Albion 8v8 Setup

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noise
Warder
 
Posts: 8
Joined: Jul 27, 2016 12:21

Postby noise » Jul 31, 2016 20:39

In case you didnt understand it yet or i was being unclear: i was asking 2 posts before what the actual rate of regen is, just to make a comparison in the first place. but since you seemingly dont have definite numbers its just speculation unless you do know the rates in fact? But to repeat it again: Like i said before, new tireless and songs tick once per second i know that and i wrote so before, but i am epxlicitly asking again how many seconds the oldRA tireless needs until one tick occurs...

PS: saying tireless1 is useless doesnt surprise me. the basic tireless with newRas was also not strong at all, but at least noticeable. Having the chance to get this effect pushed multiple times (5x) could definitely change that, but numbers would be great for that

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barto22
Phoenix Knight
 
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Joined: Feb 06, 2011 23:07

Postby barto22 » Jul 31, 2016 21:08

Log in, move forward and sprint then watch the regen. That's the tick rate. With or without tireless it's the same. Spoiler: it's slower than 1s.


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noise
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Posts: 8
Joined: Jul 27, 2016 12:21

Postby noise » Jul 31, 2016 21:47

Just my laptop available atm and i neither have the game nor the space for it atm, thats why i am a bit demanding for that stuff - sry :<

Edit: but since you are definitely sure that tireless RA is bount to some "natural" regen and dont has its own tick intervall like the song/new_tireless, then i can assume it aint as much worth as it could be

Pompernick
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Posts: 51
Joined: May 27, 2016 01:42

Postby Pompernick » Jul 31, 2016 23:12

barto22 wrote:In fight is the same. You start with 0 regen per tick. Then with tireless 1 you gain 1 regen per tick.

The bottom line is that the interval time doesn't change no matter how much in tireless you have.

Long wind is a reduction in the amount of endu used whilst sprinting. So instead of losing 5 endu per tick you only lose 4 with lw1.

I personally don't remember the timings of each tick, but it wouldn't be difficult to figure out once you have the RR to pay for it.

@Pompernick - do you still see these split specs and tri spec cabs as viable without MOF? Seems a lot of utility with no real damage.


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Yes, of course they are still viable. Most the spells being cast are still high level. The baseline lifetaps, red roots, red debuff, yellow NS. The only spell you have to worry about resists are the level 24 diseases that's just something you have to accept. Not only do the cabs offer that NS/root/disease utility but they can cycle pets for longer encounters to keep up with power problems. Sorcs, theurgs, wizards can't do that. If you want any hope to win a 8 v 16 or 8 v 20 fight you need that.

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barto22
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Joined: Feb 06, 2011 23:07

Postby barto22 » Aug 01, 2016 00:04

I worry that with all that utility you'll be oop before you can do any sustained damage. Also lacking any endu could be a problem when trying to cycle your pot usage with the power issue any caster on 1.65 will face.

I think more hybrid setups will be a safer bet. Dampening some of the effort on to some light tanks or a block bot.


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Pompernick
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Posts: 51
Joined: May 27, 2016 01:42

Postby Pompernick » Aug 01, 2016 00:50

The best possible hybrid set up *IMO for ablion is:

cleric
cleric
minstrel
mind sorc
theurg
merc
arms
merc or paladin

While you can win a good percentage of your fights running that, you won't be a constant dominant force on a battlefield of 3 healer mid groups or hib tank groups running wardens.

Albion is by far the hardest realm to be successful in 8 man in this patch. No question. The skill cap is high but so are the rewards if you learn to play a pure caster group.

As far as endo is concerned in the group set up I mentioned, it's not. No one in that group is relying on endo for anything but sprinting. ENDO > power pot. As long as you understand that the group is okay. LW 2-3 will solve your issues.


Cab damage is no joke.

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Celteen
Alerion Knight
 
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Joined: Dec 20, 2010 16:52

Postby Celteen » Aug 01, 2016 11:13

Theurg was awesome on Uth 1.0 due to the long duration of the fights.
Uth 2.0 gonna be fast paced fights and decided before even one pet hits the target :P
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oLd-Sneakers
Gryphon Knight
 
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Joined: Jun 23, 2009 00:00

Postby oLd-Sneakers » Aug 01, 2016 17:24

Celteen wrote:Theurg was awesome on Uth 1.0 due to the long duration of the fights.
Uth 2.0 gonna be fast paced fights and decided before even one pet hits the target :P



H H H
Sham
rm
svg
svg
svg

:(

5x root classes
3x pr to instant summon 3x savages
1x healer basically dedicated to keep those tard savages alive

Not gonna be fun to fight to he honest.

/edit

Hib tank groups will be nasty for albs to fight as well

D D B
Eld
Hero
BM
BM
BM

Really full albion caster group is the only "win by your own merit" way you can go.

