End game RvR, Guild group

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End game RvR, Guild group

Post  saranic on Mon Sep 22, 2008 4:16 pm

Well folks this is my thoughts so far

1. we are all spread out in levels and not really playing as a guild( points at self not even in same T as most my guild mates )

2. we are heavy on the DPS side of the house( points at self as prime example) and short on tanks and healing

3. Not much thought in group make up at this time with a general idea of just what ever you put together can work(PUG play style)(I don’t think I have been in a group doing the same PQ , quest, or RvR but once). I would like us to take a baby step and run a group of 2 tanks 2 DPS and 2 healers. Then we can refine and build from there

I know in the OLD days(Percival) we played the nip at the under belly game with our sneak groups with a good bit of success. But never the truly great 8 man that inspired the zerg to follow Or to change the direction of a fight unless it was at a keep defense

4. In open RvR even trying to take a keep undefended is tuff and may lead to a wipe. And if even a group of defenders shows up it can turn sour fast. ( I got the rez title at that 2nd one fight)

5. from past experience it is a game of numbers and the Leet d00d don’t like it when you use mass, organization or even some for of communication..

A well built 6 man is the start.

Then the next step is the building of a strong guild warband.

This is War, not 1v1 not 6v6. this is all out war and the enemy will do anything to win

Destro looks more organized and we are going to have to step up our game to be able to win

I know we are just in the early stages of the game but I would like to see us move to a more cohesive organization

Again this is just thoughts and need to be refined by the guild leadership. I take my post of figurehead very seriously and will do my best just to be a voice in the background and a force to be feared on the battleground

saranic

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Re: End game RvR, Guild group

Post  Geter on Mon Sep 22, 2008 4:41 pm

aye and i agree with when we were playing DoW or Gareth we acuatly did do some 8man we were working for the 16man but never got the solid numbers. anyway being organized as a guild is very important thats why i want to get 7GMs and 6RvR officers hopefully allowing us an leader on at all times.

The group make up for a 6 man i thought a group healer who does dmg when were not under to much fire and groups heals when we are combined with a second healer who main job is to heal before dmg. The group healer would propably be best as a Runepriest or a Warrior priest while the main healer would be best as a archmage or runepriest.

Then atleast one tank to guard whoever is taking the train very busy job that i hope i and other takes can do. best is iron breaker imo with the oathfriend buff but i think a swordmaster can do this.

Then two or three DPS.

For a Warband which i want to run every weekend if possible what i was looking at was

healers 1 group healer per party and the atleast two spec healers for the Warband if not one per group

Tanks 1 pergroup extras go in the groups with less healers to make thier job easier being the solo healer

DPS the more DPS a toon does the high proity it is to put in the groups with mutliply healers because with more dps becomes more squishy.

Geter
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Just started...

Post  bolt on Wed Sep 24, 2008 9:47 am

I just started Boltian, a lil stubby legged doorf bald headed hairy faced n00b haha

Just gettin familair wtih the game, UI etc.

Will try to hop in vent this evenin or next.

bolt

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