The TheoryHammering(tm) Has Begun!

August 29, 2008 – 10:47 am  

I’m sure guild forums are a buzz with various ability combos and team strategies that will help them achieve server dominance and uber statues in their realm’s capital city. We just started up a fun thread on our guild boards and someone came up with this funky Greenskin-specific strategy that plays out quite nicely on paper!

Shamans get:

Sticky Feetz:

For 10 seconds, all enemies within 30 feet of a spot that you select will have their Elemental resistance reduced by 378 and become snared, reducing their run speed by 60%.

Youz Squishy:

Your target and all other enemies within 30 feet of them have their Toughness reduced by 120 for 10 seconds.

‘Ere We Goes Again (tactic)

‘Ere We Go will now deal 170 damage and it will affect your allies’ next two attacks.

Squig Herders get:

Explodin’ Arrer:

An ailment which deals 199 Elemental damage to your target and then explodes, dealing an additional 246 Elemental damage over 9 seconds to the target and all other enemies within 20 feet of them.

Shrapnel Arrer:

Deals 99 damage to your target. On contact, it will explode in to shrapnel, dealing 300 damage to all enemies within 45 feet of the target over 15 seconds.

Strength in Numbas (tactic):

Any time one of your groupmates hits an enemy, there is a 25% chance that you will regain 100 points of Morale over 3 seconds. This effect will not trigger more than once every 3 seconds.

Lots of Shootin’ (rank 4 morale):

Deals 2400 damage to all targets within 30 feet of your target.

Everyone gets the Renown Tactic:

Orkish Camaderie:

You gain an extra 5% morale gain for each greenskin in your group.

If you run a full greenskin group, you would all get +30% morale gain, letting your whole group reach rank 3 and 4 morale abilities quicker. Add that with Strength in Numbas and your Squig Herders should approach their Rank 4 Morale abilitiy very rapidly!

Strategy

Make a group with 1 Black Orc, 2 Shamans and 3 Squig Herders and your Shamans basically AOE debuff a group of enemies’ Toughness and Elemental resists and the Squig Herders capitalize on it with various AoE shots. Their Gas Squigs will also AoE debuff random stats and do AoE damage.

This strategy is highly situational and has plenty of weaknesses if you can’t keep your enemies stacked and snared, but it sounds really fun on paper! There may also be caps on how many of these abilities you can stack. e.g., Can someone get 3 of the same DoTs from 3 different Squig Herders? That said, it could be very effective to run this type of a group as a six-man regiment within a larger warband.

Now that I’ve shared one of our insanely powerful strategies, it’s your turn! I really love the amount of detail you can go into with various careers as each plays into and feeds off the strengths and weaknesses of others. For a studio that seems to abhor min-maxers, they made a min-maxer’s dream game imho!

Does that scare you or make you even more excited? We got into this a little bit in ChaosCast #6 last night, so stay tuned for it around Saturday, given that this is a holiday weekend! :)


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  1. 12 Responses to “The TheoryHammering(tm) Has Begun!”

  2. Min Maxing is always going to occur whenever you have more than 1 ability to choose from, and especially when some of those abilities buff or debuff those around you. There’s just no getting way from it.

    Even if the difference between min and max is only 5% DPS or HPS or whatever, we all want to maximize our potential for any particular encounter and we’ll have cookie cutter specs for end game within 2 weeks after launch.

    I say lets embrace it and figure this stuff out ASAP.

    By Adhar on Aug 29, 2008

  3. It definitely makes a strong statement for finding a guild and getting coordinated. I don’t think PuGs will be able to handle this kind of strategy if executed properly.

    By Snafzg on Aug 29, 2008

  4. I get the feeling the go-to buff for Rune Priests will be the ‘Oath Rune of Warding’; a +200ish (baseline) magic resist. So that kinda kills the resist debuff on the snare.
    I really think the key here is the number of bad effects that can be on a player concurrently (debuff slots). Once that is known better min/max recipes can be brewed in dark rooms.

    By Davadoff on Aug 29, 2008

  5. Nerf Snafzg!

    By Werit on Aug 29, 2008

  6. you bastard, you spoils my strategiez by announcin’ it before we even uses it once! you is so in line for a guild demotion!

    By Nazgum on Aug 29, 2008

  7. Pff! Dem uzza boyz ain’t got da skillz ta pull it off like uz! And da pukescums we meet in battle will nevuh see it comin’!

    By Snafzg on Aug 29, 2008

  8. Please continue your discussion of overpowering strategies. I’m am quite interested in the theory and will in no way use them to slaughter order with my all-greenskin guild.

    I too have my eye on Orcish Camaraderie. These types of morale abilities will likely be a big favorite of single race guilds. The only saving grace is that they cost 4 renown points and are at the 40 renown level.

    By Skarlix on Aug 30, 2008

  9. @Skarlix - I won’t share all our secrets! Muahahah! Have you thought of any greenskin specific strats that sound cool on paper?

    By Snafzg on Aug 30, 2008

  10. Woah woah woah, lets not get to excited here. This is “tha greenskin” so let me give you my counteroffer for theoryhammer:

    1 - Find Stunty
    2 - Clobber Stunty
    c - Clobber Stunty
    also - Right in da Jibblies

    Do’s it again

    By Rixnor on Aug 30, 2008

  11. Add “Get movin!” on the shamans!

    By Buliwyf on Aug 30, 2008

  12. shammy gork sayz stop morale rank 1 is supose to be uber :) that would be awsome to put on someone running from a DPS :) thats my uber strat lol

    By XBloodBlade on Sep 1, 2008

  13. In DAoC (I know it isn’t WAR, but its the closest comparison in terms of RvR) there were groups of players collectively known as Gank Guilds. These were usually small guilds of 8 to 10 players, as DAoC’s “party” size was 8, who would RvR nightly together. They were dubbed “Gank” guilds because they were killing machines. Everyone in that group knew what they could do, what everyone else in the group could do, knew the strategy in every fight, and knew what THEY had do to like clockwork to win that fight. Everything they did was based on one another’s ability to augment the group as much as themselves perfectly. Like Dinosaurs evolving into birds, it’s believed that these ex-Gank Guilders evolved into the upper echelon of Arena teams in WoW.

    Anyhow, you can expect to see these players return to WAR. They’ll be the ones you’re always glad to see when you’re losing and always the ones you avoid when from the opposing faction. These 8-mans were known to take on 3-4 groups of other players and walk away near unscathed, having killed 75% of the opponents or left them in a state of constant retreat.

    Seeing this thread has gave me hope to see real RvR and X-man’s in action once again. Keep theory crafting group builds for RvR, but be SURE to test them extensively too. When a game is balanced for RvR you have a lot more options open than in MMO’s that are utterly unbalanced for PvP, leaving near perfect group makeup’s. This will mean, that your strategy mentioned could dominate some groups, but not others, and not because of its makeup at all, but because of player potential. You might find that adding one more Squig Herder instead of a Shaman might produce better results b/c that one Shaman turns out to enjoy playing the Squig Herder more…

    By Larry-Steve on Sep 2, 2008

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