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View Full Version : Ruins of Lord strat question



Alemi
06-27-2008, 04:24 AM
Ran into this setup on 3 different teams in the past few days with varied results.

MM Hunter, Frost Mage, MS Warrior, Holy Priest, Disc Priest

In Lord, they would just hide behind that stupid ruin and the hunter (with extended range in survival should shoot to his heart's content) and every time I moved up he'd pop behind the ruin. Mage on one side doing the same with icelances taking out totems. I run 4 shammys + a holy priest friend, and we could generally survive the shots just by using lollightwell. Hunter/mage are by far my worst threat considering he will completely negate my healer with a combination of silence/scatter, disc priest will mana burn to hearts content, and groundings don't survive long against a frost mage and water elemental. Charging them on the ruin worked a few times, but a bad tick of tremor and I'm screwed - considering they have 3 aoe fears (oh and did I forget to mention that their racials are even more enjoyable? 2 war stomps, 3 arcane torrents).

To top it off, the warrior would switch between shield/2 hander to spell reflect and then intervene one of the healers standing far enough back to get out of my range before I could down him. Add in a combination of mortal strike/aimed shot, and it's just a mess all around. I'm just having the hardest time getting my head around this team in that particular arena. Even in Nagrand with pole humping, it was a completely different matter.

This also leads to the inevitable, with that much ranged dps in that arena, how do you stop rezzes with them being able to hump around the ruins?

Kamlyn
06-27-2008, 04:46 AM
It seems like a problem easily solved. In Ruins of Lordaeron, you should have the battle just outside your start area. It seems like your charging in or moving too far forward which allows your opponents to LOS you with the coffin. I would just wait them out and let them come over.

Alemi
06-27-2008, 05:15 AM
It seems like a problem easily solved. In Ruins of Lordaeron, you should have the battle just outside your start area. It seems like your charging in or moving too far forward which allows your opponents to LOS you with the coffin. I would just wait them out and let them come over.Even if you're standing at the bottom of the little steps to the start, the hunter will only have to take a few paces off the ruins to come and shoot you, or totems and then by the time you move forward to get in range with LB - he's already retreating back to behind the ruins. Same with the frost mage and ice lancing.

Trust me when I say, I can deal with hunters in lord, but this particular setup is just esp frustrating.

Did manage to get my pants and bracers today, so I'm happy regardless.

Bluepants
06-27-2008, 08:48 AM
Ive met many teams that uses that strategy in Ruins, however, i play with a paladin, making it slightly easier.
Ghost wolf is you friend, set totems, go ghost wolf, step back into the starting room.
When hunter comes forward, run out, purge him off, then run back.
The next time, frost shock him, stress him a little, try to follow up with CL.
Keep doing this, run back and forth, purge off the mage too..
Try frost shock-CL.... 1 of them will fuck up at one point or another... And thats your chance to start a fight ;)

xtobbenx
06-29-2008, 12:14 AM
You might considure if you see its the same annying team to just stay inside the room with the back against one of the side walls.. so they have to get inside to do anything at all.. but the camera view in there is horrabol so be rdy to tab and spam alot when it all starts of.. and dont forget aoe totems :D Another way is to take the hight ground before them.. start mounted with heroisem on, run straight on to the middle thingi and pop out totems.. But i dont really have that much exparions but its worked both good and bad..