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Jun 22 2012 10:49 AM #1
Anti-freep strategy/creepside group counter
There was an old beer commercial which many of you will remember where a bunch of celebrities would debate the merits of Lite Beer going back and forth between “Tastes Great” and “Less Filling.” The forums have been having their own such debate, with less comedy and more vitriol, between “Freeps are OP” and “Creeps lack skills.”
So how about a more productive thread with two goals:
1)An understanding of what Garny, Dolmir, Cel, et al. are doing specifically to see if any counter strategy exists, and
2)To see if there is any comparable small group make-up of creeps that would have similar synergies available.
First, I'm going to making some assumptions about equipment and skills. There is a good chance I'm wrong. If I am, please correct me. I'm okay with that.
Let's see what creepside is up against.
1)Garny, as LM, is keeping up 90 seconds of stun immunity on his small group, applied individually with a short cooldown. While this is up, individuals are immune to dazes, knockdowns, and stuns.
2)Garny, as LM, has access to some fine CC, AoE, and DoT options.
3)Garny can significantly debuff melee, ranged, and tactical damage dealers.
4)Cel, if healing, can put up Our Fates Entwined, granting the fellowship -10% damage reduction (my understanding is that this stacks with audacity, correct me if I'm wrong), and the tooltip reads “damage will not interrupt your inductions” so I'm not sure if Cel is immune to interrupts, setbacks, or both. I think it sounds like both, though.
5)Dolmir, if using shield-brother and applying it to the fellowship as a whole, could give Cel another -15% incoming damage and +20% incoming healing, while giving the rest of the group 5% (or so) of each. This can be up much of the time, but not all of the time. Thus, with audacity 7, Cel has a base 55% reduction of incoming damage, and the rest of the group has a base 45% reduction of incoming damage BEFORE their own armor/mitigations are considered. Again, my understanding is that this stacks with audacity, correct me if I'm wrong.
6)Dolmir, with a particular 3-set of moors gear I'm going to assume he has, can pump out a rallying cry that returns morale & power to the whole group once every six seconds, provided a defeat response occurs.
7)If anyone outside Dolmir is in danger of going down, they can be bubbled for -75% incoming damage for 15 seconds.
8)Cel can, once every five minutes, put a group wide bubble of approximately 5k temporary morale (so it stacks on top for those already at full health – no overhealing) and provides a heal over time on the group. There is no induction for this skill. It fires off immediately.
9)This group often travels with at least one minstrel, who while usually in war-speech, can immediately drop war-speech to provide healing boosts if needed. These boosts include Fellowship's Heart, a legendary thirty second heal over time.
So, in a perfect world, what's the optimum strategy?
Well, creepside is up against a lot. These folks are running around with a base damage reduction of between a 50% to almost 100% greater than what creepside has at audacity 7. So they take far less damage than is possible creepside. At the same time, creepside DPS can be debuffed significantly by Garny, so BAs can have their damage cut in half, and reavers and wargs by a third. Crowd-control is largely mitigated through stun-immunity.
I've read it suggested that Garny needs to be taken down first, to get rid of the stun immunity. However, Dolmir, Cel, and any minstrels all have the capability to provide a quick in-combat rez, and if the stun immunity lasts for 90 seconds, it will be possible to take Garny down and have him rezzed up at full health before his buffs & debuffs lapse.
Or, taking Cel down as the primary healer. However, she will likely have full HoTs running on herself, she can have up to a base 55% damage reduction before including her mitigations (another, what, 30-40% there?), and once she is in real danger, she can be bubbled for 15 seconds.
What about Dolmir? Everytime this group gets a kill, he is probably getting a reactive morale & power restore for the whole group out. Still, he is a heavy armor wearer who can't be stunned, knocked down, or dazed, and is getting the full benefit of heals. As long as his group is getting kills, he is still providing reactive healing on the move.
What about splitting attacks? Probably the best solution. Focus firing on a single target has been shown not to be effective.
