Ball groups are set to be stronger than ever in the incoming patch! Between an increasing arsenal of sets designed to advantage outnumbered but highly optimized group compositions and massive buffs to already strong cross heals, and despite numerous warnings from ball group organizers like myself that the proposed changes give us many more tools than we actually need, it is clear we are moving forward with a patch that will severely weaken the counterplay against optimized full raids of experienced players. I am not a huge fan of these changes, even though they are likely to benefit me personally and improve the power of the types of groups I usually run with, as I do remember and value the experiences I had as a player in a less optimized group and believe that should still have a place and viability in PVP.
But as I am limited to providing feedback and recognize that this is the incoming reality, I can only offer players a few important suggestions based on a review of the patch notes and testing by endgame PVP groups utilizing the Public Test Server:
- Look to acquire the new sets as soon as possible: Sets like Hew and Sunder, Rallying Cry, Nunatuk, Turning Tide, and Nazaray are likely to be very strong for a ball group composition. All of these sets offer tools that when combined with each other and coordinated between a group of experienced ball group PVPers could offer very powerful additions to the raid. You'll be able to strip the armor of enemies, especially when your group is bombing outnumbered, in conjunction with properly timed abilities and offensive pushes. The result is even some of the tankiest, well-stacked zergs will be demolished like a hot knife through butter.
- Consider backbarring restoration staves, even on traditionally stamina DPS. Restoration staff cross-heals are already some of the strongest in the game, and contribute significantly to the "unkillable" configuration of most ball group compositions in open world. Currently, though, there is a limit on stacking these cross-heals that is essentially the maximum number of restoration staff users in your composition, in essence, there is no viable benefit to running restoration staves on non-healers. Next patch, this is set to change. Cross-heals can now be stacked by everyone in your group, meaning it's likely an optimized composition that plans ahead for its sustain will have 12 stacks of both Radiating Regeneration AND 12 stacks of Echoing Vigor, both operating at full strength all of the time.
- Avoid running with casual groups or pugs outside of your optimized composition. The effect of a succession of changes is that supporting teammates on your faction that are not part of a strong, organized group with meta builds for health and cross-heals is now more dangerous than ever. It will be impossible to know if players in and around your groups have sufficient builds to be competitive, or are adequately avoiding procs for Vicious Death, Plaguebreak, Dark Convergence, Baron Thirsk, Rallying Cry, or Hew and Sunder (are there others? I'm sure there soon will be!) applied by their enemies. To this end, it's probably detrimental to ressurrect allies outside of your group, or to support pushes by groups that aren't similarly optimized. A huge change to the way we think about open world gameplay for sure!
- Major vulnerability could see a lot more use in PVP. Right now, this debuff is largely only accessible to Necromancers, and has been the backbone of some very powerful "bomber" builds leveraging the Dark Convergence, Vicious Death, and Plaguebreak sets. Update 33 will introduce access to this debuff on other builds, meaning it might be possible to now apply it to large groups from a support DPS on a Sorcerer or Dragonknight, or even potentially a healer. Groups that know how to block incoming damage will be the most likely to see an advantage from this new debuff, which is very likely to include ball groups where a raid lead actively calls out block to their group over voice comms. Zergs of more casual players will still potentially be able to apply the debuff, but it'll be much less likely and less common than in a composition that is optimized to follow up their blocking with a powerful combination of coordinated abilities while the debuff is active on their targets. The Turning Tide set will proc on six enemies in an AOE, and its potential should not be overlooked either.
- Now is the time to organize as a ball group. It's clear the direction of developers is both to increase the potency of cross-heals and the penalties for failing to time your attacks and coordinate your builds with other players on your faction. I'm not a huge fan of this direction personally as I think ball group compositions are already very strong, and that there should be viability for PVP that doesn't require you to always be in a highly optimized group, either as a solo player fighting outnumbered (this still will have viability I think) or as a large group that is more casually-oriented. I realize ball group play is not for everyone, and as a result, I don't think it should have this many potent and specialized advantages over other modes of PVP. But I am not one of the developers and all I can do is provide my feedback to the developers and other players, so I have no power to set the direction here.
