I'll probably update this a few times from the comments and responses, and the latest version will always be at:
https://darkelves.com/how-to-win-vs-ball-groups/
EDIT 2017/11/01 @ 12:15pm: After numerous comments, I've separated a lot of the points into offense, defence, and siege areas of the pvp guides:
https://darkelves.com/offense/https://darkelves.com/defense/https://darkelves.com/siege/ (separated into taking keeps, defending keeps, and fighting players)
HERE'S THE UPDATED CONTENT (OLD VERSION HAS BEEN REMOVED):
The content below is intended for players and groups who have not developed their own (successful) strategies on how to counter these groups. I see random groups and PuGs run into these ball groups and die way too often and can only blame it on their not understanding what’s going on. I hope this helps!
First, please read the
Offense section, the
Defence section, and the
Siege section. These sections contain some basics in addition to tips on dealing with ball groups. What comes below is excerpts and short tips that apply to ball groups, though it is by no means all-encompassing.
STRATEGY:
- Pay attention. I can’t stress this enough. If you’re going to blindly follow your group leader without watching what’s going on, you’re going to have a bad time. If you're going to madly focus on killing one person, chances are you're going to get trampled to death.
- You can’t take them out alone. Don’t even bother trying. Help another group that is there, or go do something else. These groups prey on the weak, unskilled, or small group players and they will try to pull you together so that they can hit more of you at once. Don’t let them get away with this. If you leave them alone and they have nobody to kill, they’ll move away trying to find more players at once.
- The key to winning versus these groups is strategy. You're going to need a reasonable number of players to coordinate their damage (player damage or siege damage) and debuffs (snare/stun/slow/defile/breach/etc) in order to take them out or make them run away.
DEFENCE:
- Keep moving, and keep a distance from them until you’re ready to engage or ready to try and bait out their ultimates.
- If you have solid ranged damage or debuffs, keep them applied. Corrupting Pollen, Dark Flare, and Inevitable Detonation are all good examples that can affect how and when they will attack.
- Opposing ball groups will use their ultimates together, and will proxy together before they destro. Consider the timing of proxy – that’s how much time they’ve allotted to moving to you so that they all explode together. Don’t be where they are going.
- They’re going to be spamming crowd control (slows, snares, and hard cc). Be aware that you might have trouble moving, and plan accordingly.
- Use what methods you have available to not be where they are going with their bombs. Elusive Mist Form, Retreating Maneuvers, Shuffle, Immovable potions, and any methods you have to get snare or cc immunity and speed to get out.
- You may want to try using cc (crowd control) on them, though they’ll probably have immovable potions up and have at least one player spamming Retreating Maneuvers. Any cc is good to try and break them up or slow them down, though don’t sacrifice yourself to do such.
- If you have damage mitigation, use it! Shields can’t be crit, and a shield that is up while mist form is active will take damage post-mitigation (75% less). Ultimates like Warden’s sleet provide 30% incoming damage mitigation and Templar’s Nova provide 30% opponent outgoing damage mitigation. Use them if needed.
OFFENSE:
- Keep as much siege as you can on them. Siege that does damage, like Cold Stone trebuchets if they’re in a tower, and Cold Fire ballista if they’re in a keep. Try to coordinate hits. One Oil catapult is also nice, and a Meat bag if you’re unsure if there’s a Defile build fighting them. See the Siege section for more insights.
- If you’ve managed to bait out their ultimates, or once you’re out or have escaped their bombs, consider that this is the best time to hit them back. They’ve just blown their ultimates, so will need between 15 and 30 seconds to get them back up (subjective timing, though a good base for your strategic thinking).
- When counter attacking, be quick and accurate with Negates. Players can’t cast in a Negate (damage or healing). Once they’re in, they won’t be able to anything other than run – either towards you and hope that their destro ultimate does damage while getting out of the negate – or retreat. It’s up to the leader to call for a defensive or offensive Negate. You’ll hopefully have a few of them in group.
- Separate them and pick off the one(s) that are out of the group. Wardens can use their circle to teleport them. DKs can grab one with chains. NBs can drop a fear trap in their path, and cause a few to be separated if they don’t break free quick enough. Those that become separated need to be targeted and taken down quickly.
- If you can tab target a player with higher importance (such as healers or the group leader – if known), then it makes things easier if you try to single target that player in order to disrupt the group. Some groups fall apart when the leader dies, others will obsess about getting their healers back up (if they run low on burst healers), and others won’t care and just continue to play and recover as normal.
- Learn about your opponents if they are regular organised groups. Their leaders will have relatively consistent play styles, so if you can predict what they’ll do most of the time, countering them and winning fights will be easier.
- Don’t let them resurrect. You’ll probably take out half, maybe 3/4 of them if you execute your bomb or counter well. There will probably at least one templar in Kagrenac’s Hope (faster resurrecting speed) trying to get them back up. If it looks like they won’t be able to recover, some will likely stay to delay you, while a few of them will run away to get a camp up.
- Most of the ball groups are going to be running fairly tanky, so you will need a sufficient amount of damage to get through their survivability. This may mean that you’re running a ball group yourself or at least stacking your ultimates. With the state of the game (in Q4 2017), you’ll probably need at least eight players executing perfectly, or at least twelve players executing well in your group to take out a full raid (24) of opponents who play like this.
Please let me know if there's anything that you believe should be added/changed/etc. Like everything else
@darkelves.com this is meant to help people new to PvP or who haven't given much thought to strategy.
Edited by Crown on November 5, 2017 12:09AM