Never get talked into a specific Skill or Set, if a group tries to do that, dump it and search one that can adjust according to what the individuals want. The real challenge is to make the best out of what you get.
Just forcing specific Sets und Skills degrades you to a Ballgroup, that mindlessly follows one person that tells them what to do.
Never get talked into a specific Skill or Set, if a group tries to do that, dump it and search one that can adjust according to what the individuals want. The real challenge is to make the best out of what you get.
Just forcing specific Sets und Skills degrades you to a Ballgroup, that mindlessly follows one person that tells them what to do.
Never get talked into a specific Skill or Set, if a group tries to do that, dump it and search one that can adjust according to what the individuals want.
The real challenge is to make the best out of what you get.
Just forcing specific Sets und Skills degrades you to a Ballgroup, that mindlessly follows one person that tells them what to do.
Read here: https://darkelves.com/group-composition/
Does your group consistently lose fights in Cyrodiil? Do you seem to get ROFL stomped every time you come up to another organized group? It may be the leader, it may be a huge difference in skill, it may be that their group composition and builds are much better aligned than yours, or it may be a combination of all those and more.
Group composition is one of the biggest challenges that leaders and strategists face. Many groups have different players in different raids, and expecting strict adherence to build details can be challenging. Rather than provide detailed gear, set, skill, and champion point specifications that are subject to change more often than I want to update these guides, I’m going to provide a high level overview of how I look at group composition strategies with a few examples in the hope of helping you better strategize your own groups.
This is meant to help groups who are trying to figure out how to plan their compositions and builds, or solo/small players who want to join groups of 12 and be able to perform for the group rather than for their own numbers or kill records. If your group already has a strategist building a composition for you, this may serve as reference material to them, though keep in mind that your strategist knows your group (leader’s, damage dealers’, healers’, and supports’ preferences, styles, and capabilities) better than I do, and will be better able to set up builds that best compliment their capabilities and styles.
Read here: https://darkelves.com/group-composition/
Please remember that Spectre's Eye can be replaced by Gossamer
one either needs a min health requirement or an assortment of sets the counter it (Gossamer, Brands of the Imperium, Critical Riposte).
Beginner groups should have more wardens instead of Bombblades. Make it 3/1. This is because you can learn how to attack with a Warden in 1 night, while you need months to master a good group bombblade.
A DPS DK is a rather bizarre choice.
You failed to optimize synergies even though it is the easiest way to reach enough burst damage in such a group.
YandereGirlfriend wrote: »Brands of the Imperium - limited to 6 targets means that you need two wearers and even then I'm not sure if the sets are smart enough to give everyone a shield or if it will instead double-up on some players and leave others without a shield.
YandereGirlfriend wrote: »Combat Physician - Probably the best shielding set since it actually can apply to all members of a group but the shield size is quite modest.
YandereGirlfriend wrote: »Prayer Shawl - Mentioned previously, limited to 3 group members, also a modest shield. Can proc on the same player several times in a row, which is unfortunate.
YandereGirlfriend wrote: »Lunar Bastion - static AoE is not useful for a fluid combat situation though it at least does apply to a full raid.
YandereGirlfriend wrote: »Haven of Ursus - difficult proc condition and requires a static synergy to be activated, also only applies to half of a group with the same uncertainties in terms of targeting as Brands.
YandereGirlfriend wrote: »Foolkiller - would actually be quite nice if the target cap were higher but requires three wearers to cover a full group, also has target uncertainty.
vesselwiththepestle wrote: »Brands of Imperium helps a lot with a surprise burst when you have barely heals up. I play non CP, though, maybe it's different in CP. I don't know if that group composition would work the same in no cp. I will give Spectre's Eye a try, though, and recommended it to supporters (instead of Seducer) and Mag DD.
neferpitou73 wrote: »
MagDKs fail the "bomb test", which consist of solo jumping into the best groups in the campaign and see if you can personally get them down. The last time I was able to do that on a MagDK was in 2017.
As long as nobody can show how to pass the test on MagDK, I prefer classes that pass with greater consistency, which are MagBlades and MagNecroes.
