Introduction to ZvZ
In Albion, much of the open world content requires you to group up. For some content, Guilds and Alliances like to gather large masses of players (10++ per side) to have large scale fights over content.
ZvZ, short for Zerg vs Zerg is when two or more of these large groups collide.
Positioning, Cooldown Rotation, Damage Trading, Team Composition and Skill are what make ZvZing such intensive activities.
Albion has a built-in protection system for players who are outnumbered. This protection comes in the form of Focus Fire - a damage-reduction factor that kicks in when you are attacked by multiple opponents, based on:
- the number of players attacking you, and
- whether they are attacking with melee or ranged weapons
When two melee opponents are attacking you, the damage you receive is reduced by 14%. If you are attacked by three melee players, the damage is reduced by 25%. The progression continues as shown in the chart below.
The same mechanic is applied when you are attacked by ranged opponents, however, the damage reduction isn’t as severe. You can see the full damage reduction values below.
|Amount of Players||Melee Damage Reduction||Ranged Damage Reduction|
Most Guilds and Alliances have designated shotcallers, whom, over voice chat, will direct the entire fight. Calling where to move, when to engage, when to disengage, and the overall positioning of the fight. It is incredibly important to listen to the shotcaller, 10 players united can be much stronger than 20-man chaos.
Typically the shotcaller(s) and the healers will do all the talking during a fight.
One of the most important factors when working with such large groups, is how they are positioned. Because players typically bring lots of AoE equipment to these encounters, battles tend to be fought around choke points, higher ground and obstacles. It is always important not to clump up and be susceptible to AoE hitting to many of you, putting strain on the healers.