How about wargs in flayer stance on Garny and minstrels (in trouble those minstrels will drop war-speech to heal) to prevent inductions from going off?
Meanwhile, Bas and spiders split on Dolmir and Cel who are both very effective on the move. Ranged DPS negates their mobility.
Reavers can be sent in to keep champs and guards occupied.
So how many creeps does it take to beat this then? Well, at minimum, a flayer warg each for Garny and minstrels. Two each would be better. After all Jaiyne v. a warg? I'd put my money on Jaiyne, and if she's also getting reactive heals and additional damage reduction? Jaiyne every time. So that's four to six wargs in flayer.
At least three BAs/spiders each for Dolmir and Cel. That's gotta be an absolute minimum to keep up enough DPS to outdo the healing.
Enough reavers and warleaders to keep the champs like Treelios occupied so they don't just butcher the wargs on Garny and the minstrels.
Enough defilers to prevent creeps from going down since every death just provides healing for the group.
So I guess you need close to a well-mixed, well-organized raid.
Well, that's my shot at question #1.
For question #2, I remember a video not too long ago of five creeps (2 warleaders, 2 spiders, and a defiler) doing a fantastic job outside GV against what looked like about a dozen or so non-grouped freeps. Maybe that's a start at answering question #2, but most of the synergies there seem to come from multiple healers, two bubbles, and spider's ranged DPS and crowd-control. Nothing quite as impressive as the list above.
Anyway, I'd appreciate any thoughtful reply you might care to share.
Thanks for reading.Last edited by Hamlet_the_Dane; Jun 22 2012 at 10:58 AM.

Creeps: Ughlag Hamsterfail, Warleader; Greatdanish Andcoffee, Stalker
Freep: Trippin Lightfoot, Minstrel
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Jun 22 2012 11:27 AM #2
I want to give HUGE props to Garny, Dolmir and the rest of the "Garnival".
When you perplex and frustrate the other side to the point where they refuse to fight you (teehee) and start threads on how to beat you (teehee) you are well within your rights to refer to yourselves as "epic"....

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Jun 22 2012 11:31 AM #3
As much as I enjoy watching the forum pvp, I hope this thread doesn't descend into it. +rep for the start to what will hopefully be a good discussion.
Just off hand, I would say focus on LM and Captain and bring flies. If you can manage to keep silence on Dolmir, that takes away Rallying Cry, which is a fair amount of power and morale restore. He still has Inspire, but the flies will be more effective.
The synergies in the group in question are very strong and the players are very good, and, honestly, any strategy that beats them is probably only going to do so by a razor thin margin. Good luck on the strategizing.
Accomplice, Rank 5 RK target
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Jun 22 2012 11:36 AM #4
Nice post. As you break it down, anybody who did not previously understand what groups fighting a Garney group were up against this begins to explain it. Some other points off the top of my head:
-The raven pet adds some decent shadow mit for the whole group, the amount of healing this pet receives if you try to focus it will clue you in to the fact that this is another part of the puzzle they rely on.
-All melee classes fighting this group will be constantly slowed due the the entire group fighting around the oil on the ground and is generally also always on fire as well.
-The make-up of these groups can vary somewhat, at different times they have either had or not had a minstrel and or a guard. Adding either of these classes adds even more layers to the puzzle.
The main mechanic of this group that makes it so difficult to face is the stacking of percentage based damage reductions and a cycling of cooldowns that make any member of the group nearly invulnerable for a period of time.
Certain members of this group like to post about how their opponents are making key mistakes and that those mistakes are in fact what causes them to fail. While this claim may be partially true it is certainly also partially a troll. Some of their favorites include:
-All the wargs just kep running through the oil/fire. While true, the troll is that the whole group fights on top of or around the oil and if ever attacked by a warg they run through it which means either you hit them once and then back off or you run through it with them.
