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Pantsless
- Guardian
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- Posts: 2
- Joined: Jan 24, 2017 05:33
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by Pantsless » Jan 24, 2017 05:36
Back in my day it was :
Cleric Cleric Minstrel Sorc Theurg Paladin Mercenary Armsmen
Melee assist train, Theurg pets to interupt casters.Sorc CC. Clerics obvious roles. Minstrel to be a pain but that SoS is nice.
My pally seemed to be a mixed bag. Assist melee (that shield stun), cycle chant stack, then stun attackers on my casters/healers / guard.
I miss my RR10L7 paladin : (
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Caldrian
- Gryphon Knight
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- Posts: 248
- Joined: Nov 24, 2009 01:00
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by Caldrian » Jan 24, 2017 10:58
harkor wrote:I heard endo pots were 2 min duration here? If thats the case every group will have to run a pally.
you wont be running speed 6 on potions, but 2 minutes is fine for infight endu and if its a longer engagement you pop 2 or 3
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onizukasensei
- Myrmidon
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- Posts: 81
- Joined: Sep 18, 2009 00:00
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by onizukasensei » Jan 24, 2017 14:37
Caldrian wrote:harkor wrote:I heard endo pots were 2 min duration here? If thats the case every group will have to run a pally.
you wont be running speed 6 on potions, but 2 minutes is fine for infight endu and if its a longer engagement you pop 2 or 3
Best Draught endu pot is on a value of 4. Which obviously it's a lack luster if you want to fully operate in RvR scenario. You'll need to follow kiters with sprint and occasionally use styles (not taking Slams etc into mind, since its an Endo killer). You'll pop then an endo replenish pot and after that you'll be most likely done for another minute with limited endurance. Interesting way to challenge the red endurance regain of enemy group's kiters and tanks with pots. LEL...
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student
- Warder
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- Posts: 23
- Joined: Jan 11, 2017 18:24
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by student » Jan 24, 2017 16:12
Pantsless wrote:Back in my day it was :
Cleric Cleric Minstrel Sorc Theurg Paladin Mercenary Armsmen
Melee assist train, Theurg pets to interupt casters.Sorc CC. Clerics obvious roles. Minstrel to be a pain but that SoS is nice.
This seems solid IMO. Two clerics for plenty of heal + CC and adding sorc/minst CC gives you a great amount of control, theurg to be annoying, pally/arms/merc is a good mix of dps and utility. I like it a lot. People are getting REALLY annoying with their anti-paladin talk (or any class). Maybe its not THE BEST class but please stop going into starter guilds telling newby paladins theyre worthless  If you stayed alive through a fight and gave ur melee dps endo to combo you certainly aren't useless. not to mention vast majority of us haven't touched RvR on this server yet
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Pantsless
- Guardian
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- Posts: 2
- Joined: Jan 24, 2017 05:33
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by Pantsless » Jan 25, 2017 00:37
student wrote:This seems solid IMO. Two clerics for plenty of heal + CC and adding sorc/minst CC gives you a great amount of control, theurg to be annoying, pally/arms/merc is a good mix of dps and utility. I like it a lot. People are getting REALLY annoying with their anti-paladin talk (or any class). Maybe its not THE BEST class but please stop going into starter guilds telling newby paladins theyre worthless  If you stayed alive through a fight and gave ur melee dps endo to combo you certainly aren't useless. not to mention vast majority of us haven't touched RvR on this server yet
Yeah i remember only getting into an 8 man grp initially (back in official release days) for the pally 90% heal ... i was only there to support casters lol. As the game evolved our main 8 man was the composition of what i mentioned above. I miss buffbots though, i went wondering on my pally in emain. Got jumped by 3 nightshades. Killed off 2 and third one killed me with his nuke. Their thrusts was doing so little damage thats what it came down to lol.
