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Old May 21, 2008, 09:03 PM // 21:03   #1
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Default Developing AB Strategies

Hi,

I list my choices as AB strategies with short comments:

[Suppose you have control on a non-PUG 4-player team. You can always talk to the other 8 players though]

1) Cap

Circling while not becoming a mob nor easy target(s).

2) Fight

Stopping opponents' cappers or easy/worthy target(s).

3) Defend

Stopping a mob or hard/worthy target(s)

Now I want to develop a new choice or elaborate the existing strategies. Please feedback.

Thought for A-net update: What if all NPCs can follow players after a certain condition is met?

Finally, AB-specialized Kurzick guild [Mika] is recruiting AB/FFers. Whisper "O Mika Nakashima O" in game if you want (Be prepared for a talk/play too)

Last edited by O Mika Nakashima O; May 22, 2008 at 12:22 AM // 00:22..
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Old May 21, 2008, 10:22 PM // 22:22   #2
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4) Win.
Explanation:
Don't be a total tard =)

Seriously, it's AB, you run around and cap shrines, maybe you kill some stuff.
That's all there is to it.
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Old May 21, 2008, 10:38 PM // 22:38   #3
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Stratagy implies you can prepare ahead of time, but when 2/3 of the people your playing with are totaly random its quite hard to have anything eloborate prepared.

Here is the best you can hope for...

1) build a team that has 3/4 offence and 1 solid healing/protect char
2) have at least one party member with either Charge or Fall Back
3) know what path to take and follow your party leader
4) when you die, make it back to the rest of your party or wait for them to all res before heading out. (solo capping is very inefficient)
5) when fighting always make certain your within capping range of a shrine, if you can't see the red/blue indicator your fight may be invain
6) comunicate with the other parties

Lastly everyone should have the Mission Map open and zomed out so they can see what shrine needs to be capped and what just was capped. If a shrine just fell chances are there is an opposing party or 2 in that area and you should aproach with caution or head over to a shrine that was capped previous to that one.
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Old May 22, 2008, 12:07 AM // 00:07   #4
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1) press U
2) be opportunistic as hell
3) use SHORT CUTS ffs

but really if you get 3 decent people and maybe synergize your builds a bit (R/Rt with Brutal Weapon, changed becuase Monks tend to enchant ya know?) etc should make AB an enjoyable experience.

oh and
4) kick anyone carrying [skill]rotting flesh[/skill] and other sh*t that is obviously counterproductive.
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Old May 22, 2008, 03:32 AM // 03:32   #5
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Minimap, learn to use it. Compass, learn to use it. Coordinate your efforts.

!?!??!?!

Profit.

Don't fight a mob unless you know how to wipe mobs. Need that heavy aoe, splinter, mark of pain and all the other good stuff.
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Old May 22, 2008, 04:14 AM // 04:14   #6
yum
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5)MoB

Explain: draw as many people as possible into a truely epic spartan style battle.

___________________

Well, just run 4 cripshot and cap.
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Old May 22, 2008, 11:30 AM // 11:30   #7
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Crom makes tactical sense. His AB squad would work well with mine. Unfortunately, I'll probably find myself in an AB with Yum.

You won't be able to develop any new strategy, that would require the ability to coordinate efforts with the other 2 teams better. Since you can't control their make up, or their attitude toward capping/fighting, you can only play your game and hope for the best.

More NPC's following? Everytime I take an Elite away from a shrine, I do so knowing that I just decreased their ability to slow down a capping team by 50 percent. Removing the NPC's helps the other team as much as it helps you, and sometimes more. Besides, AB is not broken, it doesn't need anything changed.
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Old May 22, 2008, 01:54 PM // 13:54   #8
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miskav

Can we update people's view and playing style of AB?


