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Ancient Mace Team Guide

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I used to lead a lot of ancient macing on a huge RSPS long ago, and I want to get us going on Mace teams.  In voice it seems like a lot of people are discouraged, whether it be that the quests seem annoying (90-120 minutes for all 3 quests isn't bad) or that you think it's impossible.  It isn't impossible, and one AGS loot is worth hours of rev PvMer pking. It's almost better to hunt +1s. 

I am not posting this for any sort of notoriety, I'm not one of those nerds - it just pains me that one or two big clans are the only ones doing this and we are not.  WE SHOULD BE boys, let's get it.


The breakdown:

You have three roles, CatcherScout, and Mace. Scouts should already know what to do, and I will not explain it in this post.  Below are the descriptions of the Catcher, and Mace roles that I used to use in my RSPS clan.


The Scout finds a target and directs the catcher there, the Catcher logs in then controls the target and takes over calling, the Mace stays cool, calm, collected, stays silent in voice and then bangs out the +1s.  A much more detailed role description and recommended gearset is in the pics below. 


If everyone was to stay calm and listen to callers without acting on their own accord... it works 100% of the time.  My old RSPS mace team was flawless because after some practice they learned to trust fellow designated callers and not to derp out and smack targets with rcb or freeze targets with barrage when entangles are available.  The #1 issue we always had was the one guy that ego tripped and decided that he knew best and wanted to rcb the target without the KILL call made.  If you guys want to start a small loyal mace group, it genuinely only takes 5-8 players to mace a pure.


The mathematical breakdown of a standard maxed pure (99hp, 52pray) :

*Damage required with RCB to smite full prayer target: 396hp (obviously impossible while speared)

*Damage required with mace to smite full prayer target: 41.6hp

*Ancient Mace max hit in gear shown below: 15hp

That's right boys, we need 3-4 average ancient mace specs to smite someone.  It does not take a 20-man team, it takes enough precision to avoid them sipping a prayer pot between spear specs (0.6 seconds)

If the target is not killed instantly, the KILL call can be made on the second spear, and rcbs/scims/godswords/anchors are used to smite/kill the target, further increasing the chance that they're smited if the ancient mace specs whiff.



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Someone will likely say "we could just have a tber, a spear, freezers, and macers; I've found that it's almost always better to entrust multiple roles to ONE good caller who can make a simple 2-way gear switch.  Having multiple people yelling in voice never turns out well, and adding more moving parts to a combined mechanism is always a step in the wrong direction.  It also requires a higher number of players on other tasks than macing - this is why my trips work with 6-8 people, and DC requires 30 people.  It never hurts to bring entangles on a Mace role, but bringing barrage to freeze ruins the whole plan; if they do not have enough HP remaining to get smited, the whole effort is lost. 

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