Blackthorn, on 29 June 2015 - 09:08 PM, said:
it's not reasonable to expect to wipe 30 with less than 20, generally.
There's almost nothing you can't fight with around fifteen people. Those fifteen have to be extremely tight and organised and have a really good comp, but fifteen is enough to fill every role and bring enough of all the key tools to be able to sustain at a very high level. If you have fewer than twelve to thirteen, it's an entirely different proposition, as you simply can't possibly meet all the requirements of a good comp, but past that point, there's pretty heavy diminishing returns on adding more bodies. Obviously when skill, organisation, comp, etc. are all roughly even, numbers will tip the balance, but among those factors, when you're looking at 15+ v 15+, I would rank numbers as one of the less important factors on the list.
Back when I was active in zergbusting, winning 15 v 50 was nothing out of the ordinary. I don't suppose you'd remember the old Ehmry Bay powerhouse Good Fights [GF], but they
never ran much more than 15 as a matter of policy, and they were basically unstoppable. They also had Killian--one of the best drivers any NA guild has ever seen--and a very selective membership policy with very strict internal rules about comp, but all that added up to a pretty unstoppable fifteen-man killing machine. When [Seek] was at its peak before we started losing members to other games--which unfortunately lasted all too short a time--we had pretty similar results. I remember one reset in particular were we held the AR map blob in EBG for well over an hour in the area around Pangloss-Veloka (their corner) with fourteen [Seek]; according to my Realm Avenger achievement, we got something like 400 kills in that one fight alone.
Someone sent me a PM a while back asking about 10-man comps, and my reply covered a lot of this stuff as well as I could do now, so rather than reinventing the wheel:
Slein Jinn, on 26 January 2015 - 12:53 PM, said:
It's hard to give a straightforward and precise answer for groups around 10. For groups smaller than 8, I'd always run a havoc comp, because you don't have enough people to adequately fill all the roles in a zergbusting comp. For groups larger than 12, I'd always comp for zergbusting, because you can basically fight groups of any size at that point. But groups of 8-12 fall in a sort of no man's land in between, and it really depends on what you're facing. When we comp for zergbusting, we can consistently fight pug zergs of 20-25 with just 8-10 [Seek], but guilds like [Mean] can be a really tough fight with even numbers in that configuration, because they'll comp specifically to hunt us; to fight other small coordinated groups, we have to get into havoc builds to compete.
Against groups that are small but highly organised, you'll do better in havoc builds, because if you comp for zergbusting with a group that small, a good havoc group will be able to focus down individual members of your group before you can apply enough counter-pressure. But against groups that are large but poorly organised, you'll fare much better in zergbusting builds, because you won't have enough sustain to grind them down with havoc builds. So what's the difference? Well, havoc builds are generally a bit more self-contained, and havoc comps generally have a bit more focus on damage--especially single-target damage--whereas zergbusting builds fit into much more narrowly-defined roles, and zergbusting comps bring a lot more synergy. It's also noteworthy that, for a variety of reasons, condition builds can work well in havoc comps, but they're almost completely incompatible with zergbusting comps.
As far as what those comps actually look like, zergbusting comps generally involve something along the lines of two Guardians, a Warrior, a Staff Ele, and some kind of DPS in each party. Havoc comps, on the other hand, might have one bunker and one or two bruisers, or even no bunkers and just two to three bruisers, plus two DPS in each party; you need plenty of damage, but you want to keep it well under 50% glass. Of course, the builds themselves that comprise those comps are quite different, too. If you want to go deeper into the details, it'd probably be better to have a chat on TS, because there's a lot involved in some of this stuff.
The moral of the story is that it definitely
is reasonable to expect to wipe groups of thirty with fewer than twenty, but when you're working with people who primarily havoc and roam, you're going to have to convince them to shift their mentality and change their builds in order to do it.