Unless and and until that direction changes, I can say is that it will be fairly easy next patch to organize a strong ball group and quickly see outsized results from doing so. If you've considered a ball group setup in the past, or run with a group that enjoys organized PVP but hasn't taken the next step of cataloguing your group's builds and coordinating your composition so as to maximize the availability and uptime of buffs/debuffs, heals, and AOE damage, next patch will probably be a lot more fun if you consider doing so. Organizing a large group is not necessarily easy, but many players of varying skill levels and experience do so with considerable success. Ahead of the patch it's hard to say exactly what will be the most potent combination, but I can offer some tips from the current meta:
- Build for adequate survivability at base. Currently, anything under about 30-35k HP is generally "VD/PB proc" territory in Cyrodiil. Most ball groups run all tristat glyphs on their armor and further typically sink a dozen or more attribute points into Health as well as their primary offensive stat. It's possible the changes to healing might make it viable to outheal damage going all in on your offensive stat (which will be the source of scaling for ALL heals next patch), but with the incoming buff to Dark Convergence and the added penetration of Hew and Sunder, a strong health pool is likely to remain an important aspect of your defense.
- Utiltize powerful cross-heals, and keep them up all the time. This remains the core of ball group survivability, and it's set to only get stronger next patch. Potent sources of healing currently locked behind magicka-based healers optimized for sustain will now be viable on stamina and high damage builds as well. While it's likely healers will still be needed to maintain good uptimes of cross-heals, it's going to be worth it to make sure everyone is using at least one and stacking them considerably.
- Avoid purge wherever possible, especially in group. It's basically been nerfed into the ground with the addition of plaguebreak, and good groups have optimized accordingly by stacking more cross-heals and health as above. This means you can afford to soak at least a couple incoming damage over time effects as you're building to outheal rather than purge them.
- Coordinate with your group on timing of your abilities, and stacking area of effect damage simultaneously. A major source of power in optimized groups is their ability to prepare a large burst of concurrent damage, timing synergies, ultimates, and Proximity Detonation to all land at the same time in a target area. Most players cannot outheal this burst, lack the experience or guidance to block it, and simply melt in the resulting explosion. The addition of both Plaguebreak and Vicious Death make this combination especially punishing, as both sets proc on a single player's death and then scale with the number of players in their target area. This means that bursting the lowest health (or most already damaged, or least healed) player in a group will quickly result in a brutal cascade of exponentially increasing damage that is provided for free by these highly overpowered proc sets. As a result, both sets are important sources of damage that should be in every ball group composition.
- Coordinate crowd-control abilities and their targeting. This is another important source of ball group power set to gain even more strength with the incoming patch. Ball groups currently get the most use out of Dark Convergence (aside from maybe small-scale Necromancer bombers) as it allows them to "stack" their enemies adequately so they can then apply the vicious scaling effects of Plaguebreak, VD, and Proximity Detonation. With Hew and Sunder, Rallying Cry, and a freshly buffed Dark Convergence now joining this mix, you can ensure the maximum potency of these sets by coordinating with group about when you (or another group member) is applying a snare so that you're ready to stack area of effect damage on the snared targets. Also, all targets that are snared are placed on cooldown from future snares, so it's very important to ensure you're only snaring when your damage is ready; Dark Convergence for some reason bypasses this universal cooldown, though, so it has the most value as a stacking tool for groups that use it well. The thing to remember is that applying another stun (ie. Chains, Surprise Attack, and the like) will usually, though not always, prevent Dark Convergence or another CC from pulling the same enemy immediately thereafter, reducing the potency of a potential stack and bombing opportunity, so these must be used with care and coordination.
- Optimize your composition to include all the necessary classes, sets, and abilities. There are several new sets being added to the meta of ideal raid compositions, and what an ideal raid composition is will vary somewhat from group to group and fight to fight. It's important though to plan for damage, buffs and debuffs, and healing all ahead of time and ensure that you're not doubling up too much on abilities that aren't adding value (ie. if you have Major Sorcery/Brutality from a couple sources already, you might see more value by adding a source of Major Courage instead of yet another source of Major Sorcery/Brutality, and the like) and also making sure you have all the most important abilities covered by someone in your group.
