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Old Sep 02, 2008, 09:38 AM // 09:38   #221
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AB is not 1vs1
AB is not a typing fest
AB is not where you seek revenge on an opponent who just kill you, do not waste your time trying to find and kill them, if you cannot do it the first time you probably can't do it the second time.

AB is about capping
AB is about being smart, who to fight who not to fight
AB is about looking at your UMAP and radar, run when you know you are outnumbered
AB is about having fun :P which is quite important.

Always bring running and self heal whenever possible.

Always proceed to the next shrine if you see the nearest shrine has already been taken care of by another friendly group.

If you happens to run into a mob, and know you will die, try to stall them as long as possible, stall them from getting to the next shrine is good, very fortunate/unfortunately, lots of warrior/assassin will find that they cannot kill a certain monk with certain build, and the stay there trying to kill that ONE MONK, while letting the rest of the shrine being capture ... so do not let small things get in the way of the goal of AB which is to win the battle not win in a 1 Vs 1 I am greater then thou ego game :P

Do not go into AB if you have less then 500 health unless its something you specifically design for AB that needs you to be lower than 500 health otherwise please don't ... please try to use a PvP character.

just something i thought of, might not all be true, but you know use your common sense, and look at your UMAP

Last edited by pumpkin pie; Sep 02, 2008 at 09:40 AM // 09:40..
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Old Sep 12, 2008, 07:42 AM // 07:42   #222
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My strategy: bash things. Hope they die.
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Old Sep 12, 2008, 10:59 PM // 22:59   #223
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Quote:
Originally Posted by pumpkin pie
AB is about capping
While it is probably just a bad figure of speech on your part (as opposed to malicious or stupid), that is a common misconception resulting in hordes of whining mob/ally haters in AB local.
AB is not about capping. AB is about holding shrines. AB is about killing people trying to take over those shrines.
Holding and killing. The two cornerstones of AB that drive the score. With exception of Slatspray Beach, where if you not prepared to fight other teams, then don't even start the timer.
Of course it is impossible to hold shrine if you don't cap it first, but assumption on my end is that anyone seriously reading this is not a complete retard and doesn't have much trouble killing 3 unprotected NPCs to start.
Too many people utterly fail at grasping this simple concept and resort to literate "AB = capping" noobmode.
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Old Sep 13, 2008, 03:09 AM // 03:09   #224
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I agree that it isn't just about capping. Holding takes a lot more work than it is to nuke and cap a shrine.

Last edited by MercenaryKnight; Sep 13, 2008 at 03:13 AM // 03:13..
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Old Sep 13, 2008, 04:38 AM // 04:38   #225
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Quote:
Originally Posted by Robbert Monga
AB is about holding shrines. AB is about killing people trying to take over those shrines.
I agree. That being said, there's no point holding one miserable shrine if that's all you've got. You do need to cap, but it shouldn't be the only thing you're doing. That's why there's things like stall tactics: two people against a large mob probably can't hold that shrine, but you can buy others enough time to cap more and hold those - if they're capping in the first place. Mobs tend to ignore the capping bit, which you said yourself must be done first in order to even hold the shrine. Either that, or you lose out on holding other shrines that you've already capped, since people can just backcap around the mob.
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Old Sep 13, 2008, 06:59 AM // 06:59   #226
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Default omfg nubz stick with ur team

Our (Lux) team today at Grenz:

- E/D MB Steam Heats
- Mo/A WoH Return
- R/Mo Incendiary
- A/W DA Haze (...me )

We cap Ele shrine. Ele and Monkie rush over the hill to Necro, passing the enemy team using the lower route and cap that shrine.

Said enemy team (Mo, Ele, 2 Dervs) had engaged Ele shrine, I Haze'd Meteor Shower while the Ranger focused on disrupting the Dervs's spike first. Haze recharged, I called Monk spike, he dies in flames, his team follows in a heartbeat. 12pts from kills, and keeping the Ele shrine under control - where normally it would have been a simple trade off of Ele and Nec shrines. We regroup and go to town in earnest.

To me AB is about ganking as much as about capping, if not more, and it doesn't have to be an either/or situation between capping and defending shrines in the first place.
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Old Sep 13, 2008, 01:36 PM // 13:36   #227
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I believe Mind Blaster can fuel Blinding Flash extremely easily again.

