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Old Aug 13, 2008, 06:22 PM // 18:22   #201
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"you should prepare for the strongest opponents" but really, that's only applicable in GvG
Train to beat the best, and you'll have no trouble with the rest.

I agree with Lexar, that the human factor is very important, which in my eyes simply means 'taking advantage of their stupidity and/or mistakes'. However, I wouldn't go as far as to put a sub bar skill like Riposte on my bar, because with a good skill bar, lamer players should be no problem, but if I do use Riposte, it will become useless against people of a higher standard.

A better example of taking advantage of stupidity is with kiting. Most average ABers will keep on following you (where as a better player would not waste time), and because of their usual "Runners are noobs" view, it's easy to manipulate them. And it doesn't cost energy or skill slots.
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Old Aug 13, 2008, 06:30 PM // 18:30   #202
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Quote:
Originally Posted by Shuuda
will keep on following you (where as a better player would not waste time).
Chances are if I'm on warrior, I will follow you, Death Charge to you, bstrike you, go into Frenzy and unload.
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Old Aug 13, 2008, 06:32 PM // 18:32   #203
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Originally Posted by Snow Bunny
Chances are if I'm on warrior, I will follow you, Death Charge to you, bstrike you, go into Frenzy and unload.
Not with that aftercast you won't.
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Old Aug 13, 2008, 06:53 PM // 18:53   #204
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Not with riposte either haha
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Old Aug 13, 2008, 07:14 PM // 19:14   #205
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Originally Posted by Shuuda
Not with that aftercast you won't.
Don't remind me

AB was much more satisfying when it didn't have an aftercast. I mean, yes it's good for the game, but wtb the lulzzzz
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Old Aug 13, 2008, 07:44 PM // 19:44   #206
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Originally Posted by tmakinen
There is one issue with monking for a PUG though - don't give too good a service or your team members might think that they are invincible and do stupid things (well, even more stupid than the usual fare anyway).
That's why being a Ritualist in AB is much more satisfying. You can keep your teammates alive but they don't have that high expectation of you that causes overextension.
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Old Aug 13, 2008, 10:21 PM // 22:21   #207
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Quote:
Originally Posted by Shuuda

A better example of taking advantage of stupidity is with kiting. Most average ABers will keep on following you (where as a better player would not waste time), and because of their usual "Runners are noobs" view, it's easy to manipulate them. And it doesn't cost energy or skill slots.
Amazing when I'm playing cripshot how many dervs / wamos / sins will keep chasing me, even try to throw up blocks when I hang behind to annoy groups and rear guard shrines. A perfect tactic to use on cripshot is to run into a group that is preparing to cap a shrine then kite away behind the shrine npcs. This works extremely well on keys and grenz since the corner shrines can all be handy allies against players that don't quickly nuke them.

A big part of AB strategy, since it's all time based, is knowing when to give up on killing players, disengage from pointless stalemate skirmishes and retreat from lost causes.
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Old Aug 14, 2008, 05:17 AM // 05:17   #208
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Originally Posted by arienrhode
A big part of AB strategy, since it's all time based, is knowing when to give up on killing players, disengage from pointless stalemate skirmishes and retreat from lost causes.
Can we tattoo that on people's foreheads or something?
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Old Aug 14, 2008, 07:37 AM // 07:37   #209
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Quote:
Originally Posted by Shuuda
A better example of taking advantage of stupidity is with kiting. Most average ABers will keep on following you (where as a better player would not waste time), and because of their usual "Runners are noobs" view, it's easy to manipulate them. And it doesn't cost energy or skill slots.
This accounts for a large percentage of my kills and success in AB.Getting a kill only to have 2-4 players chase me for 30 seconds to attempt revenge or because I'm under 50% health after the gank is win/win, especially when my team mates are left free to cap.

Strategically keeping 2-3 players focussed on chasing me down, instead of capping, for a substantial amount of time is often worth the risk of tastedirt imo.

I often delay self-healing purely for this reason.A Sin on half health is great bait for this tactic, especially after taking out a healer.

"GET HIM!!11!!!"

Often I'll also attempt to drag players away just so my team has a 3 on 1-2 advantage only to step or IMS back to them and assist afterwards.This works surprisingly well and often.

Good times.

Quote:
Originally Posted by arienrhode
A big part of AB strategy, since it's all time based, is knowing when to give up on killing players, disengage from pointless stalemate skirmishes and retreat from lost causes.
QFT

I often get flamed for leaving my team to go cap after they have been pointlessly wacking on a mob for several minutes, especially when near a base where the mob just keeps fueling itself with rezzed players.

