With the holiday season over, things are getting back to normal with WAR, specifically meaning more CoW members are back online. While overall WAR is a great MMO, it’s very average when played solo for extended periods of time, so having quality people back online has been great.
Of particular note was a recent Serpents Pass scenario that our group of 6 rank 35-36 characters queued up for. Once inside, we quickly realized Order had all rank 40 characters save two, and Destro had exactly two 40s, with the rest in our range of 35-36. Generally this means a 500-0 or so final score, and the dominant side camping your spawn point. As our group had just finished Bastion Stairs, we had a good balance of tank/healer/dps. The group consisted of a Chosen, a Zealot, two DoK, a Sorceress, and a Witch Elf. For the first time in Serpents Pass, we used strategy beyond ‘rush to the middle, fight, repeat’. We knew we could not win a head to head clash, and our only chance would be to divide up the enemy and pick them off as best we could.
Serpents Pass is well designed for such a strategy, giving you ample opportunity to cut across the map and kill the carrier, or harass anyone who respawns. In addition, scoring the wreckage piece can easily overcome the kill count, making sacrificing a tank worthwhile if it slows the enemy down. Our strategy was a mix of quick grab and run tactics with the wreckage when Order was busy fighting, and picking off their carrier when they controlled the center. What made this work was the over-confidence that once the wreckage was picked up, it could be run back safely. In most games, the enemy makes a weak-at-best attempt to kill the carrier, yet in this game we were sending a full group. We also did our best not to engage the full might of the Order group, and more often then not this meant Order pushed Destruction back near our spawn point, yet could not pin us down completely. Once we pushed them back, we would run and grab the wreckage, making a quick dash back while leaving behind a few players to stall the respawning Order players.
The end score was 500-300 for Destro, despite many of the Order players toping the damage chart. It was a highly enjoyable scenario, and showed that strategy and communication can, at times, overcome sheer force. This also happens in T1-T3 of RvR, yet T4 is mostly mass chaos with macro management becoming a factor, rather than micro. I’m not entirely convinced this is a major problem, as it’s hard to retain the epic feel of a relic raid from DAoC and also include 6 man group tactics as a major factor. Scenarios will always be the place for small group tactics (like roving 8s were in DAoC), and the RvR T4 campaign SHOULD have that DAoC relic raid feel. Scenarios deliver, and hopefully the T4 portion of RvR will soon as well.