![]() Some of the solo fights can be a blast because the speed classes in daoc are significantly weaker than most classes, but are given awesome crowd control and instant spells. They're also very good solo/small group as they are hard to catch, letting them pick their fights and control/lockdown pesky adders who want to zerg you down. Because of their access to cc and their speed they were often the "drivers/leaders" of groups, in charge in positioning the group in advantageous areas before a battle, and having 'quick draw' reflexes for targetting with CC on first contact with the enemy.ġ00% Necessary for 8man group, being able to position yourself to strike another group from the side/behind or get away from giant zergs. Say in daoc for example, they kept group buffs (or boons if you must) up depending on different situations (Some had group haste for melees, some had group resistance buffs, heals, etc).Ĭrowd control of some kind was available to every speed class in daoc, instant stuns for 9s, AOE Mez for 30s, instant mez. Generally used as a 2nd or 3rd utility slot in a group, they can be used for many different roles. Speed classes are awesome! Definitely a favorite class of mine! It was also a major element that was missing in Warhammer. Unfortunately, the two groups hated each other, so there aren't many people who can see that this is one of the things that made the game great. The 8-man group would have to bait out the larger group and bit and pull them apart before they could do much. If the 40 man group stayed together, there wasn't much the 8 man group could do to them other than be a slight annoyance. Of course the 40 won more often than not. If the 8-man group could whittle down the zerg and spread them out, eventually they could get it down to a size where they could turn and finish the rest of the group. The 8-man group can buzz around the zerg and sting here and there, but if they get caught they're dead. This, combined with a few other effects, gave DAoC an extremely important and usually overlooked appeal, 8-man versus zergs. Zerg groups wouldn't have the organization to have a speed class in each group, so they'd move slower. ![]() They were also generally pretty good about all leaving combat to retreat together, which was actually pretty tricky. It played another important function which seems to be overlooked here.Ĩ-man groups were always certain to have a run speed class. ![]() They sort of had to be, considering how poorly they soloed in RvR and PvE. Because of 5s instant amnesia and 15s AOE, plus their DD, they were nearly as good at interrupting as skalds, but had much better group support. I can't remember if skalds got ablative or not, but I remember Minstrels getting it.īards were definitely the best group-class of the three. Skald DA was pretty significant with a couple of savages/zerkers, though you're right Skalds wouldn't get groups without speed.Īfter ToA I think they started giving the chant classes more reasons to run them in a group. The biggest DA was cut in half, I think, so your DA had to be at least half as good to break even. They didn't stack normally with runie damage add, or cave-shaman damage add, but no one specced for those. Skald buffs stacked with healer/shaman buffs, because they were chants. Note: this is from a Shrouded Isles era perspective so it may have changed since then. Everything they did other then speed was done vastly better by other classes (Berserkers/Savages had much better melee damage, healer/shaman had much better buffs and utility, etc). Likewise, speed classes generally aren't supposed to be great at 1v1 combat, but make groups strong, so it's in their best interest to move as many people as they can to ensure their own survival.įor example, a Skald in Midgard was essentially only used for their group speed buff. Running solo without speed was a good way to die, so you pretty much always glommed onto someone with speed even for a little while. It's actually one of the big reasons that realm pride worked, IMO. You join their group, along with anyone else going the same way, and share the speed buff until you get to where you're going. There is a skald (your realm's speed class) at point A, and he too is going to point B. The way it works is this: You are a warrior. ![]() It was a way to quickly get around the massive environment in DAoC. Think of it as being sort of like Swiftness in GW2, or group-wide aspect of the cheeta from WoW, but it drops on combat. The two things which I cannot seem to find any info on are the crazy white bat-dragon people and "Speed Classes"Ī speed class was a class in DAoC that gave a pulsing out-of-combat-only run-speed buff to nearby allies.
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