-The group didn't focus fire so and so enough if only you had kept hitting so and so you would have certainly done better. Another half-truth, one of the main keys to this group is that they respond to a focus fire on a certain member and then that member becomes nearly invulnerable if he even takes any damage at all.
-If only there were more reavers. Lol what reavers?
All that aside. Although I prefer to just let this group rot when they are on the map. I do think the key to victory is a mix of splitting attacks and coordinated target switching in order to get them to blow their cooldowns to protect a member and then to switch to another member. Also I think often times they are only really strong for a few minutes and then they need to wait for cooldowns to come back to be at full strength.
Straste Rank 7 Burglar - Foyfe Rank 8 Rune-Keeper
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Jun 22 2012 11:37 AM #5
I'm curious as to how many creeps are typically attacking this group, and where the fights typically take place.

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Jun 22 2012 11:42 AM #6
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Jun 22 2012 11:48 AM #7
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Jun 22 2012 11:53 AM #8
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Jun 22 2012 11:57 AM #9
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Jun 22 2012 12:12 PM #10
Don't you think that when he started the Adventures with Garny thread, this was not the whole purpose? He sure wanted the attention (i'll just say he since he was the one that posted it), and after making videos to where they win and almost never die, it was inevitable for this to happen.
BTW plenty of "skilled RKs and Minstrels" out there that are coming to the moors from PvE land. They are barely rank 2 or 3, have barely any experience in the moors, and are as hard to kill; the only difference is that they don't run with a LM that has Stun Immunity on them the whole time, and that they don't post videos about "their Adventures"Last edited by Forza; Jun 22 2012 at 12:21 PM.
Nandir - Caradhraz - Alundil - and others
Burzumgoth - Nardur - Zhugash - and others
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Jun 22 2012 12:25 PM #11
Fair enough, I'm totally convinced by what objective veteran creeps report that there is something "out of whack". I personally think Audacity has a lot to do with it, but I'm sure there is more to the story.
However, the Garnival is the group getting the attention to the point that someone started this thread to strategize on how to beat them...so apparently they ARE the 800 pound elephant in the room...
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Jun 22 2012 12:28 PM #12
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Jun 22 2012 12:30 PM #13
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Jun 22 2012 12:38 PM #14
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Jun 22 2012 12:39 PM #15
Certainly audacity has a whole lot to do with it. Combine it with skills that were designed and balanced for PvE with little or no thought to impact on PvMP and a group of intelligent players that are able to put these most imbalanced skills together and you get a group that is very difficult to beat. It is a bit analogous to a tank vs a group of infantrymen, sure of course there is a way for them to win but obviously the odds are against them.

Straste Rank 7 Burglar - Foyfe Rank 8 Rune-Keeper
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Jun 22 2012 12:48 PM #16Nandir - Caradhraz - Alundil - and others
Burzumgoth - Nardur - Zhugash - and others
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Jun 22 2012 01:02 PM #17
To the OP,
Here is a summary of what Garny used on one of his videos during a fight were they a raid, taken from an old post I made.
- Stun-Immunity on Him and RK at all times
- DPS:
burning embers (13 times)
sticky-gourd (5 times)
Light of the rising dawn (5times)
staff strike (4 times)
march of ents (1 time)
lighting strike (1 time)
- Tar (only at the beginning, then he didn't reapply, but it help them early on in the fight so that's why I'm including it).
- Debuffs and cures: SoP Command (5 times), Ancient Craft (2times), cure-wound (2 times)
- Mezz (5 times) which help them interrupt and finish off targets.
What I'm trying to tell you here is they are not doing the perfect cycle of skills you think they are; this is not Rocket Science. As an example, he didn't need to keep Stun immunity on all his group to be successful, mostly just on the RK and a couple of random stun-clear on two others through the rest of the fight.Last edited by Forza; Jun 22 2012 at 01:06 PM.