Crom The Pale

Quote:
when 2/3 of the people your playing with are totaly random its quite hard to have anything eloborate prepared
If a general standard is set up, random people can cooperate to a certain extent. For example, AB capping nowadays, PvE Deep/Urgoz. Due to the fact the other 8 players are not "team members" and you cannot meet each other until you enter the mission, this developing standard might need to be distributed within your own team, in town, in forum, etc.

And some feedback for your points

1) I've seen dual monks (not pointing at certain Luxons )
2) If people don't bring self-speed-boost
4) Solo capping is not that inefficient when you are safe and your allies are holding a mob

I can't agree more with the rest

Bobby2

Thanks

itsvictor

Thanks

yum

lol

Red Sand

Quote:
Since you can't control their make up, or their attitude toward capping/fighting
At least there should be something more developed after participating this discussion, I hope.

Quote:
Removing the NPC's helps the other team as much as it helps you, and sometimes more.
Let's ignore the magical item for the moment. I was thinking about this update because...

i. Maybe fire cappers won't be that necessary
ii. Positioning NPCs can be fun
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Old May 22, 2008, 04:50 PM // 16:50   #9
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4 cripshot team tbfh
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Old May 22, 2008, 04:57 PM // 16:57   #10
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I find that in general capping is always ftw. One time I did manage to win by having my team hold two shrines by ourselves in Ancestral Lands (Ranger and Warrior shrines I think they were) while the other two teams capped.
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Old May 22, 2008, 05:31 PM // 17:31   #11
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Avoid res orb shrine if you're in need of points and want to have more shrines than the opponent. It's generally easier to cap the other shrines as theyhave no self heal and are always bunched up.
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Old May 22, 2008, 06:27 PM // 18:27   #12
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Quote:
Originally Posted by spawnofebil
4 cripshot team tbfh
Wrong: 2 cripshot + 2 B.Arrows (capping speed)

I forgot

5) TARGET MONKS FIRST

Clever people will attempt cooperation and coordination with other allied groups by themselves. AB's are lost and won largely because of the larger ratio of noobs on one side over the other.

The thread should be renamed
Dealing with stupidity
----> /rage over multiple allies locked in combat with
- 55 Monks
- Terra Tank Eles
- WoH/GD Wammos
or whatever high-resilience shite-damage farm build that really should just be ignored

EDIT: on Elite NPCs
When I see a blue Elite running around, I know which shrine to go for so to speak. Especially the Ele shrine is a pushover once you remove the Elite. I must assume there's a Kurz out there somewhere who has the exact same mindset.

IMO, only take the NPCs out when you're relatively sure no opposing players are able to capitalize on your decision, or leave someone -capable- behind to replace them. Like 'paying' for the awesomeness of a Lv24 teammate.
<--- Sins are great against most solo cappers

Always, however, move the Elites up a bit - just to get them out of AoE range if the shrine is nuked.

Last edited by Bobby2; May 22, 2008 at 06:41 PM // 18:41..
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Old May 23, 2008, 10:50 AM // 10:50   #13
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Quote:
Originally Posted by O Mika Nakashima O
Let's ignore the magical item for the moment.
I honestly don't know what you're talking about. Why'd you quote me?

The problem with trying to develop a new tactic, is that other people have to use it. The random nature of AB is not going to guarantee that like minded team mates are going to be on your side when you enter the match. We have cappers, we have fighters, but what you're suggesting is inventing a third playstyle, and somehow getting those two groups of players (cappers/fighters) to use it. Good luck with that. I'll be glad to be a sounding board, but this is already looking like a snipe hunt.

I agree that moving the NPC's can be fun, (my favorite is repositioning an elite eles onto the monk shrine outside the enemy base on Grenth Frontier or Etnaran Keys) but removing them lets a capping team take the Elite shrine that much faster and makes it easier for a solo capper to take the Elite shrine. Then the elite is gone anyway.
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Old May 23, 2008, 02:57 PM // 14:57   #14
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Just form a guild team which comprises of synchronising builds and you are 1/3 to victory.
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Old May 26, 2008, 03:44 PM // 15:44   #15
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Actually one thing I found that's really effective is simply to reverse direction when there is a mob following you. This will give you the most access to enemy shrines and without any worries about another mob following you. Course there are a few important parts to this whether this is a good idea or not.

