THE SQUAD COMPOSITION
Why are these classes the META? What do they do?
- SCOURGES: Boons stripping/corrupting.
Jobs: Remove boons from opponents while applying conditions and outputting damage.
- WEAVERS: AoE Damage/Crowd Control.
Jobs: Drop AoE Damage on opponent zerg, use CCs in Warrior Bubbles Winds of Disenchantment .
- HERALDS - RENEGADES: AoE Spike Damage/Support.
Jobs: Range - AoE Spike Damage using Hammer: Coalescence of Ruin, Phase Smash on bombs, CC inside Winds of Disenchantment using Drop the Hammer.
Jobs: Support Stances:
Legendary Dwarf Stance - "Roads" Inspiring Reinforcement applies Stability to Party, Rite of the Great Dwarf applies 50% damage reduction on hard pushes or emergencies.
Legendary Demon Stance - Pain Absorption applies Resistance negating the effects of conditions.
Legendary Dragon Stance - "Boon bot" stance, able to apply Regeneration, Fury, Swiftness, Might, Protection and Superspeed to party members, offensively can apply conditions and damage.
- SPELLBREAKERS: Damage/Boonstrip.
Jobs: Drop Winds of Disenchantment on enemy zerg. Also called Warrior Bubble.
- FIREBRANDS : Healer/Condition Clearer/Boon Applier.
Jobs: Provide Stability , clear parties conditions, heal party members, apply boons.
- CHRONOMANCERS : Zerg Support/Crowd Control.
Jobs: Copies and applies aditional boons to party members, provides stealth for zergs using Veil , CC in warrior bubbles with pulls from Temporal Curtain and Gravity Well.
THE MELEE TRAIN
Classes:
Firebrands ,
Spellbreakers,
Heralds,
Chronomancers.
Position: Frontliners
Melee/Frontliners provide the support for the zerg.
Firebrands keep their party members safe, healing and providing boons, negating the damage between the Casters and the enemy group.
Spellbreakers'
Winds of Disenchantment or 'Bubbles' are placed on top of the enemy zerg removing boons every second they are in the bubble and preventing them from receiving any new boon. Bubbles also negate the effects of projectiles.
As the bubble is placed,
Heralds and
Chronomancers will CC the players within the bubble, while the caster are dropping AoE damage catching the enemies without boons, making them easier targets to be killed.
A correctly placed bubble coordinated with a good bomb engage from the casters can easly kill 10-20 players that are caught off guard.
THE CASTERS
THE PLAYSTYLES
There are different ways to lead/be part of a fight. Here are two of them:
MELEE BALL: All squad members stack tightly and stay with in a 600 range or less of each other training down the enemy.
Pros: Excellent sustain for all party members, stay close, easy to ressurrect if one of your members goes down.
Cons: Allows enemies to easily bomb your group, allowing them to apply alot of pressure.
PIRATESHIP: Very few frontliners in squad, mostly backliners and range classes that can cast from 900-1200 range.
Pros: Provides alot of damage, can keep distance, makes it easier for casters to run higher damage builds.
Cons: Easy to be pushed, not enough frontliners to protect backliners, wipes quickly with lack of support.
CLOUD FORMATION: The cloud, if organized properly, is the most annoying and frustrating blob to fight.
The way it's achieved is by spreading the casters on all sides around the enemy blob, making it hard for them to localize damage on a single spot, even if your melee of
Firebrands is still tight because they can self sustain and bait the damage off everyone else.
When fighting a cloud you will receive random bombs from all sides, but often not a hard enough engage to downstate 40 players all together.
The cloud will start to generate downstates of the people most on the sides, especially those tailing behind because they are the most vulnerable.
How do you counter a cloud formation? The sustain of your squad has to be quite good (unless the enemy damage is really weak), just like they are generating downstates from your sides, you have to do the same.
To generate downstates you will need to start pulling people in groups with
Firebrands F1
Tome of Justice skill #3
Heated Rebuke and
Chronomancers focus skill
Into the Void , those will group up a bounce of enemies that you are free to bomb as
Scourge or
Weaver.
Usually this is not a very good approach to the fights but everything is based on the current situation of the squad composition, the general skill level, the servers you are fighting and where you are fighting. This option would be a last resort if the blob is really struggling with coordination.
THE CALLS
What is the commander calling when speaking on TeamSpeak or Discord?
Here are some words you might hear while a commander is leading a fight:
BLAST:
Blast Finisher Skills on friendly AoE fields (Waters, Stealth, Fire fields etc).
BOMB: Big AoE/Spike Damage on the commanders call.
BUBBLE:
Winds of Disenchantment also known as Warrior Bubble.
CC:
HARD CC - Knockback, Knockdown, Pull, Float, Daze, Launch, Sink, Stun, Fear, Taunt.
SOFT CC - Blinded, Chilled, Crippled, Immobile, Slow, Weakness.
CLEANSE: For
Firebrands to cleanse the conditions fo their team mates.
DOWN: For an enemy player who has gone into downstate making the enemy group smaller ensuring it doesn't get back up. Also a call to ressurrect one of your group in downstate.
EMPOWER:
Empower is the base staff #4 skill for
Firebrands used to stack might before the fight, and a way to regroup with the tail of the group.
LINE: CC skills like
Line of Warding or
Unstead Ground.
MARKER: Where the commander places a squad marker and wants you to either watch, apply pressure or bomb when they call for it.
METEOR/CHILL/STATIC/WATER: Vocal
Weavers calling their skills whether its a heal for the zerg to blast, CC in bubbles or AoE damage for Bubbles.
PUSH: When the Melee train is pushing and everyone needs to stay in range of each other for heals to get through enemy bomb or catch the enemy as they retreat.
RESISTANCE:
Resistance is boon for negating condition damage.
STAB/STABILITY:
Stability is a boon that prevents you from getting hard CC. Every Hard CC you hit removes one stack of
Stability.
VEIL:
Veil is a mesmer utility skill used to apply stealth to the squad. This allows the squad to move without being seen and allows for a semi surprised attack on the enemy group.
WELLS: For
Scourges to cast
Well of Corruption and eventual
Well of Suffering.
USEFUL LINKS