Proximo Coriolanus
12-25-2012, 07:57 AM
From what we have learned thus far and what we will learn in the future, possible systems will be made and discussed.
Starting off with highly specialized players/roles, example; Warrior/Battle-Brand primary role/1 handed maces/train defensive skills/parry and shields; Warrior/Baresark primary role/2 handed hammers/train AoE offensive skills; Skirmisher/Archery first melee second no matter what role you have first/2 handed swords.
Mages are all technically nukers so I have no input on what they should do besides blow the enemy up from range. The reason for maces on warriors is because magic is the only thing that heavily damages armoured people, we don't want our mages running forever. We have not tested the effectiveness of maces but there's a good chance depending on the armour that they do more damage to heavy armour.
If we have specialists who accel in 1 aspect over becoming competent at single combat for all aspects we will as a group have the upper hand. This is for the start and middle of the game, obviously it will even out over time and every individual will be able to deal with more circumstances.
Supporting one another's roles will be an efficient way to capitalize on everyone's strengths and cover everyone's weakness. having a strong battle line of defenders and heavy strikers will give us the unmoving and devastating anvil. Skirmishers will be the far reaching arm, screening the heavies and peppering the enemies and choice targets (Mages most likely top priority). Wizards will serve as artillery (Scorpions,Crossbows,Catapults) the hard hitting ranged bursters who will take refuge within/behind/around the battleline.
Skirmishers make contact and keep on the enemy from range until they either chase or flee, kiting seems there main specialty. Elementalists let loose a punishing volley until we close with. Battlebrand is the shield, smashing any warriors who wish to get stuck in and absorbing all ranged dmg. Baresark fly into the fray punishing all within reach. Cavalry would come into play if we had enough warriors to assure a strong anvil or if there is a route after battle and all the warriors mount to ride down few survivors. If an enemy retreats with full strength never pursue with haste they will turn and you will be out of position, only if we kill many in battle would we follow the route.
Even in a 3 man group this is what we should see, as we grow stronger and as a full group I wish to bring back the formations we drilled to service crisp organization in what could be one of the most chaotic large pvp games ever. There are no tabards, banners, colour schemes on armour to easily distinguish friend from foe so far as we know. Our best bet is a tidy formation where everyone knows where they are and where everyone else is and what there job is and how there going to go about doing it. Preparation makes victory and we will be drilling in the near future within Darkfall Unholy Wars.
Starting off with highly specialized players/roles, example; Warrior/Battle-Brand primary role/1 handed maces/train defensive skills/parry and shields; Warrior/Baresark primary role/2 handed hammers/train AoE offensive skills; Skirmisher/Archery first melee second no matter what role you have first/2 handed swords.
Mages are all technically nukers so I have no input on what they should do besides blow the enemy up from range. The reason for maces on warriors is because magic is the only thing that heavily damages armoured people, we don't want our mages running forever. We have not tested the effectiveness of maces but there's a good chance depending on the armour that they do more damage to heavy armour.
If we have specialists who accel in 1 aspect over becoming competent at single combat for all aspects we will as a group have the upper hand. This is for the start and middle of the game, obviously it will even out over time and every individual will be able to deal with more circumstances.
Supporting one another's roles will be an efficient way to capitalize on everyone's strengths and cover everyone's weakness. having a strong battle line of defenders and heavy strikers will give us the unmoving and devastating anvil. Skirmishers will be the far reaching arm, screening the heavies and peppering the enemies and choice targets (Mages most likely top priority). Wizards will serve as artillery (Scorpions,Crossbows,Catapults) the hard hitting ranged bursters who will take refuge within/behind/around the battleline.
Skirmishers make contact and keep on the enemy from range until they either chase or flee, kiting seems there main specialty. Elementalists let loose a punishing volley until we close with. Battlebrand is the shield, smashing any warriors who wish to get stuck in and absorbing all ranged dmg. Baresark fly into the fray punishing all within reach. Cavalry would come into play if we had enough warriors to assure a strong anvil or if there is a route after battle and all the warriors mount to ride down few survivors. If an enemy retreats with full strength never pursue with haste they will turn and you will be out of position, only if we kill many in battle would we follow the route.
Even in a 3 man group this is what we should see, as we grow stronger and as a full group I wish to bring back the formations we drilled to service crisp organization in what could be one of the most chaotic large pvp games ever. There are no tabards, banners, colour schemes on armour to easily distinguish friend from foe so far as we know. Our best bet is a tidy formation where everyone knows where they are and where everyone else is and what there job is and how there going to go about doing it. Preparation makes victory and we will be drilling in the near future within Darkfall Unholy Wars.