sacrificed a few things to achieve that, basically you need minimum 6-12 to make a strong group. Also, it is difficult to get the correct number of roles in a group and the larger the group, the more difficult it becomes to have the correct ratio.
Also since aoe cap removal it would most likely be stronger in theory to run 2 separate 12 mans than 1 24 man in a GvG scenario, though haven't tried and don't plan to... (in ESO anyway) as I don't play much anymore.
Well said, also I’ll add to it that purges and rapids hits 6 people (unless they changed that) so 12 people is solid because the support roles only have to hit the button twice vs a extra time insuring everyone gets (rapids, purges) if half the group gets separated it’s a whype.
IxSTALKERxI wrote: »It's a nice start but it can be improved quite a bit. Stoney McGeee & imredneckson have the right idea.GreenhaloX wrote: »So, why 12? Is 12 better for a group than 10 or 20?
So long as you have the correct ratio of roles for the group size. If you add more people to group it actually will make your group weaker, not stronger, if it lowers the healer:support:dps ratio. I refer to this as the 'sponge' theory. I don't like letting 'sponges' join group and soaking up heals that could go to someone else. Some people in the community would probably refer to this as 'elitism' though but it's just part of trying to make a strong group..
Twelve is a good number as it is large enough to fit the required builds for the group to survive. I've min-maxed groups as small as 6 in the past that had a perfect role ratio also but I sacrificed a few things to achieve that, basically you need minimum 6-12 to make a strong group. Also, it is difficult to get the correct number of roles in a group and the larger the group, the more difficult it becomes to have the correct ratio.
Also since aoe cap removal it would most likely be stronger in theory to run 2 separate 12 mans than 1 24 man in a GvG scenario, though haven't tried and don't plan to... (in ESO anyway) as I don't play much anymore.