Need some tips on killing you guys

First thing you gotta watch for is are they in earthen. It’s a totem that creates a circle on the ground around it, if the rsham is inside this circle as a melee you will do significantly less damage to him. Simply wait this out before popping cds or till he runs out of it. Next is his regular wall, lasts 12-15sec can’t recall, but 1min 30sec CD, another thing to just avoid bursting all your dmg into. If once those to things are done, stun him into spear after you blow avatar, dmg him down and the last global of your stun, sharpen blade, mortal strike, this will prevent his ascendance from healing him to full. Than you can blade storm, with cancel blade storm/pummel macro incase he casts, this is to prevent him root toteming you and ghosting away. After that kick is up you can intimidate fear his next cast, by this time he should be panicking.

Long winded but that’s the step by step

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Yes this was a Legion thing, I didnt play MoP or WoD. And a very effective and more preferred strat in Legion. You would ignore the orbs, go wipe them in team fight then grab orbs.

Not sure what meta BFA had because RBGs seemed dead and was only the same 4 classes and not many teams qued. I stayed away from RBGs from the most part in BFA.

I was in a pug group today that tried this and it … worked… we won the match, but i dont think we won because of the opening fight. we just kinda rolled them the whole match. I still would rather my boomkin’s convokes have orb buff than not have the orb buffs at the start of the match.

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Its typically not a pug strat. It is usually an advanced strat for a regular (consistent) team.

You roll in grip and nuke orb while their healers burn CDs to keep it alive. Gib the other orb. Most teams will instinctively grab the orbs again that your whole team is standing at. You can mow down 3-5 people before the first rez.

Then grab orbs and play cat and mouse with their healers keeping them on split rez. This forces the team to trickle in trying to nuke your team’s orb carriers which you are sacrificing any ways to get a fresh orb. Or they have to wait (which they should do) which gives you time to push stacks and a lead.

You should still be giving orbs to your pumpers. Like I said this was a very common strat at high level RBGs.

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i get the idea, i just dont really understand how you DPS race someone doing like 30% extra damage. All they need to do is Pain Supp the orb carrier, but your entire team is going to be taking super buffed moonkin damages and thats sounds unpleasant.

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I don’t want to sound like a jerk here, but could be that you need to just find better players.

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Unfortunately this is the ultimate factor.

You can carry teams of okay players with good strats and micromanagement. You just need a sound target caller making the right calls and swaps. And reliable base sitters.

At a certain point (rating) you have to start taking better players.

Players that dont need to be micromanaged and can make swaps on their own or CC chains on their own.

Healer who dont just smash CDs on CD and instead work with the other healers.

You need reliable teams that you can trust to go get x node. And players that know how to stall a group and keep people from peeling out when they are base stealing. Nothing would piss me off more than almost having a base and here comes reinforcements that not one person saw leaving the team fight.

I have burned quite a few in game friendships because they couldn’t get past the idea that they were just 1800-1900 players and not good enough to push higher rating. I would still try to do RBGs on alts with them to keep their rating up but it wasn’t good enough for them.

If you want to push an RBG team you need to build a community of players and weed through them. You also have to be ready for strong players to leave your group to join higher groups after you have got them their ratings. Especially Healers/FCs. You can’t take it personally and just keep team building.

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