ShortTripToHell wrote: »I play in some sort of ball and I am certainly not the best(so take my advice with a pinch of salt). I think it should be doable, but aren't you creating a ball group to kill ball groups?
Lord_Wrath wrote: »ShortTripToHell wrote: »I play in some sort of ball and I am certainly not the best(so take my advice with a pinch of salt). I think it should be doable, but aren't you creating a ball group to kill ball groups?
Did you just find the source of lag?!?
Sure speccing all towards one goal is great so long as you never have to fight anybody else.
Not to mention what what with 33% aoe damage reduction you'd be laughed at by any stam toon
Sure speccing all towards one goal is great so long as you never have to fight anybody else.
Not to mention what what with 33% aoe damage reduction you'd be laughed at by any stam toon
And as long as people are thinking what you said, as long as no one as willing to sacrifice his or her 1vs1 ability, the problem remains.
One example: Yesterday my group of 7 was pushing against maybe 60 yells who had the hammer (while 20 other blue players where inside the keep) on 2 different occasions. As a rule of thumb, an organized group can defeat up to 5 times its numbers if they are very lucky, so when you calculate the impact of the other blue players, there were probably still too many yells there for us to defeat.
But because I gambled and assumed that among those 60 yells, there was no one who changed his or her build, the whole fight became a massacre.
Had a single player among those changed their build into something more useful than a Dueling/ Zerg Surfing build, I would not have dared to push; had 3 among those 60 yells changed their builds accordingly, they would have succeeded.
Battles are not won by Duelists, and have never been, no matter what movies and stories try to tell you. Coordination and force multipliers win battles. Ball groups are only as op as people make them by refusing to adapt.
But let me know what platform, time and campaign, because I’d love to play against players like that.
Marcus_Aurelius wrote: »The day they solve the In Combat bug is the day ball groups will have a hard time but it seems they are unable or don't care enough to solve it.
1.) When it's purgable, it's a bug. It was specifically designed to be unpurgable. There was even a comment on this by the Devs somewhere in the PTS section when it came out - please test again and /bug it when you test it out and it gets purged. It was definitely unpurgable the last time I tested it against a ball group, which was in December 2020
2.)That's why you need both a Negate and a rather powerful hard CC. I didn't mention it specifically, because it's not something an inexperience play should even try; but your only chance to do this is on chokepoints they themselves choose like at the second flag of a small keep or at an outpost, or a ram - in short, places a normal player should avoid at any cost against a ball group.
The true problem is neither. It's the fact that - even with Malacath - you need 5 explosions AT THE VERY SAME TME. There is a workaround, though: When you use Azureblight Reaper as a solo set, you want it to proc as quickly as possible. This is, however, not even necessary here. I can very well imagine that a health based StamSorc Vampire just uses a combination of blood mist and hurricane to trigger the diserable effect: After all, it doesn't matter if it takes 4 seconds or 10 seconds, as long as enough explosions happen at the same time. (Duelist type Vampire player with Azureblight Reaper)
It might be even better this way: Everyone is being alarmed by a Negate, and an able raid leader knows VERY well what's going on when a seemingly noobish Stamina class players throws Orbs at them.