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Zurffette
- Gryphon Knight
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- Posts: 298
- Joined: May 22, 2016 02:11
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by Zurffette » Jan 25, 2017 03:25
onizukasensei wrote:Caldrian wrote:harkor wrote:I heard endo pots were 2 min duration here? If thats the case every group will have to run a pally.
you wont be running speed 6 on potions, but 2 minutes is fine for infight endu and if its a longer engagement you pop 2 or 3
Best Draught endu pot is on a value of 4. Which obviously it's a lack luster if you want to fully operate in RvR scenario. You'll need to follow kiters with sprint and occasionally use styles (not taking Slams etc into mind, since its an Endo killer). You'll pop then an endo replenish pot and after that you'll be most likely done for another minute with limited endurance. Interesting way to challenge the red endurance regain of enemy group's kiters and tanks with pots. LEL...
1st - Why not take into account SLAM? It actually STOPS the person you are chasing, from kiting. THUS you yourself stop sprinting (and gain more endo/tick since you're not sprinting). Also, if you are a merc with PF, or simply an arms with anytime snare, you dont need to chase your target too much. One hit, they are snared, you kill sprint (since you're ontop of them anyway). 2nd - LW2 + Endo3 = perma sprint LW2 + Endo 4 = permasprint + endo regen for styles. All this means, is we push 2 more buttons. One endo regen potion at start of fight (2min duration), and an endo heal at around 1minute(1min cooldown-if we are endo starved). It doesnt matter if the enemy has red endo buff and you get a yellow potion +lw2 (or even blue endo, if you're a caster, lw2 + endo3 = permasprint, dont forget that) . You both gain almost equal endo anyway. YES red is better, but it doesnt matter since you can pop endo heal pots every 1 minute. So, it all boils down to 2 things. Knowing when to pop potions (so as not to screw your cooldown). Knowing when to stop sprinting (after a snare,slam) so you regen more from the potions. Only real issue will be that after 10 or so fights, you will have to restock on endo potions. that's all.
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Danny89
- Myrmidon
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- Posts: 82
- Joined: Jan 22, 2017 23:20
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by Danny89 » Jan 25, 2017 11:01
Im pretty sure the most common and successful set ups will be:
cleric (42 enh / 35 healing) cleric (40 enh / 36 healing) sorc (46 mind, 28 body) theurg (40 earth, 32 ice) caba (34 body, 25 matter, 33 spirit) ---------------------------------------------- + 3 "melees".
These can be:
1x Paladin, 1x Merc, 1x Arms 1x Paladin, 2x Merc 1x Paladin, 2x Arms 1x Paladin, 1x Merc, 1x Minstrl 1x Paladin, 1x Arms, 1x Minstrl 3x Merc 3x Arms any combination of 1 Minstrl + x Arms or Mercs any combination of Arms and Mercs
It completly depends on playstyle.
Dont forget your most common enemies will be full midgard det offtank grps with maximum 1 runemaster (bubble, nearsight). So you need peel for casters. Paladins with 44 thrust are nice peelers and are just "done" by roots. Still, even if you do not run with a Paladin, Mercs and Arms have to peel for the mages anyways (Slam, WEAPONSNARES(!)). They cant kill things themself (2 healers, 1 shaman, 1 runemaster -> CC/bubble/disease!) anyways.
No matter which comp you are running (even with Paladin or without), youll need endurance potions.
1.65: If you want to run straight-in Tankgrps: Roll Midgard If you want to run hybrid grps: Roll Albion If you want to run hardmode and no advantage: Run Hibernia (most likely a weaker-than-midgard tank grp, ment and ench suck on this patch hard, so no caster grps in hib)
Info: Shaman endurance should be 1000 locs regeneration as well. Bard is the only one with more than 1000 locs radius for endurace, but has to play it and provides not much more in-fight for a hib set up as well. If he gets mezzed, hes done. No Mezz dump or anything.
