12-05-2017 08:26 AM
Anyone have any pro tips for selecting orcs to battle in online fight pits? I am well aware of who would be tough for a player, but not so much for other orcs. Thanks guys and gals!
12-05-2017 09:08 AM
Its hard to nail it down to an exact science but any orc with great immunities is a great place to start. Also good epic traits like greath strength and thick thinned go a long way. Those things paired with some good enrage triggers make for a pretty deadly combatant. I have had some strong orcs fall in the online pits but my frequently enraged Tower berserker with curse master and great strength as well as several immunities has been unstoppable.
12-05-2017 09:10 AM
Also just to add, I personally find hunter class orcs can deal massive damage quickly once they become enraged and start tossing spears back to back
12-05-2017 08:41 PM - edited 12-05-2017 08:41 PM
strategies would be possible if we can know the enemy before the fight, like dominating a worm and see what kind of enemy
but if the enemy is totaly unknown it's just luck
a level 20 killed my level 60
maybe you have ologs as reinforcements, the enemy overlord has caragors, they lure the ologs away from the enemy
or your overlord has archers, they miss the shots and shoot your overlord
or your overlord just keeps screaming and taunting and moving the arms above his head and taking damage
anything can happen
12-05-2017 09:08 PM - edited 12-05-2017 09:13 PM
My experience with gangs is not that good. While gangs attack the enemy captains my captains seem to just wait around because of it.
What happens a lot too is that my captain gets the enemy to "broken" while having more than half of his health, yet still ends up losing.
Also Orcs are far more expendable than training orders. I've just been sending in my non-epic/non-legendary garrison Orcs and see who wins. I deleted those who have fears or vulnerabilities. If they have bad weaknesses that won't get them in the fight pit (like terrified of morgal flies) I'll simply fight them until they are dead. It seems to be mostly luck when a captain is good, but when they are bad they will definitely lose.
12-06-2017 03:06 PM
12-07-2017 12:25 AM
12-09-2017 04:17 PM
12-09-2017 07:22 PM - edited 12-09-2017 07:24 PM
Well I’ve noticed there must be some variation in the pit AI...I have a small number of Uruk that don’t taunt do more executes and blocks etc...and they always act the same fight after fight like they know exactly what they are doing..one is an Olog that will actually grab a Berzerker mid spin and Superman punch him and he does it consistently...I have not been able to find another. I also have a savage tank that executes/blocks/stuns at the right time every fight..sometimes they run into a “tough” fight but 95% it’s a slaughter...also today that same olog ran into and archer that dodged his mace attack every time that’s something I’ve never seen before..the only way he won was because of the stun bombs he drops.
Point is in my experience some of the uruks get the “legendary” version of the brain and will always kick ass..but the OP nature of the berserkers attacks and defenders shield make it less important for them.
12-21-2017 09:37 AM
I might have some input on this topic.
I got this crazy idea that only pit fight champions would be my warchiefs. I've been doing nothing but pit fights for weeks. Having no knowledge of who would win, I put everyone in my garrison - including grunts. I've watched a lot of orcs die in the pits.
First and foremost, although this is probably not what you want to hear - when people say there is no exact science, they are correct. I've tried to call every one of these fights and I'm wrong most of the time. I've seen orcs one hit away from death win the fight. You need luck and persistence, and don't get attached to the orcs. They will let you down.
If your orc struggles to win any of the fights - he will never live. He will face anywhere between one and 3 legendary orcs with varying skillsets. Don't be surprised if your orc wins four, then the game shoves his weakness down your throat on fight five. Don't put weak or frightened orcs - they will get eaten alive on at least one of the five fights. If you really want to have fun with this game, make weakness and fear your only criteria for orc selection.
Find orcs - grunts especially - who are have no weaknesses, vulnerabilities - and nothing dazes them. If that is your baseline critiera, you can find out for yourself who has what it takes to win.
I don't have stats of any kind. You don't need them - finding a winner is pretty much all the fun, and if you cherry pick your garrison based on strength you will never have the same amount of fun. Filter your orcs on weaknesses that can be exploited in the pits.
There are no graugs. There are no other captains that die. As far as I know there are no flys either.