Nandir - Caradhraz - Alundil - and others
Burzumgoth - Nardur - Zhugash - and others
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Jun 22 2012 02:05 PM #18
How dare you sir!? To suggest that garney is not the definition of LM perfection is blasphemy. Every single win that group has had is based purely on skill and perfect execution. Not Rocket Science?! I heard that MENSA saw their youtube vids and is desperately trying to recruit them to lead a think-tank on war game strategy.

Straste Rank 7 Burglar - Foyfe Rank 8 Rune-Keeper
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Jun 22 2012 02:30 PM #19
Of course not. If it was just a finely tuned rotation then all you would need to do is throw a wrench in the cogs and the whole thing would fall to pieces. The problem is that they have a dozen different layers of redundancies and a significant margin for error.
Flayer wargs would be a large part of the solution IMO. Getting good heals, burning staggered sprints, and perhaps even getting slow immunity from a WL might keep them on top of the casters for the duration of the fight. On top of that, the AoE disarms should have a decent effect on their entire group. Especially if they burn their pots beforehand.
I'd still argue that something is terribly broken if the group can't be taken down by even numbers though. Requiring multiple creeps to disrupt each member of the group simultaneously is just unacceptably horrible design."I've brushed with death so often, I should start giving him high-fives when I pass..."

"Take that lorebreaker! Behold the wrath of Tolkien!" ~Harumph
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Jun 22 2012 02:56 PM #20
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Jun 22 2012 03:32 PM #21
I enjoy talking mechanics too - specifically oilcooled inline fours. Strateegies? Is they like squeaky toys?
Regardless, 2 Flayer wargs, 2 shadow wargs, one unstanced, couple of WL's, reavers, Ploks group and 2 spiders ought to do it.
My intense theorizing on the matter leads me to the conclusion, if my calculations are correct, that the combined button mashing of a group of that exact mixup - given that beer is not wine, and no armadillo has ever eaten old elf socks, can be mathematically proven to lead us to victory.
We may need more armadillos though.
Love & Hugs
Fluffy Hithy
If I had a penny for every child I ran over - I could maybe afford car insurance
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Jun 22 2012 03:34 PM #22
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Jun 22 2012 03:47 PM #23
One important strat has to be putting as much -incoming healing on a target as possible. Since I'm still relatively new to creepside, what classes can do that? and, more importantly, do they stack? Can you get a freep to -100% incoming healing? I'm pretty sure wargs, reavers, and defilers can all reduce incoming damage, although blight is easy to avoid. Putting blight on tar was a good idea someone had in another thread which those on creepside not doing should shamelessly steal. At least it'll keep freeps from wanting to keep running in and out of their tar as much.
Even with that, there needs to be a way to buff DPS. As it is, the group can run with 45-55% damage reduction before mitigations.
Let's start with a worse-case scenario for the creeps.
Check my math on this:
BA has an attack that does 1,000 damage (for easy math).
BA gets wind-lore applied to him. I believe it's potable, but creepside has no equivalent to an LM's group-wide wound/disease clear, so if the pot is down, or it removes a different effect, wind-lore stays. That subtracts 50-60% of the damage (depending on whether wind-lore was traited). Let's imagine it's not traited, so the BA's attack is worth 500 points now.
BA attacks Cel with 7 audacity, Our Fates Entwined, and Shield-Brother up. 55% of the damage is removed. 55% of 500 = 275 damage taken off. 225 points of damage left.
Cel mitigates 30% of the 225 points of damage through her normal mitigations. 67.5 points of damage is deducted.
Of the original 1,000 point attack, 158 or so gets through. That's less than a tick of one of the HoTs running, I'd guess.
Now, that is the near worst case scenario (traited wind-lore would be worse). Take away wind-lore and Cel would take 315 points of damage from the 1,000 point attack. I'm guessing that's right at a tick of a running HoT.
So creepside needs to simultaneously reduce incoming healing will maximizing DPS. Warg pee reduces mitigations, if someone will stand in it. What else?
I've heard some folks say they can beat Garny's group with 8 or so creeps. I'd love to know how. Meanwhile, I'd like to run through the fight in theory and see how it works.
