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Old Oct 11, 2009, 11:17 PM // 23:17   #21
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Originally Posted by Hugh Manatee View Post
Bottom line, the best way to fix FA and JQ is to let players form parties, this way we get rid of the moron oath shot nuker R/Es, the A/Mos screwits with ray of judgment, and E/R failures with level 12 pet rainbow phoenixes, and let players with coordinated builds and plans engage in a real fight..
'hi there, we're the 8 monks you asked to defend the kurz side'

'yeah, straight through this door' kkthnxbai'
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Old Oct 12, 2009, 11:27 AM // 11:27   #22
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Defending NPCs are easy to kill provided one brings antihealing skills.

Examples:
Scourge Healing or Soul Bind - punishing healers.
Well of Profane - eliminates stacked healing enchantments.
Well of Suffering - long time, wide area pressure.
Spectral Pain - to take advantage of prevalent spirits.

With the number of corpses littering the floor....

Regards,
Ruemere
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Old Oct 13, 2009, 03:23 AM // 03:23   #23
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Originally Posted by stanzhao View Post
'hi there, we're the 8 monks you asked to defend the kurz side'

'yeah, straight through this door' kkthnxbai'
Well, I really think that it could be done if it there were a cap on how many of a certain class could be in a certain instance. Maybe some sort of "sealed deck" point system could be used to decide how many of a certain role could be on a team. This is the only means I could see an organized Aspenwood not becoming rife of gimmicks.

I also believe that the players should respawn based on how many mines/gates their team has at the moment. Properly used it could be a means of developing momentum and would incentivize survival. As it is there is actually an incentive to dying in Aspenwood. Playing any sort of energy denial is futile in Aspenwood. They just Leeroy and comes back 8 seconds later with full energy. This makes suicide builds viable and highly irritating.
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Old Oct 13, 2009, 01:23 PM // 13:23   #24
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Quote:
Originally Posted by stanzhao View Post
'hi there, we're the 8 monks you asked to defend the kurz side'

'yeah, straight through this door' kkthnxbai'
Well of the Profane says hi!
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Old Oct 13, 2009, 01:37 PM // 13:37   #25
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I have been playing Fort Aspenwood on the Luxon side to get the 9 wins and I must say our win rate was probably 9 for 13 or so. Probably there are slight advantages and disadvantages for the Luxon and Kurzick side, but the real difference is the set of players and their skill level.

I play a monk for the Luxon side and have full PvP gear. In every draw where we had one other (decent) monk we beat the Kurzicks hands down. When I was the only monk and when - for instance - we had three sins that thought they could each tank a group of Kurzicks way outside my aggro circle on their own, we failed miserably.

It's the gamers - not the game - that make the difference.
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Old Oct 13, 2009, 04:26 PM // 16:26   #26
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The only thing keeping the Kurzicks from winning 100% of the time is really bad Kurzick players.
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Old Oct 14, 2009, 02:42 AM // 02:42   #27
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The biggest issue with FA is not monks camp healing the gate npcs but them instant respawning near to gunther with full energy when they die. I can't recount how many times the I lose a match inside gunther's courtyard because of those monks keep on piling enchantments and heals on gunther alone, and they don't bother healing their team since when they die they will be instantly resurrected near gunther with full energy ready to jump in battle again. They should increase the respawn timer of the kurzicks cumulatively for every gates breached.
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Old Oct 14, 2009, 10:50 PM // 22:50   #28
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I totally agree with tvalentijn and any other person that said it's the players, not the game that's the problem.
I believe there is so much qq coming from players that refuse to learn from other players, read about things that work(or even about the skills they use).
At any rate, if you get a group of decent lux players, with half of them knowing what they need to do to win, FA is really pretty easy.

My two cents..
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Old Oct 15, 2009, 12:37 AM // 00:37   #29
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TBH, luxons should stop bring defy pain dolyak sig warriors if the're qqing about FA being too much in favour for the defending side. Stalling tactics only work when wasting time is in your favour.
You can pretty much single-handedly win the match with a FC RoJer as the attackers, given the fact that the general competence of players on either side is so low.
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Old Oct 15, 2009, 04:34 AM // 04:34   #30
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Playing defense is much easier than playing offense in FA. So the Kurzicks have a natural advantage. Kurzicks should just learn to play monks all the time and they'd win a lot more.

However, it is true a decent luxon team can still punch through a 2-3 monk kurzick back line; they just have to work harder than the kurzick do. Luxons also have to learn to pressure the monks, if the kurzick monk is allowed to cast Prot-Spirit, SoA and WoH on Gunther freely all day then it’s hard to win. If the Kurzicks have only 1 or 2 monks there is no reason why the luxons can't beat that especially with the turtles and the warriors.
Tip about the warriors. When you’re in green make the Kurzicks agro the npc warriors by kitting back into them when you have a melee on you and then kiting forward back into the middle of green base so the npc warriors will follow into the base, this way they'll add more pressure and help you win. Also don't fight in the choke point right at the green gate, push all the way in that way the turtles will fire in the base hitting everything (including the monks) instead of firing only into the entrance.

Also if you choose to monk on the Luxon side go Mo/R and run D-shot. It helps alot trust me.

Also on a side note pve npcs on the kurzick side helps them out too.

