There was an old beer commercial which many of you will remember where a bunch of celebrities would debate the merits of Lite Beer going back and forth between “Tastes Great” and “Less Filling.” The forums have been having their own such debate, with less comedy and more vitriol, between “Freeps are OP” and “Creeps lack skills.”
So how about a more productive thread with two goals:
1)An understanding of what Garny, Dolmir, Cel, et al. are doing specifically to see if any counter strategy exists, and
2)To see if there is any comparable small group make-up of creeps that would have similar synergies available.
First, I'm going to making some assumptions about equipment and skills. There is a good chance I'm wrong. If I am, please correct me. I'm okay with that.
Let's see what creepside is up against.
1)Garny, as LM, is keeping up 90 seconds of stun immunity on his small group, applied individually with a short cooldown. While this is up, individuals are immune to dazes, knockdowns, and stuns.
2)Garny, as LM, has access to some fine CC, AoE, and DoT options.
3)Garny can significantly debuff melee, ranged, and tactical damage dealers.
4)Cel, if healing, can put up Our Fates Entwined, granting the fellowship -10% damage reduction (my understanding is that this stacks with audacity, correct me if I'm wrong), and the tooltip reads “damage will not interrupt your inductions” so I'm not sure if Cel is immune to interrupts, setbacks, or both. I think it sounds like both, though.
5)Dolmir, if using shield-brother and applying it to the fellowship as a whole, could give Cel another -15% incoming damage and +20% incoming healing, while giving the rest of the group 5% (or so) of each. This can be up much of the time, but not all of the time. Thus, with audacity 7, Cel has a base 55% reduction of incoming damage, and the rest of the group has a base 45% reduction of incoming damage BEFORE their own armor/mitigations are considered. Again, my understanding is that this stacks with audacity, correct me if I'm wrong.
6)Dolmir, with a particular 3-set of moors gear I'm going to assume he has, can pump out a rallying cry that returns morale & power to the whole group once every six seconds, provided a defeat response occurs.
7)If anyone outside Dolmir is in danger of going down, they can be bubbled for -75% incoming damage for 15 seconds.
8)Cel can, once every five minutes, put a group wide bubble of approximately 5k temporary morale (so it stacks on top for those already at full health – no overhealing) and provides a heal over time on the group. There is no induction for this skill. It fires off immediately.
9)This group often travels with at least one minstrel, who while usually in war-speech, can immediately drop war-speech to provide healing boosts if needed. These boosts include Fellowship's Heart, a legendary thirty second heal over time.
So, in a perfect world, what's the optimum strategy?
Well, creepside is up against a lot. These folks are running around with a base damage reduction of between a 50% to almost 100% greater than what creepside has at audacity 7. So they take far less damage than is possible creepside. At the same time, creepside DPS can be debuffed significantly by Garny, so BAs can have their damage cut in half, and reavers and wargs by a third. Crowd-control is largely mitigated through stun-immunity.
I've read it suggested that Garny needs to be taken down first, to get rid of the stun immunity. However, Dolmir, Cel, and any minstrels all have the capability to provide a quick in-combat rez, and if the stun immunity lasts for 90 seconds, it will be possible to take Garny down and have him rezzed up at full health before his buffs & debuffs lapse.
Or, taking Cel down as the primary healer. However, she will likely have full HoTs running on herself, she can have up to a base 55% damage reduction before including her mitigations (another, what, 30-40% there?), and once she is in real danger, she can be bubbled for 15 seconds.
What about Dolmir? Everytime this group gets a kill, he is probably getting a reactive morale & power restore for the whole group out. Still, he is a heavy armor wearer who can't be stunned, knocked down, or dazed, and is getting the full benefit of heals. As long as his group is getting kills, he is still providing reactive healing on the move.
What about splitting attacks? Probably the best solution. Focus firing on a single target has been shown not to be effective.
How about wargs in flayer stance on Garny and minstrels (in trouble those minstrels will drop war-speech to heal) to prevent inductions from going off?
Meanwhile, Bas and spiders split on Dolmir and Cel who are both very effective on the move. Ranged DPS negates their mobility.
Reavers can be sent in to keep champs and guards occupied.
So how many creeps does it take to beat this then? Well, at minimum, a flayer warg each for Garny and minstrels. Two each would be better. After all Jaiyne v. a warg? I'd put my money on Jaiyne, and if she's also getting reactive heals and additional damage reduction? Jaiyne every time. So that's four to six wargs in flayer.
At least three BAs/spiders each for Dolmir and Cel. That's gotta be an absolute minimum to keep up enough DPS to outdo the healing.
Enough reavers and warleaders to keep the champs like Treelios occupied so they don't just butcher the wargs on Garny and the minstrels.
Enough defilers to prevent creeps from going down since every death just provides healing for the group.
So I guess you need close to a well-mixed, well-organized raid.
Well, that's my shot at question #1.
For question #2, I remember a video not too long ago of five creeps (2 warleaders, 2 spiders, and a defiler) doing a fantastic job outside GV against what looked like about a dozen or so non-grouped freeps. Maybe that's a start at answering question #2, but most of the synergies there seem to come from multiple healers, two bubbles, and spider's ranged DPS and crowd-control. Nothing quite as impressive as the list above.
Anyway, I'd appreciate any thoughtful reply you might care to share.
Thanks for reading.