Oh, and if I'm Monking for you, I'm bringing D-Shot!
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Old Sep 14, 2008, 05:39 PM // 17:39   #228
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Now that I have had time to play GW again, I spent much of my time in AB. Between my GF and me, I was able to rise from rank 4 to rank 9 in about a month. While the meta does shift in AB especially after updates, I think that when it come to AB in general, each class should come prepared with specific roles. These are just my opnions formed from observations of AB battles.

General roles: speed boosts are top priority, If you do not have a secondary go sin and bring [dash]

self healing: is nice, even if you have a healer in your group. The maps are big and after death you need to get back to your party safely.

Sins: It is the job of sins to kill the Shrine cappers fast. bring a hard hitting build that can take down eles and engaged monks. (A good monk rarly falls to a solo sin spike.) The thing about sins is that while they hit for huge damage and drop many conditions, they are easy to counter. So as a sin the best soloution is to gank, find people who you know you can take down and harass them for the entire match. (unless their build is usless then do not bother) DO NOT carry a vandeta against those that can counter and kill you, just ignore them and kill his team mates.

Dervish: These guys have a very diverse playing style in AB. I would recommend new people starting with avatars, and them moving to other builds. The wounding strike dervishs are painful. However you cannot kill if your blinded! If you can bring a condition removal or if you can fit in something like [feather foot grace] is great! The key to a dervish is to be very agressive and have a strong offesive build. DO NOT BRING ALL HEALING, it is very tempting to do so with the skill selection of the dervishes but damage>tanking. Also positing is somwhat important if you can smack addation targets with you Sythe.

Elem.: The most obvious roles is shrine cappers. This is one of the classes that does not necessarly need a self-healing, as they are focused on pure damage and energy mangment. If you want to shrine cap I would highly recommend going with a guild and bringing a healer. If kept alive, Shrine cappers can shift nearly any AB battle with their team. Also remember to have energy managment, [assassins promise] is a great example. If capping is not your cup of tea, water eles provide great support roles in snearing, and Air eles have incredible individual damage, but again, energy managment is key. DO NOT run in, buffed with earth enchantments, and spam stone daggers. Also chances are that out of 12 ppl one is going to have enchantment removal of some kind so be prepared.

Mesmers: Are so much fun in AB. They require a bit of skill to run as they need to be very carful with energy and usually need to learn how to inturpt and disrupt. While the newly buffed [visions of regreat] is the new favorite just about everywere, mesmers are one of the few classes that can destroy good healers. While there are counters to everything, the mesmer is the best class and disrupting healers especially in AB were their not as skilled as the vetrean monks of GvG. I would bring a build specifically designed to kill casters and then bring protection against phisical or vis-versa. Though you could try to do both. Be very weary of sins as even after the nerf they can pop in and give u a good beating. Though watching them destroy themselves with [empthy] is awsome as well. Most importantly know your hexes, do not put [backfire] on a ranger!

Monk: Easy, keep the team alive, just as in most pvp, a monk can literally win or lose matches. [word of healing] is the best elite skill to use right now, and requires very little effort in using correctly. Because of its massive heal from this one skill and quick recharge, bring some phisical protection, such as from the warrior or sin line. Also do not forget to bring some other heals in case WoH gets diverted or D-shoted. The protection line have skills like [zealous benediction] that are nice, but unlike HA and GvG, many prot spells here are not as usful like, [protective spirit] and [restore condition]. Overall, if you can keep your shrine cappers and MMs, alive, you could very well be the reason your team won. DO NOT GO offensive! EDIT: Tyla mentioned that smite can still be a good support line in AB, this is true but do not rely completly on it, and DO NOT bring smite elites like, [shield of judgment]. If you want to fight, switch classes.

Necro: The necro is perhaps the most powerful class in AB. Depending on what you are running, the neco may never need e-managment as there will be deaths occuring everywere. Hell, a weapon swap is usually enough in AB if you play it right and just wait for the deaths to fill your energy. While MM is certainly a good choice here, the neco has so many options. The blood line provides great survivability and life stealing, with elites such as [vampiric spirit]. Go secondary mesmer for more hexes or sin for some defense. If you can organize with your team before hand, orders necros can work wonders in AB are are very unexpected. Curses can shut down both physical and caster characters with [insidious parasite] or[corrupt enchantment]. In large heated battles [pain of disenchantment] is AoE awsomness. I never did like [spiteful spirit] in AB but that ofcourse can be strong, just make sure to cover it with other hexes. If you do need some e-managment, bring [signet of lost souls] and your set. There are so many builds that can be run, even with only a modest investment in soul reaping. DO NOT bring [rotting flesh] As it will most likly hurt you as much as help you.

