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Old Jan 08, 2009, 08:56 AM // 08:56   #21
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Originally Posted by MaaKotka View Post
If your water mesmer don't have any useful skills then run flag with him/her or split your mesmer to somewhere where isn't smiters. If you have good players you can win them 8vs8 with smart play, but isn't easy. If they still outpressure you then split.
Better yet, don't run a water mesmer.
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Old Jan 08, 2009, 09:27 AM // 09:27   #22
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With rawrspike: Have water mesmer run flags. Only snare lone characters and flaggers, and spike. Don't try to play "defense." Spiking out heroes is good.

Other builds: Split them, draw their 2 real monks back, snare monks, collapse on heroes. Spike heroes out. Have your Me/E or Me/N run flags.
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Old Jan 08, 2009, 10:30 PM // 22:30   #23
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Quote:
Originally Posted by MaaKotka View Post
If your water mesmer don't have any useful skills then run flag with him/her or split your mesmer to somewhere where isn't smiters. If you have good players you can win them 8vs8 with smart play, but isn't easy. If they still outpressure you then split.



If it is easy for them to kill your split team then you really don't need other monk with your main team. Smiteway can't have high damage in 2 places at same time. Also their offencive split relies usually only on 2-3 smitemonks to stay alive so they die easily.

You just need to play a bit differently than against rawrway or some other "balanced" to win. Positioning and shutting key players is the key to win. But that goes against every team. You just need different strategies against different teams.
They might not be able to have high damage in 2 places at once, but they have enough damage to kill in both places. Your only "real" defense against this build in a normal standard balanced build is your Ritualist Flagger and 2 monks. Once they have your monks turtled in your base, if you don't send your Ritualist Flagger back, your monks will wipe to 2 warriors and 3 smiters since their build is designed just to instantly outpressure teams. They usually also have a third frontline, usually a Palm Strike sin, which can be sent back defensively to kill your split. If you split off your Ritualist to support the split, you die in the base and they end the game. If you don't, the Palm Sin and their two turtled real monks wipe your split.
The best thing you can do is split off enough so the other team needs to send back their 2 real monks, and then collapse on the main team, keeping both real monks snared for long enough so your collapse can wipe their main team. Do this over and over, while maintaining flag control. It is much harder than it seems.
The key element is to never let your key NPCs die (e.g.: Knights, lord room archers). This halves the time required to wipe their main team when you collapse, making it harder for their real monks to get back in time to save their team. If you let these key NPCs die, the game becomes much harder to win.
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Old Jan 09, 2009, 09:49 AM // 09:49   #24
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Originally Posted by lutz View Post
They might not be able to have high damage in 2 places at once, but they have enough damage to kill in both places. Your only "real" defense against this build in a normal standard balanced build is your Ritualist Flagger and 2 monks. Once they have your monks turtled in your base, if you don't send your Ritualist Flagger back, your monks will wipe to 2 warriors and 3 smiters since their build is designed just to instantly outpressure teams. They usually also have a third frontline, usually a Palm Strike sin, which can be sent back defensively to kill your split. If you split off your Ritualist to support the split, you die in the base and they end the game. If you don't, the Palm Sin and their two turtled real monks wipe your split.
The best thing you can do is split off enough so the other team needs to send back their 2 real monks, and then collapse on the main team, keeping both real monks snared for long enough so your collapse can wipe their main team. Do this over and over, while maintaining flag control. It is much harder than it seems.
The key element is to never let your key NPCs die (e.g.: Knights, lord room archers). This halves the time required to wipe their main team when you collapse, making it harder for their real monks to get back in time to save their team. If you let these key NPCs die, the game becomes much harder to win.
Most common mistake that balanced teams do against smite team is to send all their offence to attack and send monks and mayby ritualist to their own base. This way they put them in to a situation where they have pretty much lost unless they are planning to collapse smite team's offence very fast. How much offence balance needs to make smite team's 2 monks to turtle? 1 warrior 1 ranger and 1 mesmer should be enough. Then you still have 1 warrior and 1 other midliner to kill their offence in your base whose defence is only 2-3 smitemonks which means 2-3 copies of divine healing and their divine favor bonuses to heal and that isn't much. Just make sure your offencive split don't do anything stupid and die or even if they die and you get their offence wipe, you have then time to get flag, res your dead offencive split and take some base npc:s out. Repeat this and you are in a very good position to win the game. There is many other working strategies i'm sure of it, but this is one i have noticed when playing smiteway myself.
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Old Jan 19, 2009, 09:07 AM // 09:07   #25
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Splits work if you play them right. e/g not splitting all offence, having decent monk(s)/flagger to defend, and the split not dying.
Also spiking the smiters is strong. This will waste their sigs since most smiteways have no hardres. That way you can begin to put more pressure on the other parts of a team, and a War should b able to solo spike a smiter if they get ressed. - These ideas came from Obs and my own experience from smitewaying.
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Old Jan 19, 2009, 04:20 PM // 16:20   #26
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Ecnegilletni Laicifitra [朔mud](not that we're a top guild) played both J O U L U K I L T A [Xmax] on druids and Survival Rate [zero] on frozen last night and basically the only way we won was constant splitting. Running 2 rangers in our build we had them split most of the time, whiping out npc's and damaging lord. THeyre forced to send at least 3 back, and at that point we could drop them fairly quickly. with their main team dropped we could send our mainteam into their base and pull out before res.
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Old Jan 24, 2009, 12:33 AM // 00:33   #27
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8v8 and abuse AI
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Old Feb 05, 2009, 09:53 PM // 21:53   #28
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lets me save u the trouble of reading all of this...
L2SPLIT
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