C C
Sorc mind
Sorc body
Caba
theug
Paladin/armsman
Minstrel

Run LW2 on everyone, regen 3 endo if u wanna run armsman.

180 on inc and wait for enemy tanks to engage someone and drop out of speed, stop root enemy support, kite.. explode enemy tanks pushing out of synch from their own grp.

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Ramocheese
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Joined: Mar 22, 2013 22:42

Postby Ramocheese » Aug 01, 2016 18:07

If you wait for enemy tanks to engage someone before turning on your casters, whoever they engage is already dead- short of your group blowing their load load on inc (bof, sos, etc). You need to find a way to drop speed on tanks before they catch their first target. Unfortunately debuffs don't drop speed instantly, and neither does amnesia. One palading/arms isn't going to instantly peel 3 mid tanks running in on speed6.

There are ways to do it, but you're going to have to think outside the box on this one.
-Ramo

Pompernick
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Posts: 51
Joined: May 27, 2016 01:42

Postby Pompernick » Aug 01, 2016 23:37

oLd-Sneakers wrote:
Celteen wrote:Theurg was awesome on Uth 1.0 due to the long duration of the fights.
Uth 2.0 gonna be fast paced fights and decided before even one pet hits the target :P



H H H
Sham
rm
svg
svg
svg

:(

5x root classes
3x pr to instant summon 3x savages
1x healer basically dedicated to keep those tard savages alive

Not gonna be fun to fight to he honest.

/edit

Hib tank groups will be nasty for albs to fight as well

D D B
Eld
Hero
BM
BM
BM

Really full albion caster group is the only "win by your own merit" way you can go.

C C
Sorc mind
Sorc body
Caba
theug
Paladin/armsman
Minstrel

Run LW2 on everyone, regen 3 endo if u wanna run armsman.

180 on inc and wait for enemy tanks to engage someone and drop out of speed, stop root enemy support, kite.. explode enemy tanks pushing out of synch from their own grp.



I completely agree, Albs must run caster group. The mid and hib set ups you posted are what will be common and the most powerful. Except mids will run a skald most likely.

As far as when to turn with your alb casters the answer is simultaneously. If the group waits for the mind sorc to engage before they do they are setting that sorc up for failure.

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Toxiz
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Posts: 30
Joined: Sep 29, 2009 00:00

Postby Toxiz » Aug 07, 2016 09:06

Best Alb setup could be:

BASE:
Cleric
Cleric
Mind Sorc
Arms

Suggestion 1:
Body Sorc
Cabby
Merc
Minst

U get 3 demess, 4 Pets, 3 Debuff assist train, 3 roots, speed 5, SOS


Suggestion 2:
Body Sorc
Cabby
Merc
Merc

U get 2 demess, 3 pets, 3 debuffs assist train, 3 roots, Merc train

Suggestion 3:
Cabby
Merc
Merc
Minst

U get 2 demess, 3 pets, 2 nukes debuff assist train, merc train, Speed 5, SOS

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zenobya
Myrmidon
 
Posts: 146
Joined: Aug 10, 2009 00:00

Postby zenobya » Sep 06, 2016 14:36

i sugest
cleric
friar
mincer*2
merc*2
arsmen
cleric/pala

this group lacks cc but WHO cares with 2*sos and survivablity of all chain users
and can dvide into 2-3 assit trains on enemy setup(if caster 3 if tank 2)

a merc+friar can take a caster in 3-5 sec
a merc+mincer do same
a merc+friar+arsmen can kill a tank in 5-7 sec
a merc+mincer+pala do same
plus this group has all resists 3 tansk that have det
all got spec af which drops melee damge reduciton by another %6-9 depeneds on second cleric or pala

ShepDex
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Posts: 37
Joined: Apr 26, 2016 04:33

Postby ShepDex » Sep 06, 2016 16:31

I may be misinterpreting SOS but it feels different at this patch level. Does it not prevent all forms of casting when used? If so, I would think you wouldn't use it on inc like live, but use it as an escape. If we are inc on a group of mids and mids throw out a solid mez and we hit SOS, yes we can still run at them and not be mez/rooted, but none of my casters (ie sorc) can return a mez or cast just about anything. Am I missing something or am I accurate in this?

If so, it seems SOS is not as powerful. When would it be used? Escapes only? I see my sorcs being ****** if its popped and it prevents them from casting? Does popping SOS do that or is the mids mez that prevents our casting? Sorry so noob, just seems totally diff mechanics now.

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Connavar
Myrmidon
 
Posts: 66
Joined: May 22, 2011 10:03

Postby Connavar » Sep 06, 2016 17:19

You are still mezzed but able to move around. It's being mezzed that stops you casting not SOS
Monza Murcatto - Armswoman <Realm Joint>

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