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Common Tactic?

Ridire de na Iomproidh Oráiste
Rainingblood
Ridire de na Iomproidh Oráiste
  • ESO: @Rainingblood
Posted On: 08/24/2014 at 07:41 AM
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OK, so I returned a week ago and in AvA I've noticed a trend. On Thornblade as the low-pop faction, as soon as we provoke the attention of DC or AD, a group of them will show up and travel in a cluster, mowing through everyone. They stay in a tight group spamming Fire Ring, Swarm, etc. As side from looking ridiculous, it seems that they are exploiting the AoE target cap while slaughtering small groups that can do nothing.

So is there a counter to this? Obviously not spamming AoE on them... I've been part if a lot of pugs that end up getting wiped with this tactic that really should have some sort of counter.

I really hate game mechanic exploitsexploits when they aren't fixed quickly...  (The whole anomoly farming thing is what made me leave in the first place) :/

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Response:

Ridire de na Fhiaigh
Tallahassee
Ridire de na Fhiaigh
Replied On: 08/24/2014 at 09:12 AM PDT

Yes it a very common tactic now on Chillrend as well...you need to be aware, not overextend...spread out when you see them coming...lots of

Vamps, so lay down fire aoe's as you can. What they have been doing is capping a resource, then they hide/stealth...wait for a big group to show

up, then wipe everyone...an AD guild was doing it last night at Arrius mine, they did it at least 10 times...people weren't learning. What they

CAN'T

do is take a keep by themselves, or even with help, if its properly defended...Fire Ballistas, oil, meatbag catapults melt them. In the open field, I

havent yet seen a decent counter except overwhelming numbers + siege...oh and our own allies using it as well.

There are numerous posts on the ESO forums about it...rants, suggestions, etc. One I have heard is to lift the AoE cap and add collision, though

I am not sure about the technical aspects of such a huge change. And it might not solve the issue, if Zenimax even considers it to be an issue.

As it is, I am enjoying AvA regardless and really like killing those groups with siege in the breech at keeps/doors.

 

Edit: I have died to these groups a few times; my approach to pvp in general is that I am going to die at some point, so I go out, have fun and find fights that dont involve these groups...there are plenty of people NOT using this tactic.

 

 



» Edited on: 2014-08-24 09:22:58

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 08/24/2014 at 09:56 AM PDT

these groups can be delt with, but it takes ppl who know there position well, myself as a Templar with sword and board have been working hard on skills and tactics to stop groups....  the thing with these type of balls is that once you start to fluster them they tend to panic and separate, only some of the best groups keep moving as a unit .... was running into a group like this this morning and manage to stop there advance simply because they tried so hard to kill me that it stopped them from rolling on....  true I did die, but going in there as a shield tank simply spamming skills to stay alive allowed the other to move in and AOE them before they manage to get moving again....

the only way I see for groups like us to stop these rolling zergs is to remember our Roles...  we need tanks, dps and healers... if you have guys that can go in and slow them down because they just aren't going down,  then your DPS have a chance to get there dmg in.

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Ridire de na Faolchu Buí
Cariance
Ridire de na Faolchu Buí
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Replied On: 08/24/2014 at 11:27 AM PDT
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Turn Undead

I was thinking up a Bunker Buster build for a Templar and Here is what I came up with. The thought would be to wait in stealth until they get range of your Invasion. Pop Unstoppable before charging in. Once in, drop a Turn Undead followed by Practiced Incantation. You should still be alive after 6 seconds. Then you can pop Blazing Shields and maybe some self heals. While all this went down, your group should have been nuking them and providing you some support heals. Worst case, you go down, but if you blunt their advance, that's all that matters.



» Edited on: 2014-08-24 15:48:14

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Seaimpin de na Ulchabhan
Dirkdaring
Seaimpin de na Ulchabhan
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Replied On: 08/24/2014 at 07:45 PM PDT
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yep multiple turn undead being dropped  should be effective as well as silver shards unstable core spell reflects etc . reflective plate . 

