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Vzlainel Noamuth 
Administrator
Posts: 160
(4/17/03 11:57 am)
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RvR Do's and Dont's
I thought I would start a conversation of various rules of thumb for realm warfare hints and tips. Please feel free to add to this with your own learnings.

Krylen Bjornsson,
Hand of Modi
Nimue

Vzlainel Noamuth 
Administrator
Posts: 161
(4/17/03 12:07 pm)
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Re: RvR Do's and Dont's
* Never over carry
Find yoru characters base weight with gear on then look at his total carrying capacity without buffs. Subtract the two. This is the weight he/she can carry in seige gear, arrows, etc. safely. Never carry more then this weight. Yes it might be fun to carry an entire ram when buffed but when the shaman dies or faints you become virtually rooted. It doesnt do the rest of the raid any good when they are standing at a keep's door waiting for the ram beak, catapult amunition, etc. This means your character is probably only going to be carrying a subset of the total gear needed to erect a seige weapon but you are more assured at having it arrive where you need it.

* Who is the leader?
Establish right up front who is leading then follow that person. If there is a raid leader, group leaders should follow their orders. If you are not a group leader, follow your group leader's orders.

* Follow your group leader
Once you leave your border keep (portal keep) always autofollow your group leader unless you are fighting. As soon as fighting stops, resume autofollow. Sometimes groups need to move around quickly and have time to wait for everyone to catch up.

* Establish your tactics before leaving
This is mostly for single group fights but just like in monster bashin, pick your tactics before you start. Are area attacks acceptable? Or are you going to area mez the enemy and kill them off one at a time? Who are people supposed to be assisting?

* Targetting Orders
Assuming your group has decided NOT to assist one person in battle, always kill people by the following order:

1. Pure Casters in cloth
2. Crowd controllers (Bards, Minstrels)
3. Healers (friars, clerics, druids, etc.)
4. Anything left over

This means often you will run right over the first line of attack (which is usually enemy fighter types) to the back and start on the stationary casters first. If you do it backwards, the tanks will be like killing 2-3x the groups size as they are getting healed and you are getting damaged by spells and arrows at the same time.

Krylen Bjornsson,
Hand of Modi
Nimue

Ponga Shadowslayer
Registered User
Posts: 85
(4/17/03 2:13 pm)
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Re: RvR Do's and Dont's
it is important to at least interrupt the crowd controllers before anything else... make sure they cant mez or the like

if you leave them free while you try to kill their casters that will give them too much time to mez your team.. but otherwise i agree with the order

Ponga Shadowslayer
Warlord, Fimbulvetr
Hand of Loki

Drayk
Registered User
Posts: 59
(4/17/03 4:56 pm)
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Re: RvR Do's and Dont's
biggest complaint or error I see out there is people being too slow to form up on the group leader, especially after a fight or when you are trying to get someplace to help fast.

remember, often fights are over in a matter of a minute or two and are decided in the first 30 seconds.

If your group has to wait around for an extra 15-20 seconds for you to figure out that they are ready to move, you may be costing someone else a battle and perhaps their virtual life.

Its understood that sometimes you will lag off AF, or you can get hung up passing a tree or rock, but please form up quickly and pay attention as you move so you can yell out fast if you lose the group, so that everyone can keep moving and arrive at the next rendezvous in time to make a difference.

This may seem like a simple thing, but it can make all the difference in a fight on the frontier.

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