Last edited by Saborath Gilgalad; Oct 15, 2009 at 05:03 AM // 05:03..
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Old Oct 15, 2009, 05:21 AM // 05:21   #31
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I never had a problem, then again I havn't played it in quite some time. I always played a bonder monk and bonded the turtle and the warriors, and bringing good hex removal. That alone royally ticks off the kurzicks trying to take the turtles down. Just hang far back, and avoid people Them turtles can pretty much take out anything that they run into anyway. As for the enchant stacking, yeah, well of profane is an option

I always found that it seems easier to defend being kurzick, but Luxon wins more often. though that was back in the day.
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Old Oct 25, 2009, 01:56 AM // 01:56   #32
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Amusing that people are just realizing this.
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Old Nov 17, 2009, 04:15 AM // 04:15   #33
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Quote:
Originally Posted by stanzhao View Post
'hi there, we're the 8 monks you asked to defend the kurz side'

'yeah, straight through this door' kkthnxbai'
8 rends >>>> your 8 bonders
Scourge Healing, Soul Bind >>>> your 8 healers

That's only 2 to 3 skills that can counter 8 bars of 64 skills. Now laugh as the turtle lolrapes everything.

Btw, Hugh Manatee, your post was excellent. I couldn't have said it any better myself. It's funny how Luxons blame Kurzicks for being bad players relying on monks, when they are the ones who fail so much.
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Old Nov 17, 2009, 07:54 AM // 07:54   #34
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Have none of you ever considered the fact that Anet might have intended FA and JQ as transition arenas from PvE to PvP?

They are labeled 'casual', you don't get to pick your own team and there is a huge emphasis on doing pve-related stuff: killing and defending npcs, picking up and transporting loot.

I think that whenever players start to moan over these formats and complain they are not challenging enough or that too many noobs play them, it's time to move on. AB is your next stop. Still casual but here you get to form your own team and work on some actual teamplay. Your next stop after that is gvg, ha or ca - depending on your inclinations. GvG if you like the tactical aspect of AB, HA if you like the mobfights and CA if you.. I don't know, lack 8 players or like to make builds often.
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Old Nov 17, 2009, 09:34 AM // 09:34   #35
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There's already a thread about Fort Aspenwood at the top of first page, and nothing you (Giga Gaia) posted today was exclusively related to the content of this thread. What was the point of bringing back that old thread? Anyway, there's a good discussion, including suggestions, going on at the Sardelac Sanitarium (http://www.guildwarsguru.com/forum/s...23#post4944923). Here's a part of it, for example (taken from the last post):

Quote:
Originally Posted by Giga_Gaia View Post
Can't help but notice those (Luxons) who complain about FA because they can't win, keep repeating that Kurzicks have no skill. But if they suck so bad, why can't you win? Why do you need to rely on your uber OP turtles and the gank squad to actually be able to fight your way in? Are you sure it's not because Luxons keep running the same wammo builds and naruto sins? If Kurzicks are so bad as you guys claim, there should be no reason that your team can't get rid of 1 or even 2 monks in your way. And no, 8 monk teams are next to impossible. We're talking about a realistic situation here, not theory crafting. JQ is the perfect example of how one side dominates the other in a balanced map - I would like to think that Kurzicks must be doing something right to keep winning there.

And the AI can be easily manipulated on both sides. You can easily lure Gunther out of the green gate or body block the Jugg so that it won't move or attack. The gate guards don't run out of AoE's until they're 1 hit from dying. EoE is STILL the strongest and most OP thing to use on Lux side, even though almost no Luxon uses it except as a griever on the Kurzick team. For those reasons I don't understand why you guys are complaining. It's not hard to overwhelm the Kurzicks, you just need to have a little bit more coordination and teamwork (of course bringing the right builds helps immensely), because certainly I will give you one thing that the Kurz can easily ball up inside the fort, thus automatically giving them more coordination. Everything else can be countered.
You cant think outside the box, can you? Furthermore, you really need to improve your reading comprehension. First of all, I said its not about winning, but about those two specific issues (turtle and gate NPC) more than anything else. On top of it, People said way way way too many times that BOTH sides usually have bad players because this is a casual format. By the looks of it I doubt you'll even understand it now, but at least I gave it another shot.

Kurzicks keep winning at the Jade Quarry? Not while I was playing there. Not so many times at all.

I have seen only one Fort Aspenwood battle in which Gunther was lured out, and I've been through way more battles than you can count. Furthermore, if its possible, I would suggest fixing that as well.

Juggernauts werent surviving for so long to actually make a major difference anyway. Furthermore, they have knockdown and the Body Block issue isnt only Fort Aspenwood's. Its also a problem at Heroes' Ascent (and not only there).

Why are we complaining? First of all, you have to comprehend what we're saying. You think its all about winning and about saying only Kurzicks are bad. The truth is that the majority of the Luxons in this thread have only agreed about the Turtle AI issue and the gate NPCs.

You can always blame the people for not bringing the best builds, but you keep forgetting its a casual format. You cant expect most people to behave in the most efficient way. You can expect most people to bring whatever they prefer, and this is exactly what's happening. If you want people to behave in a more efficient way, create a premade mode (in addition to the one there's now), and then you'll see different results.

Last edited by Pauli; Nov 17, 2009 at 09:43 AM // 09:43..
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