How did YOU get from Thid to RR5?
55 posts
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Skil >> rr. If you are gimp dont qq ![]() |
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skill >> rr ?? rofl
yeah it sure takes a lot of skill hitting DI3/BOF3 and just beating a grp of low rr's because they can't dps thru that faster than you can dps thru their DI1/BOF1. ![]() when rr's are close in rank, then skill wins out. Until you close that gap, you're fighting an uphill battle. |
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Heho,
I did my RR5 in a guild/ally group on my healer and on my warrior i run often with groups i know, because i played there with my healer. To be hornest there are nearly some differnent ways for you to get RR5 - RR6. First is you have a good group you can with play, they can play well so you can also wipe pug and guildgroups they have more RR then your group or you join a guild who have high RR player. Second and that is a thing i don´t like to say really, but its maybe true. ZERG, ZERG, ZERG, ZERG I don´t like that because i mist time play in 8vs8 groups, but really if you just want to have fun and build a pug with other play you will maybe don´t have much fun emain. There are often 2 - 5 highRR groups, some of then guildgroups/guildpugs. Some of them take down a low RR random in 1min. Maybe on of the best way would be to try fight against guildgroups with 1,5 fgs or make zerg events in og. Because it no so cool if the 8vs8 groups can´t play then, but i really think there aren´t many other ways for fungroups to get rps. Greetz Luydor |
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I've done my RR5 back in the day joining other guildgroups and meanwhile i built up my guild for RvR. When all of us reached the RR5 we grouped togheter as a guild group running in OG where you can find low RR groups and have balanced fights.
Now we're mostly RR 6-7 and still we have lots of difficults against high RR groups (KT, WL, etc.) because of the extreme gap between us and them, but still we have some nice fights and we can end the RvR-night with 20-30k. To fill up the group we invite some ppl that we know that plays good. This is my experience on Uthgard, and i never played in Zerg just for ranking up, but to defend from other zergs. I still understand that some ppl can't do much (maybe because they haven't a guildgroup, they started in emain from 1-2weeks). This is a small server, and ppl invites only ppl that they know, but if you have the skill, soon or later you'll join a good a group and make your name in the RvRcommunity (That isn't the uthgard community... the RvRcommunity is even smaller than uthgard's, maybe20-30ppl). It took me like 2 months to know ppl that play good (Or, well, play as i like to play) but now i don't loose much time to find/build a group. You need to have some patience and work to build guildgroup (If you have a guild) Hope to see you soon in Emain ![]() |
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There is absolutely nothing wrong with running more than 8-slot if your setup or RR can't compete with the good fgs out there. I really appreciate enemy PUG grps running more than 8 slot, way better than totally avoid endgame rvr.
last saturday we had some of the most enjoyable fights i ever had here on uthgard against 14-16 slot enemys. Just don't care about the QQ and go for it ![]() Edit: meant last friday of course... saturday was the lame reli def here reli attack there day ![]() Last edited by holsten-knight on Apr 26, 2010 23:08, edited 2 times in total.
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agree with Neju, u suck it up with random pugs.. u lose many battles and get rly frustrated till u get to know the rvr community and kind of proove yourself. All I can say is don't give up, it'll get better/easier to find nice groups!
rr4-rr5 was pretty hard but rr5-rr6 was the fastest/easiest part for me^^ Dwain |
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These are the main possibilities indeed. There's also guard tasks, camping OG or join a DF RvR zerg to get some RPs, however they just don't cut it because they lack reliability. Wasting time trying to get 2k rps per hour just doesn't keep people motivated enough to stick to the endgame. What's lacking is reliable casual RvR. Not zerging, not waiting 30 mins per in in OG. Just the possibility to go out in a low RR smallman roaming grp to kill other smallmans and if need be (when there's no other smallmans out) an xper squad here and there to provide a stable action flow. |
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Skill >>>> HighRR
=> ofc that doesnt count always... but well lets think of a rr10 healer with moc1 which uses spreadheal while activating this cause he/she has moheal5 So ofc HighRR can pwn or can't - it always depends. Its not Gimp and Skilled in 2 completely different directions - there are many variations between. Winning is a combination of Skill + the RR - the lower your skill the more RR you need to win ![]() @myfassben - pah... booby bonus? you rly think so? ![]() |
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lol |
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my thought here was more about albs beating mid setups with good kite play. ive seen some nice fights where albs won some high rr mid melee groups just by doing really nice kite. skill can win rr in 8v8 in many cases. even mid melee setups need to be played well ^^ but you may have a point about this not true in hib. im not a hib expert but i do play there sometimes. i often see /lfg spam about building pre-emptive emain BGs so they can get some RPs that day. seems hib low RRs gotta be sneaky to catch the enemy rr10 groups with their pants down. |
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RR isnt everything. Specialy ive seen this on mids, some rr10+ people are so bad it makes you wonder. Prolly got pushed some time ago with there uber fg guildis or friends. Now when those grp never or rarely happen and they are left alone, comes out they cant actually play @ all.
<img src="http://herald.uthgard-server.net/daoc/sig.php?name=Paha&s=4">
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I finished thidraki at lvl 47 RR 4L2
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When u got sorc class with ubah rr5 VS melee AT, theurgs with PD4 guarded by paladins who s block is not lowered by attacker WS , of its hard to kill em melee if they kite you as mid tank grp. Most say that tank class is easy to play , but its not just about hack and slash.. you have to work with ur healers /CCers aswell, to push or retreat depending on the situation, probl is that a tank is more dependant on his healers then a caster who can also CC the enemy when needed and kite/run , while a tank actually has to stay in melee range with his enemy to be of any use. Last edited by Glacius on Apr 28, 2010 12:31, edited 1 time in total.
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Lets put it that way: while the game plan of a pure mid tank grp sure is easier on the paper and easier well executed, its mostly push, at least compared to a alb grp which is hybrid by default and thus has to switch between kite and push way more often, its a setup that can be beat easiely by getting the tanks overextended and killing them. If you survive the first charge this is not that difficult as an alb grp because even tough youre kiting and charging their tanks you still have the mid support in ruptrange due to 2000 pet, 1750 mezz and 2200 (?) ns range of the alb casters, which is exactly what is killing a mid tank grp sooner or later xD I agree with you that as a tank the role of charging, splitting the at for rupt, assisting for a kill and falling back when in danger while beeing in heal range or to get back in this range all at the right time is a difficult and crucial job. To a big proportion this is a matter of communication, which is difficult as i get the feeling most grps dont use teamspeak/vent. so faillure on this part is pretty normal on this server xD. Tank that only know one direction are the easiest to kill and after the tanks are dead the rest is too. On Topic: I just showed that i know what my class is supposed to do (at least sometimes i did) and that was enough find both good and nice people to rvr with regulary. Mabye my friendly way of talking was a help too xD |
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I wonder how a caster is supposed to CC a det5+stoi tank? or det5+charge tank :p
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