There is no greater satisfaction than finding a grunt and making him legendary. Epic to Legendary is good - but grunt to legendary is exceptional, because it means he had to win 2 with nothing but his skin.
The combinations that the game applies to pit fight champions does not follow the same rules that you, the player, have to follow. For instance, if you try and give any orc Great Strength and Thick Skin together, one will always replace the other. But not if they start as a grunt with nothing, or an epic with one.
One of my champions got both. At the moment, I have six out of seven war chiefs that were promoted through pit fights. I will warn you. The time I've wasted doing this is appalling. It's hours of sheer boredom followed by a few minutes of sheer elation.
If you produce an orc with GS/TS together - keep him safe, because he's one in a million.
03-04-2018 11:16 PM
okay. dont know how old this particular thread is but ill post here as i cant find the other locations yet. ive come all the way from ps4 just to type this so hopefully it wont fall on deaf ears.
The pits fights in shadow of war. particularly the online ones, are both an insult in programming and a failure to provide entertainment or proper reason to use them, aside from a desperate means to try and recruit legendary orcs to the ranks. im leaving this here as a means to beg borrow and plead for monolith to improve this game mode in an effort to make it a bigger part of the game. changes are as follows"
1: improve AI agression levels. berserkers are nice and all, but they are the only ones that seam to make it in the pitfights, then, olegs, and the occasional spear thrower. we need more variety. stun locks remain vastly overpowered, and so are endless rage builds. but this is mostly becuase those abiliities proc almost constantly while others "knife throws, chain grapple, animal calls, ect. all remain unused. im not asking to nerf any abilities but rather these abilities should proc more often. make trickers afctaully act like tricksters, circling their apponant from medium range and waiting for a good time to srtike. make them decide when to use their abilities and when not to instead of spamming dodge until the enemy gets bored and gets them with an undodgable grapple attack.
2: fix minion gang bugs that turn captains unto cowards when leading a mob. such as ranged captains ingorning the enemy when being accompanied by olegs, and assassins standing around while the enemy is swamped by minions. make them sieze that moment and strike. make this seem like a honest blood for blood pitfight. we didnt pay 60 dollers to watch a public execution for eigther our guy or the enemy.
3: add counter attacks to dodge animations. perhaps this is far fetched considering how long the games been out but for peat sakes im tired of watching assassins and tricksters continue to dodge over and over again with eigther attacking or reatreating. its boring and wasts time. if theyre going to spam dodge, at least at some kind of attack into it so its actually an advantage instead of a liability.
4: imrprove targeting prioritization. no one likes to watch an archer shoot at minions on the eigther side of the map while the captain stands in front of him caving his face in. this is even less funny when he shoots at the crowd overhead until he dies. if hes under attack by the captain, make him target the captain, just as if the captains on the other side of the map and your captain is being swamped, have him fight back instead of trying to persue.
5:fix the matchmaking: there is no point in time where a level 10 non-special orc gets put into a fight against a legendary level 30. sure it might still swing in the regulars favor but that doesnt make it a fair fight. can we please get more effort into fair matchmaking?
6: add some kind of system that lets us open all of the reward chests at once. ive got like two hundred of these things and i can bring myself to spend three hours opening them one by one, can we please get something to let us open them all at once?
7: improve caragor A.I. im not expecting the caragors to fight the battle on their own, but it would be nice to seem them do something beyond sit in the corner crying while their master is butchered or worse yet, interupt their masters combo attack by pouncing the apponant in the middle of the attack. please fix this.
8: imrpoved commander A.I. actually have beastmasters and commander classes call in allies in the fight. i know its not "fair" per say. but its all theyve got to help them. let them do what they do best and stop relying on the captains to do all the fighting alone when they obviously arent built for that.
so thats about it for now. as for the post point (which i do apologuise for deviating from) all rage builds, particulerly on olegs, archers, and berserkers. stun lock builds work nice too (stun bombs, rapid fire archers, heavy spin attacks by warriors and berserkers) and oddly enouph demolishion captains. tricksters are useless in the fight pits, so are assassins and commanders and beast,asters so right now ive got an army of almost nothing but berserkers, olegs, and hunters, and rage mode arcehrs. hope it helps. ive got to get back to desperatly trying to get a legendary tricksters to show up.
04-24-2018 08:29 PM
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