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onizukasensei
- Myrmidon
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- Posts: 81
- Joined: Sep 18, 2009 00:00
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by onizukasensei » Jan 25, 2017 12:56
Zurffette wrote:1st - Why not take into account SLAM? It actually STOPS the person you are chasing, from kiting. THUS you yourself stop sprinting (and gain more endo/tick since you're not sprinting). Also, if you are a merc with PF, or simply an arms with anytime snare, you dont need to chase your target too much. One hit, they are snared, you kill sprint (since you're ontop of them anyway).
2nd - LW2 + Endo3 = perma sprint LW2 + Endo 4 = permasprint + endo regen for styles.
All this means, is we push 2 more buttons. One endo regen potion at start of fight (2min duration), and an endo heal at around 1minute(1min cooldown-if we are endo starved).
It doesnt matter if the enemy has red endo buff and you get a yellow potion +lw2 (or even blue endo, if you're a caster, lw2 + endo3 = permasprint, dont forget that) . You both gain almost equal endo anyway. YES red is better, but it doesnt matter since you can pop endo heal pots every 1 minute.
So, it all boils down to 2 things. Knowing when to pop potions (so as not to screw your cooldown). Knowing when to stop sprinting (after a snare,slam) so you regen more from the potions.
Only real issue will be that after 10 or so fights, you will have to restock on endo potions. that's all.
Nice paper DAoC you have there m8. Have you actually tried all these before or you are just theorycrafting? Because in the meantime of (SLAM, YEAH BABE), you'll have to face: 1. CC on you 2. Various snares, hinders, stuns 3. Actually reach the enemy that's kiting you 4. There are also enemy players competing in this game as well When you'll actually consider all these then your paper daoc theorycrafting works only on...Paper. Nevertheless, I truly wish good luck on your setup because dead Albs = More RPs to the enemy realms. My2cents...
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Renork
- Warder
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- Posts: 43
- Joined: Feb 03, 2014 17:19
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by Renork » Jan 25, 2017 15:14
Danny89 wrote:Im pretty sure the most common and successful set ups will be:
cleric (42 enh / 35 healing) cleric (40 enh / 36 healing) sorc (46 mind, 28 body) theurg (40 earth, 32 ice) caba (34 body, 25 matter, 33 spirit) ---------------------------------------------- + 3 "melees".
These can be:
1x Paladin, 1x Merc, 1x Arms 1x Paladin, 2x Merc 1x Paladin, 2x Arms 1x Paladin, 1x Merc, 1x Minstrl 1x Paladin, 1x Arms, 1x Minstrl 3x Merc 3x Arms any combination of 1 Minstrl + x Arms or Mercs any combination of Arms and Mercs
It completly depends on playstyle.
Dont forget your most common enemies will be full midgard det offtank grps with maximum 1 runemaster (bubble, nearsight). So you need peel for casters. Paladins with 44 thrust are nice peelers and are just "done" by roots. Still, even if you do not run with a Paladin, Mercs and Arms have to peel for the mages anyways (Slam, WEAPONSNARES(!)). They cant kill things themself (2 healers, 1 shaman, 1 runemaster -> CC/bubble/disease!) anyways.
No matter which comp you are running (even with Paladin or without), youll need endurance potions.
1.65: If you want to run straight-in Tankgrps: Roll Midgard If you want to run hybrid grps: Roll Albion If you want to run hardmode and no advantage: Run Hibernia (most likely a weaker-than-midgard tank grp, ment and ench suck on this patch hard, so no caster grps in hib)
Info: Shaman endurance should be 1000 locs regeneration as well. Bard is the only one with more than 1000 locs radius for endurace, but has to play it and provides not much more in-fight for a hib set up as well. If he gets mezzed, hes done. No Mezz dump or anything.
Paper Daoc doesn't work.
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Danny89
- Myrmidon
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- Posts: 82
- Joined: Jan 22, 2017 23:20
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by Danny89 » Jan 25, 2017 16:07
Renork wrote:Danny89 wrote:Im pretty sure the most common and successful set ups will be:
cleric (42 enh / 35 healing) cleric (40 enh / 36 healing) sorc (46 mind, 28 body) theurg (40 earth, 32 ice) caba (34 body, 25 matter, 33 spirit) ---------------------------------------------- + 3 "melees".