I tend to bail from mob mentality teams on sight, regardless of the consequential flames or insults.
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Old Aug 14, 2008, 09:57 AM // 09:57   #210
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Quote:
Originally Posted by tmakinen
A decent monk in a PUG is the biggest force multiplier you can hope for, and the only guaranteed way to get one is to play one.
QFT
Quote:
Originally Posted by tmakinen
There is one issue with monking for a PUG though - don't give too good a service or your team members might think that they are invincible and do stupid things (well, even more stupid than the usual fare anyway).
That's an issue with being a healer period, whether in PvP or PvE: Everyone likes to be the hero tossing big damage numbers, confident in their ability to solo anything... when supported by a decent monk.
Quote:
Originally Posted by fireflyry
Strategically keeping 2-3 players focussed on chasing me down, instead of capping, for a substantial amount of time is often worth the risk of tastedirt imo.
Last night, my team got swarmed by the mob and I lost my midlines and my healer. A full team concentrated on me and broke off from the mob to run me down: I dragged them from the center of the bridge in Ancestral Lands, CCW around the stronghold, all the way back to the base, using Enraging Charge and Antidote Signet to stay alive.

When they finally got me, someone laughed Local. I told them good job hunting me down.

By that time, my side had retaken the bridge.

Last edited by Red Sand; Aug 14, 2008 at 10:26 AM // 10:26..
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Old Aug 14, 2008, 11:31 AM // 11:31   #211
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It rarely happens, but one of the most effective tactics is the "rolling mob". By this I mean the situation where a group of 7 or 8 joins up and goes organised capping. By organised I mean that 4 will stand around the shrine to cap it whilst the rest move on to the next cap. Once the 4 original cappers have converted the shrine, they rush to either support the current capping team or bypass them to the next shrine if they are in no danger, and so on.

Done correctly, it's a beautiful thing
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Old Aug 14, 2008, 01:16 PM // 13:16   #212
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Bunny hopping is something to be avoided imho. A lot of useless running for both teams involved.
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Old Aug 14, 2008, 01:24 PM // 13:24   #213
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one of the best tactics while defending on the castle maps, is to lure opponents in range of the wall npcs. the best place for this is the "main gate", or the gate facing the bridge. if you can lure a few opponents onto the stairs, the double dose of npc goodness will cause them to explode in 5 seconds. nothing like the smell of fried wammos in the morning.

if you play cripshot, manipulating the gate switches is also a very good tactic. by running in and out of the gates and opening/closing the gate switches, you can get free potshots at opponents passing by without giving them the ability to return fire.
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Old Aug 14, 2008, 02:13 PM // 14:13   #214
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You can also trap players in the gates in Kaanai/Ancestral. I mean literally (not inside the fortress but inside the gate)...I should've taken screenshots. However I'm not sure if /stuck can fix it, though someone else hitting the switch does.
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Old Aug 14, 2008, 04:22 PM // 16:22   #215
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Quote:
Originally Posted by Perfected Shadow
You can also trap players in the gates in Kaanai/Ancestral. I mean literally (not inside the fortress but inside the gate)...I should've taken screenshots. However I'm not sure if /stuck can fix it, though someone else hitting the switch does.
Yeah, /stuck won't work . Fun little fact though.
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Old Aug 17, 2008, 11:34 AM // 11:34   #216
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Okay. I've reviewed this thread originally posted on 21 May, and I would like to know if someone can summarize the strategy developed here? I've seen some people post decent tactics, but nothing new and improved.



Edit: "summarize" to present tense.

Last edited by Red Sand; Aug 17, 2008 at 08:32 PM // 20:32..
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Old Aug 17, 2008, 02:44 PM // 14:44   #217
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Quote:
Originally Posted by Perfected Shadow
You can also trap players in the gates in Kaanai/Ancestral. I mean literally (not inside the fortress but inside the gate)...I should've taken screenshots. However I'm not sure if /stuck can fix it, though someone else hitting the switch does.
That happened to me in my first GvG as a flagrunner once. Unawareness ftl.

I could've opened the gate for myself, but I was baed.
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Old Aug 17, 2008, 05:05 PM // 17:05   #218
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That's an issue with being a healer period, whether in PvP or PvE: Everyone likes to be the hero tossing big damage numbers, confident in their ability to solo anything... when supported by a decent monk.
Agreed. I think there are some people who take it for granted that there will always be a healer around, which is generally a bad idea in AB. Even if there's a healer near you, who's to say that s/he can heal you in time? What if the healer's getting ganked? The reverse is also true, of course.

I think there's this tank-mentality in AB, or possibly the perception that someone is going to rescue you. Many times I've seen people trying to tank some guy who's on their case, as if they're trying to hold out long enough for someone to save them. (Yes, there's the keep the mob in one place strategy, but it doesn't quite hold if only -one- guy is on your case.) The thing is, in the time it took for many of them to sit there only to die, they could have run to the nearest allied group. Either the guy would have given up, or the group would get an easy kill.
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Old Aug 17, 2008, 08:29 PM // 20:29   #219
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Quote:
Originally Posted by Red Sand
Okay. I've reviewed this thread originally posted on 21 May, and I would like to know if someone can summarized the strategy developed here? I've seen some people post decent tactics, but nothing new and improved.
Be opportunistic as hell, go for quick and easy caps, and let your ganking ploys be as elaborate as your team's shared common sense allows for
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Old Aug 18, 2008, 06:04 AM // 06:04   #220
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Other than some map specific opening move and general strategic objective considerations, there's very little to add to the table because of the inherent random element in each match. The most effective way to improve your score is to field as strong a team as you can get, and then just do as Bobby2 says
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