Right now, one of the main creepside tactics is to avoid the fight. I have yet to have anyone convince me this is not a rational response, but I'm looking for ideas to show me otherwise.
Thanks for the responses thus far.
Creeps: Ughlag Hamsterfail, Warleader; Greatdanish Andcoffee, Stalker
Freep: Trippin Lightfoot, Minstrel
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Jun 22 2012 04:05 PM #24
Because the mitigations are so high, I don't think focusing on -inc healing would be the most effective strategy. Instead, I would look at power drain. No power, no skills.
Even in the open field, traited flies are nasty. If you can lock down a freep group's batteries (LMs and Cappies), all you have to do then is survive until they run out of power.
Accomplice, Rank 5 RK target
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Jun 22 2012 04:45 PM #25
Traited flies are a rank 14 skill. The only ones on this server who have them bought them from the store. No doubt they're powerful, but I'd hate to think creep strategy must depend on multiples uses of a skill that would not be available without the store.
Besides, as long as they're killing stuff, they're getting regular bursts of power from the captain, and the flies themselves can be countered with CC such as fear.
Flies alone can't be the answer.
Creeps: Ughlag Hamsterfail, Warleader; Greatdanish Andcoffee, Stalker
Freep: Trippin Lightfoot, Minstrel
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Jun 22 2012 05:27 PM #26
Arctic was on the right track. Chaining disarms is going to be one of the most effective strategies creeps can employ. Granted, it's easily cured if the LM is traited for it and isn't being chewed on, but it provides enough inconvenience for the freep group to disturb their normal approach. Silences too, although they are more easily dealt with, do not underestimate that split second where a freep goes to use a skill, realises they can't, and has to counter the cause somehow. Disarms and silences do not suffer from DR (I believe). Use them wisely (don't just spam them, co-ordinate), evaluate each encounter, discuss things, develop.
My 2c.
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Jun 22 2012 05:38 PM #27
I think a key to defeating this group may lie more in learning who and when to use interupt skills on.
And when I say interupt skill I do NOT mean a stun, daze, mezz, or knockdown. I mean a skill like the RK's Final Words. It does nothing else but interupt the targets current action/induction.
Now, I too am new to creepside and dont know which classes if any have such a skill.
And I think creeps will have to learn which icons represent which skills on targets.
As much as I hate to say this being a healing RK myself.........Entwine Fates is very easy to get off a RK. You just have to know what icon to look for and time when to use your interupt. And interupt skills will work even with SI up.
Now, Cel has an advantage that I usualy dont. She has a small group that are all paying very close attention to each other. Im sure they all have voice as well. So, with a quick call out she has a cappy and a mini that can keep her up till Entwine is off CD and its a short CD. And in a real O &&&& moment Garney can even throw her a heal.
Now I can only say what I know will work against the RK being an RK myself. Im sure others here can share what key skills other classes have that need to be shut down.
This group will require a group that works just as well together as they do. And it will take some experimenting to find out what works and what doesnt against them. This means in the first few engaugements with them chances are high that the creeps are going to lose. But, as long as you learn something from it and improve with your attempts I wouldnt call them loses myself. Just learning experiences.
Also, I think that switching targets quickly will be key. As someone posted earlier, focus till they start to blow CD's to save your target and then switch to a new one. Or possibly have enough ranged DPS classes to hit two targets really hard.
I will say that I disagree that this group is exploiting in any way as I heard someone say creepside the other day. I simply think this is a group of people who have sat down and thought the group make up and skill rotations that maxamize their success through carefully.
I think a group creepside with the right make up and some practice can take on the "Garnival". Not knowing the classes well enough however I dont know if even numbers coudl do it. I think the creeps well have to have a few more simply because creep heals and DPS are not equal IMO to freeps.
Disclaimer: Everything above is my opinion on things I have seen from my point of view. Results may vary depending on freep/creep googles, beer intake for the day, solar flares, and mood swings.