 

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Seaimpin de na Iomproidh Corcra
DeaconGrim
Seaimpin de na Iomproidh Corcra
  • ESO: @Rudyard
Replied On: 08/24/2014 at 07:51 PM PDT

I like that build, Carriance. The only thing that may stop you early in that strategy is bow users. some of them have learned that they can interrupt Practiced Incantation/Rite of Passage/Remembrance. I'm not sure how they are doing it. It's supposed to be immune to CC. But I sometimes get interrupted casting it. Sometimes I get knocked-back, so obviously Magnum Shot/Scatter Shot/Draining Shot; but sometimes there is no knockback. It almost always has that sound of Magnum Shot/Draining Shot, though.

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 08/25/2014 at 04:29 AM PDT
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Caomhnoir de na Aracos
Zaar
Caomhnoir de na Aracos
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Replied On: 08/25/2014 at 05:13 AM PDT
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Warhammer had collision or at least when I played.  That seem to work pretty well.  You could get up proper shield walls and protect the DPS and Healers behind you.

 

I've noticed as I've gotten harder to kill with my Templar that I can distract enough of them while they try to kill me that others can can take them out.  Not as much with very large groups, but with smaller zergs it has worked.

 

I hadn't noticed the Turn Undead, worth a try.  Although it seems like either though lag or something I don't know about so many seem to ignore cc.  They added some diminishing return correct?

If so we need to train people not to just spam cc, to really use it wisely.  That is what I've had to do in other games that have that.

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 08/25/2014 at 06:54 AM PDT

well even without collision you can still slow them down...  the problem with a lot of the smart zerg ball is that they all use the heavy armor skill to keep moving..  but as you mention they sometimes stop because they are working so hard to kill you that they end up getting killed by our dps...  I could easily see a group of 5 tanks (here im thinking mostly Templar and DKs because those are the classes I've tanked with) slow a ball down very well, between a DK shields group buffs and Templars heals you can stand there and take a lot (tried this yesterday just to see, with my blazing shield and breath of life skill only  in a 26 second fight I healed for 18k and got 13k dps from my blazing shield....  in this fight I went in mostly along because no one was smart enough to follow but I was up against atleast 7-8 players and managed to survive 26 seconds,  I consider that a pretty long time,  so if you can have multiple tanks run in and do this,  think of the havoc you can cause in there ranks..

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Ridire de na Faolchu Buí
Cariance
Ridire de na Faolchu Buí
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Replied On: 08/25/2014 at 08:15 AM PDT
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Regarding the Bow Interrupt, you should still have enough Unstoppable to cover around 5s of your Practiced Incantation.

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Laoch de na Iolair Buí
Sekkerhund
Laoch de na Iolair Buí
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Replied On: 08/26/2014 at 05:30 AM PDT
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You have to split them up, using CC.  Once they are split, their strategy is shot, so they'll hesitate and will go down relatively quickly if you focus fire the strays you can peel away from the ball.  Having friendlies dropping a meatbag on top of their ball helps a lot, too, diminishes their heal spam and one or two will get rattled and make a mistake.

But yea, its impulse+bat swarm spam, they're a one-trick pony group, but its very effective in tight spaces.  Draw them to somewhere where you have the advantage, never take them on in their optimal setting.

edit note:  You'll notice that most EP groups are not organized (EP players, in general, are not organized), so this kind of tactic works a lot better than it should.  If you watch them from a distance, you will notice the patterns they use and who they choose to go after: Unorganized clumps of players who try to take them head-on by leaping into their ball, or are just not paying attention.



» Edited on: 2014-08-26 05:34:26

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 08/26/2014 at 08:00 AM PDT

I agree with ya there Sekk, in open field they are much more vulnerable because you can more easily get to there rear ranks.. meatbag does work magic and even a fire ballista in there scares those vamps away some...

in tight spaces I have to agree they have a much bigger advantage,  and the only way I have seen them really go down is massive amounts of fire pots and for our groups to push passed them.. if you sit still or try and go backward you stay in there dmg circle, if you push through you can get into there healers...

 

one more skill I have been using a bit lately that I hadn't mention is the AvA support ult, Barrier...  I like this for groups because it can give everyone a chance to survive against there initial push so you can get your dmg in... Sekk said it perfectly once they start losing numbers they go down a lot faster..

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