These can be:
1x Paladin, 1x Merc, 1x Arms 1x Paladin, 2x Merc 1x Paladin, 2x Arms 1x Paladin, 1x Merc, 1x Minstrl 1x Paladin, 1x Arms, 1x Minstrl 3x Merc 3x Arms any combination of 1 Minstrl + x Arms or Mercs any combination of Arms and Mercs
It completly depends on playstyle.
Dont forget your most common enemies will be full midgard det offtank grps with maximum 1 runemaster (bubble, nearsight). So you need peel for casters. Paladins with 44 thrust are nice peelers and are just "done" by roots. Still, even if you do not run with a Paladin, Mercs and Arms have to peel for the mages anyways (Slam, WEAPONSNARES(!)). They cant kill things themself (2 healers, 1 shaman, 1 runemaster -> CC/bubble/disease!) anyways.
No matter which comp you are running (even with Paladin or without), youll need endurance potions.
1.65: If you want to run straight-in Tankgrps: Roll Midgard If you want to run hybrid grps: Roll Albion If you want to run hardmode and no advantage: Run Hibernia (most likely a weaker-than-midgard tank grp, ment and ench suck on this patch hard, so no caster grps in hib)
Info: Shaman endurance should be 1000 locs regeneration as well. Bard is the only one with more than 1000 locs radius for endurace, but has to play it and provides not much more in-fight for a hib set up as well. If he gets mezzed, hes done. No Mezz dump or anything.
Paper Daoc doesn't work.
What else does work? PvP in Videogames: "Paper" is the best possible way. "Paper" is influenced by individual player´s skill. "Paper" in team pvp is additional influenced by player´s teamskills. So, where do you start your theory for "how to play efficiently and/or effectivly""?
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pweet
- Lion Knight
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- Posts: 4243
- Joined: Dec 22, 2010 14:07
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by pweet » Jan 25, 2017 16:30
Merc Merc Arms Minst Sorc Theu Cleric Cleric
or for more SoS abuse
Merc Merc Arms Minst Minst Sorc Cleric Cleric
or for even more SoS abuse
Merc Merc Arms Minst Minst Minst Cleric Cleric
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wla
- Gryphon Knight
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- Posts: 435
- Joined: Aug 13, 2006 00:00
- Location: Bonn/Cologne, Germany
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by wla » Jan 25, 2017 16:39
pweet wrote:Merc or for even more SoS abuse
Merc Merc Arms Minst Minst Minst Cleric Cleric
pretty much unkillable alb grp, if you ask me however, you wont kill much with this grp either change 1 merc for 1 sorc and u can annoy the enemy even more
Don't argue with idiots - they'll drag you down to their level and beat you with experience.
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Danny89
- Myrmidon
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- Posts: 82
- Joined: Jan 22, 2017 23:20
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by Danny89 » Jan 25, 2017 21:21
pweet wrote:Merc Merc Arms Minst Sorc Theu Cleric Cleric
or for more SoS abuse
Merc Merc Arms Minst Minst Sorc Cleric Cleric
or for even more SoS abuse
Merc Merc Arms Minst Minst Minst Cleric Cleric
The needed skilllevel of these are quite high /yawn dont think that they will do work against an average midgard tank set up
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dipndots
- Warder
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- Posts: 24
- Joined: Jan 25, 2017 17:26
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by dipndots » Jan 25, 2017 23:11
sorc (mind) sorc (body) cab (tri-spec) theurg (earth/ice) cleric cleric mins pally
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pweet
- Lion Knight
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- Posts: 4243
- Joined: Dec 22, 2010 14:07
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by pweet » Jan 25, 2017 23:33
Danny89 wrote:dont think that they will do work against an average midgard tank set up
Arms is the counter to all average mid tank grps.
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