1. You should have a healer of some sort
2. It's worth it even if you lose one teammate
3. Mob can't be ridiculously large
4. Snags must be absent or not too much of a threat. You're screwed if there is a cripshot/water ele for example.

More than 80% of the direction reversals have been successful for me.
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Old May 26, 2008, 04:35 PM // 16:35   #16
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Quote:
Originally Posted by MasterSasori
Actually one thing I found that's really effective is simply to reverse direction when there is a mob following you.
Agreed. Getting behind the mob is a good tactic, but it's a capping tactic, not a new strategy. Feedng the mob is a bad tactic, but people use it everyday.

The OP wants to develop a new strategy, but there really is only one: Control more points on the map than your opponents. Even the tactic of killing more of your opponents than they kill you depends on simultaneously holding more points than your opponents do.
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Old May 27, 2008, 01:16 AM // 01:16   #17
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Best teams I've worked with have had:

1) A Nuker Ele or other character that can solo-cap shrines.
2) A good hybrid monk
3) Some kind of melee anti-player

The forth is pretty flexable, but a flexable anti-player or team support is good.

This lets you cap shrines quickly, disrupt mobs, defend if needed. The capper goes for the shrine while the others deal with any players, and the monk keeps you all alive.

The only other stratergy I could see being fun to try would be a team of 2 cappers and 2 healers, and then splitting up into 2 solo cap builds. However, that could suck if you have 2 other bad teams of 4 (might worksbetter if the other 2 teams mob)

I'm admittedly still new to AB though, but I've done fairly well monking for a 4 man team.
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Old May 27, 2008, 03:01 PM // 15:01   #18
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New strategy: Charging the base defender.

It's all for teh lulz.
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Old May 27, 2008, 03:12 PM // 15:12   #19
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Don't defend, imo. Or don't focus much energy on it anyway. If there's one guy, sure, take him out.

But mainly just cap. They'll probably cap something else in the time it takes for you to defend. So, depending on map of course, focus more on capping.
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Old May 28, 2008, 04:57 PM // 16:57   #20
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spawnofebil

lol

Taisayacho

To me, in terms of flags, holding a shrine is the same as capping another while losing the previously capped one

Turbobusa

I'd say try your best to have res shrine as often as possible. AB is fair (except 2 "bugs" I know of, such as the case of tie). So the principle is... If it is hard to cap, it will also be hard to be capped once you have it (Considering different NPC numbers, maybe still harder than your other shrines due to self-heal, e.g., orb shrine). Being the traffic center of the map, you have more choices of directions. And other advantages/disadvantages, not the main topics of this thread.

Bobby2

Not if your target is heavily protected, as you mentioned later in your reply.

Quote:
only take the NPCs out when you're relatively sure no opposing players are able to capitalize on your decision
The magical item...

Red Sand

Quote:
Why'd you quote me?
You brought up my interest.

GourangaPizza

Old school

MasterSasori

Disturb the capping flow, good if enemies can't read

Red Sand

Quote:
The OP wants to develop a new strategy
Thanks.

Quote:
Control more points on the map than your opponents. Even the tactic of killing more of your opponents than they kill you depends on simultaneously holding more points than your opponents do
Well said, I hope to find another/better way of achieving this same result...

Bront

Quote:
The only other stratergy I could see being fun to try would be a team of 2 cappers and 2 healers
Yeah... That's what in my mind too... SPLIT, but again it repeats the 1st choice in the 1st thread.

Syntonic

Best strategy for Luxon players

Katsumi

If you defend a flag, it's 1 flag. If you cap a flag, it's 1 flag. I say it depends on situation, i.e., your reading of radar/mini-map/screen/tab.
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