If Uthgard was PvP...

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Caemma
Phoenix Knight
 
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Postby Caemma » Feb 24, 2013 19:18

Flurry is a cheat!
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
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poplik
Phoenix Knight
 
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Postby poplik » Feb 24, 2013 19:37

I think Mythic didn't give zerkers flurry because they wouldn't be able to fit it on their overcrowded quickbars !
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Noisiv_
Warder
 
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Postby Noisiv_ » Feb 24, 2013 22:50

I would do the following setup on an Uthgard-PvP server:

Healer - Pacification
Healer - Augmentation
Shaman - Augmentation (red dexterity/quickness)
Warrior - Hammer
Spiritmaster - Darkness (red energy debuff)
Runemaster - Suppression
Runemaster - Suppression
Runemaster - Suppression

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Raggnar
Gryphon Knight
 
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Postby Raggnar » Feb 25, 2013 00:31

holsten-knight wrote:as i played a zerker and a bm through the bg's lately i can say zerker deal more base dmg (but not that much) + have the zerker mode which grants a high dmg boost + he can switch his mainhand weapon between crush and slash. While BM have a LOT more utility with side stun, slam and can deal quite the same burst dmg with flurry and tripple wield, but without these the zerker deals a bit more dmg over time. I prefere BM > Zerk, but as assist team i would pick both.

I can't speak a lot about mercs as i never played one :oops:


Most hib groups are tank heavy, you can have 1 bm in group as a slammer, and 2 of them split spec. On higher rr, BM's can go split spec and still have slam. BM is really awesome and bugged rr5 allows them to overextend like hell and stay there till 10% hp. Sure, a good RM will nuke them down fast, but he is often trained by other BM's so he's not in a position to cast and kill the ******. Caemma also has a point, triple wield neutralizes crits from vendo and BM loses nothing, while as a zerk you lose your parry/evade. I don't care about parry that much, but 360 evade is sexy.
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"He was concerned only with the naked fundamentals of life. The warm intimacies of small, kindly things, the sentiments and delicious trivialities that make up so much of civilized men's lives were meaningless to him. A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs. Bloodshed and violence and savagery were the natural elements of the life Conan knew; he could not, and would never, understand the little things that are so dear to civilized men and women."

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Austerim
Alerion Knight
 
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Postby Austerim » Feb 25, 2013 01:42

Don't know why people think fixing BM RR5 will magically make you able to hit them. 90%+Parry spec from the front and 90% Parry from behind still. :P
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

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poplik
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Postby poplik » Feb 25, 2013 12:13

Austerim wrote:Don't know why people think fixing BM RR5 will magically make you able to hit them. 90%+Parry spec from the front and 90% Parry from behind still. :P


Why yes it will, when current situation is 100% or pretty close to it.
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Myrmidon
 
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Postby Top » Feb 25, 2013 17:26

Ok I have to say.....anyone proposing a comp without a thuerg :gaga:
Also people making comp without speed 5 :rolleyes:

Some things worth discussing as usually came up on mordred group comp around time of NF (since in SI/early TOA you always run minstrel for SOS, healer for PR, cleric for bof, etc etc). Although...stanrdard mordred comp used mins instead of bard for many groups just because of RR and established players at that point in time, and eventually changed to caster heavy groups as more people got through TOA stuff.

3 demezz
speed 5
spec buffer
end
pbt
nearsight (more important here than NF mordred)

To reasonably get 3 demezz in a group you run some kind of combo of healer/bard/sorc.
speed 5 - covered by bard usually
spec buffer - shaman/cleric
end - bard/sham
disease - sham
pbt - thuerg or runie...no one ran a warden lol @ that suggestion
nearsight - ehhhh....hard to fit in after all the other stuff unless you run a runie

so~

healer
sham
bard
cleric
thuerg
sorc
bm
bm

Some people think 3 demezz not needed after NF since purge changed from 30m, then sub another tank for sorc.
<Telus>

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holsten-knight
Lion Knight
 
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Postby holsten-knight » Feb 25, 2013 22:49

as i explained pbt is wasted on rune as well as on thuerg, and warden is such an uber char as theurg...

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Myrmidon
 
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Postby Top » Feb 25, 2013 22:56

But what you said is not relevant to what would be important in mordred/camlann metagame. DUCY?
<Telus>

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Myrmidon
 
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Postby Top » Feb 25, 2013 23:26

I looked back at what your comp was...

holsten-knight wrote:What about:

Bard
Healer (aug)
Cleric
Warden
Theurg
BM
Zerker
Social slot for: Zerker/bm/pala/warri/hero


Ya that's pretty decent comp. Only different is warden vs shaman. Both groups will stack the thuergs, you will have a small pbt advantage, and other group will have disease and "better" buffs and interrupts. History shows which was favored ;)
<Telus>

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Caemma
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Postby Caemma » Feb 26, 2013 12:54

Yep, all groups should have disease cuz is important for kite tanks, and that why warden can heal it as a custom change here! :p
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
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