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Discussion in 'Renaissance Discussion' started by One, Sep 22, 2017.

  1. One

    One Well-Known Member
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    Last edited: Feb 4, 2023
  2. Merek Tybalt

    Merek Tybalt Well-Known Member
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    5 Kirby Fishermen. Game over
  3. Khar'Mash

    Khar'Mash Member

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    I'd probably bring 5 of these:

    Fencing, Anatomy, Tactics, Magery, Eval, Resist, Meditation

    80 STR 45 DEX 100 INT

    Bringing a set of extra studded leather armor to switch to in case some team chooses to bring a ton of dexxers.

    I don't like bringing a team of 5 different specialists in a 5v5v5v5 type battle. Especially not when players are out when they die.
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  4. snap dragon

    snap dragon Well-Known Member

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    All 5 know what they are doing?

    Mage Med Eval Resist
    Archery Tactics Anatomy

    They could instantly kill the first member of the other team with a synced crossbow shot, and then 321 drop a precasted spell on another member (or 2 even), putting them in a position where 2 or 3 players on the opposite team have been insta-killed already. They might lose a player in the process, but the extra "drop" from the bows will keep them ahead statistically.
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  5. merlin8666

    merlin8666 Well-Known Member

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    5 eval tamers, assuming they come with a nightmare
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  6. Althorn

    Althorn Well-Known Member
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    Primarily id think teams would consist of stun/heal mages. Incorporating diff builds can work well but 5 good stun/heal mages will drop any other formed 5person team IMO.

    Snaps idea is def possible but if rng makes all or a few archers miss first shots this hurts their engage a lot. & will prolly get overwhelmed. That would be pretty stupid though if they did all hit and did as snap said. I also don't know how reactive armor works against xbows to be honest.


    Also if archers throw explo pots to that would be a lot of dmg lol....
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  7. wylwrk

    wylwrk Well-Known Member

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    Tamers each with 8 accompanying frenzied ostards.

    So it'd essentially be 5 vs 45
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  8. snap dragon

    snap dragon Well-Known Member

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    5 archers will almost always kill about a 5-6 tile range. Any further though and the stupid UOR archery mechanics telamon added will make it worthless. But if the players know what they are doing you could get them to stay as a group and attack nearest to instakill while keeping spells up. I think it would work better than the stun mages.

    Even if the group of 5 stunned a player, you still have the full recourse of arrows firing off, to kill an opposing team player, but can still cast to heal your own if it's possible through the sync.

    The problem here is finding 5 players that can coordinate so well.
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  9. Erza Scarlet

    Erza Scarlet Well-Known Member
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    I thought about an Archer Mage team too.

    Hell, 2 HeavyXbow shots can kill you... Statistic wise youre fine with 5 archers on 5-6 Tiles of distance.
    We even have the option to Attack and Target Closest XXX enable... so its not even hard to coordinate.

    Archer Mages with HeavyX Vanqs would rock.

    Other Suggestion:
    1 Scribe Tamer
    3 Scribe Mages
    1 Scribe Fencer
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  10. snap dragon

    snap dragon Well-Known Member

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    he said no tames though
  11. One

    One Well-Known Member
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  12. Khar'Mash

    Khar'Mash Member

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    "No rezzing players or tames, death is final, people who die are immediately transported into a box or something."

    This can be interpreted both ways. I assumed it meant no tames since tamers have no place in PvP.

    Otherwise the obvious answer is to bring 5 tamers. (And to remove your character from any and all faction stones.)
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  13. wylwrk

    wylwrk Well-Known Member

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    Are you trying to reboot DAoC?




    Where my OG's at that get this reference? Holla
  14. bart simpson

    bart simpson Well-Known Member
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    5 Stun Incribe mages.

    Their syncs would be deadly with 2 or more people. This allows fellow party members to roll heal.

    They have double magic reflect, reactive armor and a longer protection time to cast through any disrupts.

    If they are run up on by a superior force or another mage group they can simply kite them until...
    1. The opposing group loses their loaded spell
    2. A target over extends
    3. They have an opportunity for a spin drop

    Weapons are just about useless as people only stand still long enough to cast a spell in group fights. In can be argued that archery could work but you are not taking into account the required syncing of archer shots for proper burst damage.
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  15. One

    One Well-Known Member
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  16. Mandevu

    Mandevu Well-Known Member

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    5 stun/scribe mages. Anything less is inferior. There is literally no debate about this.
  17. El Horno

    El Horno Well-Known Member
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    5 stun/scribes would trash 5 eval/resist tamers imo. Especially in a large open field like that.

    Also tamers have a place in pvp. Almost every major pvp engagement on every server ive ever played has had some. You may think its "lame" but they are here and always have been.
  18. One

    One Well-Known Member
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  19. El Horno

    El Horno Well-Known Member
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    Tamers strength is in space control, so choke points and smaller areas.
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  20. snap dragon

    snap dragon Well-Known Member

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    @Mandevu

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