Thankyou and goodnight.
Freeps: BrotherDamien: Warden 45\SisterDamien: Mini 21\Kgir: Guard 65\Charlemange Burglar 64
Creeps: Stickshaker: Defiler\ Bladeswinger: Reaver\ Stickflinger: BA\ Warg??\Spider??
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Jun 22 2012 06:01 PM #28
I tried to read but then I got bored

Cynfive Cynrion Cynthri Callun Cynrios
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Jun 22 2012 06:04 PM #29
I saw this video and let me tell you, the success of this group was mainly due to the fact that no freeps were grouped, thus no communication/coordination. Thats it, thats all.
As for Garny group itself, well i fought them within a Plok group pretty often, so heres my personnal advise:
Avoid the battle. Period!
They are excellent players and unlike Plok, i wont accuse them of exploiting. But truth is that they found a way to simply make them impossible to beat by a similar size group, unless it is 3-4 times larger. If you add the damage reduction total that they can stack on themselves (almost 100%), with the debuff (Windlore) that can be applied by Garny on the creeps DPS classes, geatly reducing their effectiveness, well now you know why its almost impossible to take them down.
This has nothing to do with skill or lack of (depending on wich side you are playing), but simply to do with extremely poorly thought game mechanisms.
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Jun 22 2012 06:04 PM #30
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Jun 22 2012 06:34 PM #31
I have to admit to just skimming through and not watching every second and every frams, but are they any Reavers out there?

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Jun 22 2012 06:35 PM #32
When it says "damage will not interrupt your inductions" it refers to normal damage skills that set back inductions. Forced interrupts will continue to interrupt/set back inductions through OFE.
Examples of forced interrupts on creepside:
- Eye Rake
- No You Don't
- Shadow Warg Bleed
- Pounce
OFE is not turned off by forced interrupts.
It is however, turned off by other forms of cc

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Jun 22 2012 06:46 PM #33
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Jun 22 2012 07:02 PM #34
Well here is what I see based on the many descriptions, and the people that post.
And I'm not there every day, every minute, so I am giving opinion based on what I know works, and will work.
It seems the groups are built completely wrong. I'm going to assume for this example, a group of creeps on voice together, skilled, and with a reasonably competent group/raid leader.
Where are the Reavers, Spiders, and Warleaders?
Are you guys seriously attacking freeps in general, and this type of group specific, with BA's, Wargs, and Defilers?
No wonder its not working. Those three classes aren't going to do well against anyone without the support of the other three. Wargs as front line fodder? Sorry, that is fail. BA's left out there alone with on one taking the heat off them? Fail. Defilers...well I love me some defilers, but they can only do so much.
Now, I'm going to stick with the "we need 12 to beat their 6" idea...you may actually need 15 for the better groups...but remember, there is always the freep open raid to roll in the meantime
2 - 3 Reavers, 2 WL's, 1 - 2 Defilers, 1 - 2 spiders, 1 - 2 wargs, 3 BA's...spread out. (yes the math doesn't equal exactly 12, but give or take a few...
I know, I know, "it sounds so easy, come try it yourself". I'm not saying its easy, but I know enough to know that creeps fail when they are BA/Warg heavy. Every time. And if creeps are taking on groups, especially well coordinated and geared groups in this era of the game without overwhelming force, forget about it.
That has always been the case, and notice I say "overwhelming force", not "overwhelming numbers". People mistake the two. They are closely related, but 12 may be an overwhelming force with the right balance, and a completely underwhelming force with the wrong balance.
Get more Reavers. Get more warleaders. Get Tipere.
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Jun 22 2012 07:24 PM #35
Reavers, as far as I can tell, really are just fodder for raids right now. May well be better off with a couple of solid flayer wargs. Correct me if I'm wrong reavers.

Plok's raids/groups tend to have a good spread of WLs.