- Pick your fights carefully also. If you're lacking a particular element of your composition, next patch could be especially painful. For example, a group without Dark Convergence running might have a harder time stacking large groups of enemies, but still might have access to less potent snares they can coordinate. Knowing this, you might avoid pushing a very large group but still have success against a smaller one. The most powerful results will still come from full compositions against large numbers of enemies, as this is where the scaling of ball group sets and abilities really kick in.
- Alternate raid leads to prevent burnout and develop new leaders. Leading a ball group is often very exhausting for a particular raid lead, and it requires a high level of skill, attention to detail, and a degree of just plain luck that can get challenging week after week in PVP. Most good groups try to have a couple different raid leads so that they aren't totally crippled when the actual crown goes down, and so that they're able to adapt if one of their raid leads needs to take a step back or step down. Cultivating and developing new raid leads takes time, so it's important for the group to have patience as they develop their skills and timing. Conversely, it's important for raid leads to recognize their ability to lead effectively is entirely dependent on the strengths and limitations of their group and their composition, so while things can get frustrating, it's critical to continually recognize and reward each member of their group for the contribution they provide, as well as provide out-of-raid coaching on how to better optimize individual performance. Few raid lead will have experience with every single role and class kit in the game, either, so identifying rockstars in one area or another within group that can help develop their fellow players can be highly valuable as well.
- Coordinate your group's schedules and encourage everyone to prepare for raid ahead of time. This is going to be especially vital with so many penalties to simply being present in a group getting added to the game. Having a group member that is underprepared, underequipped, or underleveled might simply signing up for one proc set bomb or another. It's going to be very important, especially next patch, to ensure everyone is committed to a particular raid time and has the tools they need to attend and reliably contribute, whether this means helping to farm or acquire gear, helping to level out skill lines and abilities, or even just reviewing performance to identify ways to be a better asset to the group.
- Keep logs and learn how to review them. Logs are fairly ubiquitous in endgame PVE, but have recently come into service as a vital part of PVP raid groups also. It's usually important to have a couple different players tasked with logging, especially in the crash-prone environment of Cyrodiil, and to develop skills in reading logs and identifying important metrics for performance that give your group a competitive edge in PVP. Just like in PVE, there are critical uptimes for heals over time, buffs and debuffs, and cast frequency on abilities that should be identified and explored. Many ball groups have minimum numerical standards for damage and healing per second, though set those with some degree of flexibility to recognize the limitations imposed by game performance.
For now this is the best I can do: offer feedback on what I've learned from playing in a ball group alongside the caution that I don't think shoehorning everyone into a ball group comp by means of sets and scaling factors that make them crazy overpowered is the greatest idea.
Ball groups will always be strong no matter what you do -- that's simply the nature of open world PVP in an MMO in the age of Discord. But adding sets that give them the ability to scale up damage while fighting outnumbered increases the frustration of a more casual or less experienced playerbase. Additionally, it imposes arcane requirements on those venturing into PVP: it's very hard to know, short of a post like this, what exactly these groups are doing that makes them so hard to kill in comparison to a larger group of less optimized players. We're seeing more and more very particular and punishing costs to groups in the game that increase the skill gap between a group that adequate plans for and optimizes its way around those costs and those that do not or cannot (ie. one group knows to prefer cross-heals over purges, while a less knowledgeable or less up-to-date group might not; one group is able to run powerful mythics as a result of their near-universal adoption of ESO+ and various DLCs, while other groups with more casual players cannot).
Anyway, I hope this helps some players access the tools they need to have a rewarding experience in PVP while at the same time providing the development team with a word of caution from an experienced player that the changes to the game with "sets designed to punish grouping in PVP" are not only failing to do so, they're merely increasing the number and the knowledge of tools groups now require, and thus limiting the number of players that will have access to either.