Furthermore, having an active Proxy circle around the DK reduces his CC effectiveness, as people run away from him.
MagDKs are best for buffing, synergies, and to replace the stamina speedster in smaller groups, as they have unlimited Stamina to use.
You need to be far less emotional about this.
A good raid leader should always be willing to give up his personal preferences for the greater good.
When I replaced the StamSorc rapid bot with a MagDK, i was rendering my very own class obsolete;
nowadays Curse-Eater makes a Purge Bot MagSorc a "nice to have" instead of a "must have".
Yes, it might hurt a bit, particular if you know WHO introduced the MagSorc Purge Bot role in the first place...
There is no one true way, and no single composition that will win vs. all others. Your strategists and leaders need to decide for themselves how you’re going to play, what you’re going to fight, and with the players that you have available, what is best for your group.
1) Group bomb test: Is it fundamentally different from solo bombing? No, unless synergies are involved. Show me one elite PvP guild where the group bombblade player is unable to be a good solo bomber. If anything, the burst must come in a shorter time because of a potential counter negate, and you need to overcome more health.
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4a) One reason is that casuals generally learn to play their classes better in a 6man group than in a 12 man, where redundancy covers mistakes.
4b) Another reason is that the game favors groups of 6, as you need a disproportional numbers of healers if you reach the healing cap. One can overcome the problem, but there is still a lot of dead weight in the group that needs healing. This leads to their hardly threatening damage, even though they had 2 Wardens and at least one Bombblade.
4c) ( not in the Video) having more players increases bomb damage against your group, and the damage increase against you scales higher than your defensive skills, buffs and sets, like Major Evasion.
4d) In this video both Negates come out at the same time, as do some Barriers. This is a classical problem for casual groups. The simplest way to prevent Ulti waste is to split up the group. Multiple waves or Ulti groups work as well, but if the team is untrained or the raid leader lazy, it won't work.
Never get talked into a specific Skill or Set, if a group tries to do that, dump it and search one that can adjust according to what the individuals want. The real challenge is to make the best out of what you get.
Just forcing specific Sets und Skills degrades you to a Ballgroup, that mindlessly follows one person that tells them what to do.
b) There is nothing to agree or disagree here. It's a simple mathematical problem. Crown's optimisation is essentially a good and correct overview.
Just make a thought experiment: you clone the players in Crown's group, and you clone their raid leader. You have now 2 groups of exactly the same quality. The only difference is that one group is optimised for 12, and the other for 6. Second group therefore can fight with 2 6er groups, both lead by a Crown clone.
Who would win?
When you look at Crown's table and my optimisation questions you will notice that the 6er groups are basically just the upper third of his table with reassigned support roles. So the 6person groups have exactly the same relevant "charge" damage as the 12er, but need one second longer to heal up the group.
So the 12er group charges with Ultimates into the 6er group 1 and maybe destroys it, or maybe not. A few seconds later the second 6er group countercharges the 12er, and destroys it when their proxies, synergies, and Ultimates are on cooldown. Since all three groups are lead by the same cloned raid leader, it is impossible for the raid leader of the 12er to outsmart himself leading the 6er, so no fake push and the like works. Even worse, the 12 Person group of Crown's chart does not even HAVE enough damage reserves for a second counterpush, unless the MagBlades are truely exceptional (which Crown himself has ruled out above).
So the 12er would always lose against the 2 6er groups of exactly the same quality.
And this explains why you need better players in a 12er than in a 6er - since the game mechanics favours the 6er, you can more easily carry inexperienced players in it, and still win. Where a weak link in a 12er leads to a catastrophe due to the scaling of VD and Deto, a weak link in a 6er is not that bad (as the work can be done with 5 players already, just not for a longer time)
If you ask why despite its mathematical problems the 12er group is the norm, I would point out that those groups can last longer fighting away from any support (e.g. twice the amount of rezzes, easier camp building etc), and that as a perceived "zerg" they have a psychological advantage against players who see their numbers and despair, whereas against 6 those victims would fight more aggressively as they think they have a chance (and indeed have one, as the consequence).