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  1. #1

    Default Cross server PvP Battlegrounds

    Saw something that I have been keeping tabs on since first mentioned but have just had my interest reignited after reading a few comments on EQ2wire - cross server pvp battlegrounds becoming available in the near future!

    Simply - the details are sketchy at best but looks like we may be in for some pvp action if we are that way inclined

    So my question to the eq2 pvp'rs out there, can you define for me:
    - what the full pvp ruleset is?
    - 'PvP gear is quite powerful compared to the PvE' [eq2wire] - so how do you guys get pvp gear? is it like via faction bought items (i.e., tokens) or from the same quests we do on pve servers but you guys get the option of pvp gear?
    - PvE group benefit for being 'balanced' with a bit of every class - do PvP groups go this way or are you guys more inclined to go the wow way with class stacking (i.e., 6 x warlocks or something similar) - oh then again...wonder would going heavy in dr00ds be a better option...now that might work
    - anything else pvp-ish you can think of

    Might go a long way to perking up my interest between expacs

    n0x

  2. #2

    Default

    I started on AB when i learned this was gonna kick in, been on Naggy since the launch of KoS. Havent boxed much PvP mostly PvE, but for a boxing team id definitely recommend stacking 2 DPS classes or more.


    My suggestion for a boxing group composition:

    For tank Id go with a zerker hands down, i played a zerk main on pvp and they are incredibly OP for pvp AE tanking, you dont want SK or Pally for group v group tankage. Zerks get Insolence which has a high percentage proc to lock the entire encounter (read: other group) on to you whenever you get hit, plus they have mad AOE dps, an encounter stun, wear plate and have a sexy mitbuff which also enables a snare proc.

    For healing i cant live without a defiler, also played that one as main. Wards are just sexy. They get VotA which cures the group for control effects even while under the effect and they get fear, forget about the slows or debuffs though you'll never get to use em. They are retardedly easy to box, even in pvp, you can effectivly have a onebutton macro for healing and then setup buttons for targeting the char that is currently under focus fire.

    For second healer spot id pick a warden, when geared at max level they can top op even a 18k hp tank in under 4 seconds. Also easy to box, same as with the defiler, use a onebutton macro and buttons for targeting. Wardens also get Tranqulity which cures target for static effects every x seconds and heals for every effect cured, which is effectivly like a 20k heal when a target has like 10 effects on them. They get single root, AE root and with their myth and 70%+ healcrit they can effectivly spamheal for well over 5 min without going oop. Short cast times means good mobility which is required while only wearing leather

    For DPS you could go two ways in my opinion. I never had much success boxing my PVE team in pvp, but that is mostly due to them not being pvp geared. You could fill last three spot with troub, lock and lock or if you are seriously good id recommend a coecer for CC.
    Chanters can make or break a pvp fight, i just cant see myself effectivly box one in a group v group scenario.
    Lock is just massive encounter damage and puts some serious stress on the healers for curing and target swiching.
    Troub is for tracking (no idea how usefull thats gonna be in the battlegrounds, would depend on the map) and evac and buffs.

    In a non box group scenario you'd want a brig and some melee burst like a ranger or assassin, i just cant see myself boxing those in pvp, or any melee besides a tank. You wont have time to position whatsoever. So id go fullon caster group with the exception of the troub.
    Another idea could be coecer, illy and troub for massive burst damage with PotM and POMx2, that works fairly well in nonboxed pvp


    Ruleset:

    I only know the full pvp ruleset as in effect on Nagafen

    For combat:

    - Skills scale, usually like a 20-50% nerf on damage and healing. Same with autoattack and proc.
    - Resists are good, but far from as effective as in pve. Its not uncommon to get hit for an 8k icecomet if you have less than 10k cold, outright resists happend, but they are rare nowadays.
    - Critmitt is absolute king (capped at 50% in pvp), without it expect to get killed in 5 seconds by a bard turning on autoattack and proccing doubleattack and whatever else he has. Ive also seen a geared ranger hit a chain class for 11k dmg in under 3 seconds, without the use of timers or snipershot.

    There is an extentive ruleset for world pvp, such as cant evac in combat, hostile and defensive acts puts you in combat. Level range constrictions on lower zones pre lvl 70 etc, but they wouldnt apply in battleground with the exception of perhaps evac.


    In general, the pvp in this game has changed alot since launch of KoS, mostly in regards to gear gap. Everyone can attain their primary stat cap selfbuffed, have tons of doubleattack and procs and do around 2-4k autoattack (in pvp).
    What this means is that gear is king, without it (and critmitt) you wont stand a chance against geared players.
    The gap between heroic instanced gear and pvpgear/raidgear is huge and ive seen a T4 dirge and swash tear up a full balanced group in seconds, leaving me hoping that with the battleground they'll introduce pvp gear ala wow (heavily defensive and stuff like resiliance to make raidgear undesired in pvp, wow made it work hope SoE can)

    Obtaining PvP gear has changed in mechanics as many times as there has been updates it feels like almost.
    At server launch, gear was purchased when you had enough faction (+50 or something pr kill) and with some status.
    EoF introduced the first full set of pvp class armor which was obtained with tokens from player chest drops (random 1-3 tokens pr kill, randomed for if in a group) and required roughly 600 tokens or so for a full set (i forget may have been more)
    With RoK came writs that required you to kill 6 players where two or three were specific classes, the writs gave status, coin and tokens for pvp gear. Armor, weaps and jewelry.
    It stayed that way up until recent where they changed to the current system.
    Now you hail the writgiver and are given a charm with 10 charges, every charge offers you a writ to kill six players of any class and award you with 5 tokens, it is... extremly... easy.. to get a full set of pvp gear (700 tokens) which is why they just introduced OP jewelry for 1000 tokens each i presume.

    Its my hope that with the battlegrounds they'll change the future pvp gear to have more of the "only when engaged in pvp" flag on em, be more defensive and with a dmg mitt stat. Easy to obtain a basic set of armor to equal the gap while not hurting pve progression.

    Hope some of this wall of text info helped you abit, feel free to ask me anything if i missed something.
    Last edited by Inactive : 12-16-2009 at 05:43 PM

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