Paragon: these guys are a lot of fun and you just do not see them as much as you would think in AB. Party wide speed boosts like [fall back] are great. As a pargon organize closly with your team before hand and see what skills would work best with them. Throw in some spear attack and your set. DO NOT get caught up in the huge battles. As tempting as that is, unless your dominating, continue to move your party around the map caping and defending shrines. ( though the huge battles are a blast with paragons, I am guilty are sticking around with my paragon!)

Ranger: Rangers have always been a diverse class but they still are at their best when they are disrupting the enemy. Along with the mesmer, a ranger can devistate the other teams healers, while appling great preassure. The ranger also has a great primary for energy managment, usually just requiring expertise and nothing else. [broad head arrow] [burning arrow] [melandru's shot] [incendiary arrow] are all good elite choices, along with some disrupting on your bar like D-Shot. While I prefer to have some strong damage output, [crippling shot] can really hinder the other team. Just make sure to have expertise set at around 12, making it only 5 energy. It is highly recommend to bring condition removal as well, so you can continue to disrupt and damage freely. DO NOT bring spirits that can hurt both you and your party, just because you do not need enchantments or use hexes, does not mean your team mates are not using them! DO NOT TRAP if you want to be usful. Trapping can be fun, and once in a while you will catch somone off guard but the ranger can do so much more. Also AVIOD USING THE TOUCH RANGER, people hate them, and I will admit, their not bad in AB. But unless your new to AB switch to a ranger build that can do so much more.

Rit.: Rits are also very diverse, they can do some decent damage, place spirits around key points like shrines or heal. I would recommend a mix healer/ damage dealer for AB. A rit that can put out spirits for damage and assist the monk is a good rit. [Caretaker's Charge] is a great place to start with. Just be carful of your energy, the rits primary is in many people's opnion, the worst. It is almost mandantory that you bring some sort of e-mangment.

Warrior: The warrior is a damage dealer, let me say that again THE WARRIOR IS A DAMAGE DEALER. Warriors get a bad rap because so many people use them poorly, either by bringing all defensive skills, or going W/Mo and trying to tank and heal rather then damage. However, a well played warrior is a scary charcter on the battle field. Warriors have the natural armor to take some damage, so get in there and destroy. What a warrior must be prepared for is counters, so even with a monk in the party it is recommended that some sort of condition removal or hex protection is brought. [hex breaker] [mending touch] for instance. after that a self heal and speed boosts are not hard to find in the warriors line. Then finally the damage, try to find a good balance between adrl. and energy, warriors can often disrupt, throw down some conditions, and hit for some serious damage all on the same skill bar. [bulls strike] and [frenzy] are devistating to all classes, just be sure to use them right.


I hope that this was somewhat helpful to people new to AB. While there are not specific stratagies, I hope that this can give an idea as to what your classes are meant for. I just die a little inside when I see a dagger weilding ele, spaming flare or a fire storm ranger, I then proceed to kill them...


Rob

Last edited by BoondockSaint; Sep 15, 2008 at 04:51 AM // 04:51..
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Old Sep 14, 2008, 05:52 PM // 17:52   #229
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^

I'd lose the part about Necros Blood Line offering survivability. Blood Magic is an incredibly weak line outside of very few exceptions: Bloodspike (lol bloodspike) and Orders.

Also, Smiting is still quite a viable line. Smiter's Boon just made it imbalanced. It's still an incredible support line.

Oh, and I believe the Caretaker's Charge / Hidden Caltrops Flagrunner is an alright build to run in Alliance Battles too. I guess Xinrae's and Remedy could be used too.
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Old Sep 14, 2008, 07:10 PM // 19:10   #230
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The new pain of disenchantment is a better choice than CE for AB because it removes a stack of enchants and does all the damage at once. It's really underused since there are always players in AB that have a stack of enchants, be it an ele, derv, monk, crit sin, etc.

Cripshot should be on your list of ranger elites elites too...when used correctly it can be the single most annoying build in AB.

And there are other choices for monk elites, ZB is good, blessed light bonder with glyph is decent too with a good team.
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Old Sep 14, 2008, 07:23 PM // 19:23   #231
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Cripshot + Bull's Strike + D-Shot on the same bar is oh-so fun.
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Old Oct 12, 2008, 07:28 PM // 19:28   #232
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Thanks for the replies.

