

When a large, coordinated zerg initiates a ZvZ fight, it often utilizes multiple flank groups.

Higher Ground: Higher ground always offers an important advantage in open-world combat. Good positioning before a fight is incredibly important and will give a strong advantage over an opponent. Zergs normally try to take the south position to gain a vision advantage and/or take position over a choke in order to funnel the enemy team through their CC and AoE damage. Healers, in particular, are a high priority target and their positioning is key to a successful fight, as healers not only must keep themselves safe but also must be in range to heal their team. It is important for the squishier players, namely the healers and DPS, to position themselves safely and avoid being jumped on by the opposing group. Groups must not only be aware of the position of their tanks and healers but also of the enemy. Different positions offer different advantages and different opportunities to engage your enemy. It is important not to clump up and become susceptible to an enemy's AoE abilities. Because players typically bring AoE-heavy gear to these encounters, battles tend to be fought around choke points, higher ground, and other natural obstacles. One of the most important factors when working with large groups is their positioning. Typically the shot-caller(s) and the healers will do all of the talking during a fight. It is incredibly important to listen to the shot-caller, as 10 players united can be much stronger than 20-man chaos. They make groupwide calls such as where to move when to engage when to disengage, and the overall positioning of their group in the fight. Most groups have designated shot-callers whose job is to direct the entire fight over voice chat. The damage bonus given by AoE escalation is not precisely known but it can increase your damages by around 200% if you hit 20+ enemies. For example, a Bloodletter will ignore 75% of the Focus Fire buff, making it an efficient weapon for ZvZ.Īnother built-in mechanic is called AoE escalation which causes an AoE ability to do additional damage per player hit if it hits more than five players. This buff is partially ignored by melee weapons depending on their Resilience Penetration stat.
#Albion online killboard full
You can see the full damage reduction values below. The same mechanic is applied when you are attacked by ranged opponents but the damage reduction isn’t as severe. If you are attacked by three melee players, the damage is reduced by 25%, scaling more with each additional player.

When two melee opponents are attacking you, the damage you take is reduced by 14%. This protection comes in the form of Focus Fire - a damage-reduction buff that kicks in when you are attacked by multiple opponents, based on the number of players attacking you and whether they are using melee or ranged weapons. Positioning, engaging, shot-calling, cooldown rotation, damage trading, team composition, and individual skill are all highly important factors for a successful ZvZ team.Īlbion has a built-in protection system for groups that are outnumbered. ZvZ, short for Zerg vs Zerg, is when two or more of these large groups collide. Some of the most common forms of Zerg activity include Mage Raiding, Dungeon Diving, Castle Sieges, City Sieges, War Camps and large group dungeons. Guilds and alliances often gather large masses of players (10++ per side), called Zergs, to have large scale fights over the content. Most of Albion's open-world content requires large groups of players working together.
