Blubbers Mad Adders replied

575 weeks ago

I just wanted to share some stuff that has been working well for us lately.

We've done a few runs with 2 black mages and 1 bard. Right as we run into battle, the bard uses Foe's and battle voices it for +20% magic damage (using mana draw when low on mp), one black mage uses phantom dart (+10% magic damage debuff), both pop raging strikes (+20% damage), and they focus down a healer fast (swift casting flare when healer is almost dead -> manadraw to get more mp -> fire then blizz 3).

Having 2 tanks is also extremely useful, we usually have 1 marauder, 1 paladin. As a paladin I pop fight or flight (+20% damage) then sprint + enliven + regain feather as I run in, and then I just go to town on 1 healer. If everyone has a solid opening rotation memorized to the point where it's all muscle memory, you can down them REALLY fast at the beginning. We've found that popping most of your cooldowns early is worth it for the extra burst dps, and if you can kill 2 healers right away catching them off guard, their team is usually crippled to the point where you can leisurely down the rest of them.

Here's the opening rotation I use on paladin:

Fast Blade (GCD) -> Full Swing (OCD) -> Savage Blade (GCD) -> Glory Slash (OCD - knockback & remove a buff) -> Rage of Halone (GCD) -> Spirits Within (OCD) -> Shield Bash (Stun) - > Mercy Stroke (OCD) -> Fast Blade (GCD) -> Shield Bash (Stun) -> Shield Bash (Stun)

I usually end up getting knocked around and have to modify it a bit, but that's what I aim for. I know marauder has way more cooldowns to use and even better burst, but the paladin is nice for testudo, cover, tempered will and hallowed ground.


We still don't have a great strat as B. If we can get markets and manors locked down, we'll try out mid as it can be worth it if only 1 team goes for it (generally not worth it if all 3 teams do it). If we're 4-capping we usually skip the drones at mid and even sometimes the node if we've up a lot and know we've got it in the bag if we hold.

As B we try to keep 1 healer, preferably a scholar on OP and have them yell whenever anyone shows up. 1 Scholar can hold out for a long time and can usually 1v1 anyone (although with the cleric stance nerf it can take a long time now).

Blubbers Mad Adders replied

569 weeks ago

2 things with 2.4 that we've been using in frontlines

1. Getting interrupted while LBing now makes you lose 1 bar of the LB. If possible get a paladin cover before using LB. Likewise, if you're at the node, keep an eye out for enemies using melee LB, you can often stun them and severely mess them up.

2. If you're A/C and have a LB2, sending a ninja up to LB2 the big node is a legit strat. They can hide and sneak up there until the node pops. This often makes the difference between getting the node and missing it.

Coco replied

569 weeks ago

Thanks for all the info! We have one ninja that runs with us now and then, but no-one else really dedicated to playing it yet.

Honestly, with the other people we've been getting, middle hasn't been viable for us in a long time. If we're B and help A, C will fail and lose the entire right side. If we help C … well, you can guess. A/C and if they realise it's us, we get multiple teams sent our way.

Finding we need to keep someone on a flag though, else they do go unclaimed pretty quickly.

Blubbers Mad Adders replied

569 weeks ago

Yeah the biggest downside with ninja now is that you're basically required to leave someone on the flag if you see a ninja in the initial group you fight. We had been leaving someone at ramp instead and their ninja will always sneak by and grab the flag, so this makes it harder to get their OP as well.

Also I agree, if the rest of your alliance is crap and you get 2 teams thrown at you there's not much you can do, it can be pretty frustrating.
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