On page 5 thread #97, I said the following,

Quote:
That's an interesting topic that I've been working on. I still need more time to be able to comment on it
Here is an incomplete yet entertaining (?) quest from a retired (since weeks ago) ABer:

"Analysis of point counting in AB"

Basically it cuts down to some questions...
1) AB is a system which checks shrines every 7 secs and adds death (non-NPC) points instantaneously. It seems to be a function of points and time. To a certain extent, a function of damage or HP and time (Score window). Having this in mind, how does it affect your decision of strategies?
2) By looking at the score points, player positions/HP/MP, and skills used, what is the method of counting points to estimate the chance of winning?
3) Suppose the shrine cap is 3:3 at the moment with 1 empty, and say you are in a 1v1 situation near the empty shrine. Under what time should you kill the opponent so it is better than capping the shrine?
4) If no one caps, die, and leave, will the match ever end?
5) etc.

Since I still have some ectos and golds in storage... They could be used to reward the most satisfying analysis posted here.

P.S.
i) I'm glad that A-net is working on fixing faction rate
ii) Have they ever fixed BiP suicide and fast-res in AB? (I remember there was a update about deaths before start only...)

Last edited by O Mika Nakashima O; Oct 12, 2008 at 07:36 PM // 19:36..
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Old Oct 20, 2008, 11:26 PM // 23:26   #233
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speed boasts and snares aren't as valued as they should be. i once ran a build in AB just for crippling anguishing people for 30 seconds. it was so fun and pretty good to.

the build should have 1-4 damage or primary focus 5-8 survival, speed boast, and E-management
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Old Oct 30, 2008, 11:42 PM // 23:42   #234
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Hey,

I believe AB strategies to be more of an instinct than that of planning. Netherless, I will try and outline some of the strategies I used for AB. For those that don't know who I am... My name is Desma, r10 luxon r6 kurzick (all from AB) from Team Everfrost [eF]

Simple strategies of building a team for everyone.
1. BRING a monk. By doing so, you have already won 25% of the battle.
2. Don't bring retraded builds in your team, such as a earth tank.
3. Have a well-balanced team, meaning support heals for your monk, enchantment removal, dps, snares, and AoE damage. Ex/ Warrior, Fire ele, Rit, Monk.

Simple strategies of In-Game play for everyone.
1. Stay with your team.
2. Don't go after-single kills (soloing). (if you're asking why not one on one solo kill "WTFWHYNOTIAMSTRONG" you are obviously not reading my tips.)
3. Don't fight battles you can't win. Peace your ass outta there.
4. Don't mob.
5. Don't be a CAP CAP CAP-tard. Fighting is a good way of winning.

Complex Strategies for leaders.

It's instinct, not preperation.

As a leader, you should command your team to victory and not failure. Running into a mob that may result to your teams death is not an option. Remember, death = 1 point to enemy. Keeping that in mind, using a NPC advantage on the battle field to wipe enemy teams is a strong idea - You get to keep your shrine instead of losing it (equivilent to capping a shrine) and you also gain 4 points for enemy deaths (equivilient to capping 4 shrines) If you believe your team to be strong. another way is to Cap a shrine with an enemy team on it. (equivilent to 6 shrines) Depending on how your entire side is doing as a whole, you will decide what your team will do. For example, if you're losing by 150 points. You cannot win unless you cap points while killing 4 enemies every tiem you approach a shrine. This involves careful planning of the route your team chooses, for more information on this tactic read below.

"U" are the key.

The "U" map, is your best friend as a leader (besides your monk ). keep an eye on the map and watch the capping directions of shrines and how fast shrines are being capped. The ability to read this information on the "U" map will allow you to pin-point enemy locations and the size of the enemy. Hence, allowing you to use your team to get around the large size enemies, and take down weak enemies.

Know the players on the map.

The first clash of fights can determine exactly how your other 2 teams and the enemy teams movement and fighting styles. Thus, you know what groups to ignore in combat (such as a [rawr] AB team would be one to avoid) and what groups to pick on (ones without any monks, those idiots.) Some teams with great chemistry (such as an TA team) is one of the worst things to bring your team too, not matter how experienced you and your team are.

Obviously, these are not all the aspects of AB. But many of the basic ways to help PUG Teams become more successful and the complex strategies for captians of guild teams are outlined.

AB is a PvP, and I beleive it to be one of the hardest variants of PvP to win absolutely. You never know when you are going to get good teams, are terribad teams. As a HA, GvG, and AB player, I realize that winning AB as a luxon 10 times consecutively on ancestral is HARDER than winning HoH. (I have done both, thus i can compare.) Anyways, GW is a game, have fun playing competitively.