Spiders are MIA. I'd hop on mine, if I was playing much at all and wasn't closing on a couple of my warg's goals."I've brushed with death so often, I should start giving him high-fives when I pass..."

"Take that lorebreaker! Behold the wrath of Tolkien!" ~Harumph
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Jun 22 2012 07:31 PM #36
Reavers that are pretending to be solo artists in a big fight have always been fodder. Reavers traited for morale and understand their job in a big fight ISN'T dps, are probably as good now as they ever were. So Plok runs 4 WL's, perfect...that is 4 Reavers that can be supported with bubbles and any other numbers of things.
Wargs...work MUCH better as -snipers- when they have Reavers and warleaders taking the brunt of the damage. Reavers are the defacto tanks for creepside, they should be in the freep ranks gut punching, throwing dust, launching their aoe's, bleeds, watching for who is in trouble and taking them out with dev strike (twice if they have the skill to wash the cooldown).
And if people that can afford to buy all their skills from the store aren't, shame on them. Don't go out there less equipped than you are capable of and turn around and complain.
That being said, I don't disagree with a single point of your premise from your other post Arctic. Freeps have always been more powerful, the gap seems to have widened making it more challenging.
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Jun 22 2012 07:41 PM #37
Not if the interupt is interupting another skill you are trying to cast/induct. But, I am pretty sure Ive had it pop me out of it if they happen to catch you not casting/inducting a heal. However, I could be wrong and it was simply a case of SI dropping off and something else killing it.
One thing Ive noticed is that Garney is very, very good at knowing exactly when to refresh SI.
We just need to find an iterupt/silence/fear/debuff cycle that works against you is all.
Freeps: BrotherDamien: Warden 45\SisterDamien: Mini 21\Kgir: Guard 65\Charlemange Burglar 64
Creeps: Stickshaker: Defiler\ Bladeswinger: Reaver\ Stickflinger: BA\ Warg??\Spider??
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Jun 22 2012 08:51 PM #38
A few contributions:
-Tarbosh is absolutely correct in pointing out the problem with a lack of reavers. -Incoming healing is stronk.
(On that note, while he's not playing LOTRO right now, consider listening to the dude. The man had some success with building cohesive/balanced forces.)
-While we do use VOIP, Celebraena is not characteristically vocal. The group understands when she needs assistance.
-A small group could legitimately provide our group a serious challenge, but the class make-up, skill execution, and teamwork would need to be right.
-RE: Silence: Garny, Dolmir, and I (or any minstrel that joins us) can all clear it. (so can fear pots)
-RE: SI: Yes, Garny is good at keeping it up. Even while in transit, he dismounts to keep us buffed. This is something that all lore-masters should do - it is their most powerful contribution to a freep group.
-RE: Us waiting for CDs: We don't. I actually often trait Rally (it helps prevent atrophy when fighting a large group near their rez) over FH when going dps. No fight should be based off of CDs.
Thumbs up to constructive discussion. Meh to the idea of just ignoring our group...we could just as easily mesh ourselves into the freepnami open raid zerg, but that is not very fun.Baslion
Dineanddash
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Jun 22 2012 09:42 PM #39
Thanks for the nod...
And I would like to add to his last point, this is the last thing a creep force wants to see...though I'm sure its obvious to most hehe. A few of our last Tribe nights out it only took a small group of 8 - 10 WoS employing these same concepts to completely change the dynamic of the fight. Where the freep open raid would typically crumble and/or flee, having a small group like this fighting with them requires...a lot of ambulances

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Jun 22 2012 10:47 PM #40
With all respect due to a long time former Landroval creep leader, hes unfortunatly too disconnected with post-commendation Moors reality to give accurate advises. Theres no high ranked reavers out anymore and theres a very good reason for that: The class is broken.
From a creep raid perspective, theres absolutly no difference between fighting the Garnival at his standard strenght (about 6) or a full freep (PUG) raid of 24. Given the current Moors situation and the huge advantage freep have, well lose...Badly.
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