Desma The Infinite
Team Everfrost [eF]
Retired GW Player.

Btw: made this as a shoutout to Mika =P You should come on GW some time haha I hope you see this =/

Also, if anyone starts flaming this because of my guild, or whatever. Don't you have better things to do then flame someone you don't know on an online game?
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Old Oct 31, 2008, 06:11 PM // 18:11   #235
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Well, I have developed my own strategy for AB. The Kurzick Armada demands that certain traditions and courtesies be followed. Here's a few bullet points I have simplified so even the most novice ABer can understand:

1)Bring no healers. Healers can't kill suxons.

2)Bring no heals. Instead bring damage skills to kill suxons.

3)Talk lots of trash before a match, preferably in all caps. Be sure to boast of your own strength and prowess in battle.
eg: "I AM BYRON GERMANICUS AND ALL SUXONS SHALL KNEEL IN FEAR BEFORE ME!"
eg: "FEARRRRRRRRRRRR MEEEEEEEEEEEEEEEEEEEEEE!"

4)Talk lots of trash during a match. This is largely a general matter, but it also MUST be done at certain times...

4a) If you die, make sure you tell the person who killed you that he fights like a coward, and that you will kill him. Type his name, so that he becomes even more frightened.
eg: "YOU COWARD! MARK MY WORDS, xl Naruto lx, YOU SHALL DIE THIS DAY!"

4b) If you land a bull's strike, you must type in all chat: "EAT A BULLS." This could be followed with "LOLBAD," or "LOLSUXON."

4c) If you lose a match, make sure you let the suxons know that you let them win. Because, that is the only way a suxon could win.

4d) When you win, tell the suxons how weak they are.
eg: "LOL YOUR TURTLES DIDN'T SAVE YOU TODAY, LOL!"

5)Engage enemies, don't cap points. I can't stress this enough.

6)Be brave and strong. Remember, you are a Kurzick warrior.
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Old Oct 31, 2008, 06:42 PM // 18:42   #236
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Quote:
Originally Posted by Desma The Infinite View Post
The first clash of fights can determine exactly how your other 2 teams and the enemy teams movement and fighting styles. Thus, you know what groups to ignore in combat (such as a [rawr] AB team would be one to avoid) and what groups to pick on (ones without any monks, those idiots.) Some teams with great chemistry (such as an TA team) is one of the worst things to bring your team too, not matter how experienced you and your team are.
Well put. I know it's cheesy as hell but it's worth quoting Sun Tzu here:

Quote:
Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to win or lose.
You should be able to judge before a skirmish takes place in AB what your chances of winning are and also be keenly aware if other groups will be moving into the area. I agree that unless you know you're in a weak pug that will collapse fast against a decent group, fighting the first group 4v4 and wiping them is a huge tactical advantage, particularly on keys and grenz.
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Old Nov 15, 2008, 01:36 AM // 01:36   #237
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On page 7 thread #127 I asked,

Quote:
should AB have a faster faction rate than FF in average? Just tuning the reward amount a bit?
Is it fixed with the Nov 13 update or there are still bugs?

If it is fixed, the next question: Should there be more rewards for town-owning alliances? Such as golds, social power, or reputation? Deep/Urgoz are outdated. The merchants aren't important.

A quick example will be something like black cape trim for Kurz and green cape trim for Lux.

Moreover, getting the rewards from GvG/HA are too competitive. Getting the rewards from FoW armors are "too easy." Could there be an intermediate way to entertain the middle classes by playing with the towns?

Desma

Quote:
As a leader, you should command your team to victory and not failure. Running into a mob that may result to your teams death is not an option. Remember, death = 1 point to enemy. Keeping that in mind, using a NPC advantage on the battle field to wipe enemy teams is a strong idea - You get to keep your shrine instead of losing it (equivilent to capping a shrine) and you also gain 4 points for enemy deaths (equivilient to capping 4 shrines) If you believe your team to be strong. another way is to Cap a shrine with an enemy team on it. (equivilent to 6 shrines) Depending on how your entire side is doing as a whole, you will decide what your team will do. For example, if you're losing by 150 points. You cannot win unless you cap points while killing 4 enemies every tiem you approach a shrine. This involves careful planning of the route your team chooses, for more information on this tactic read below.
I guess I owe you some golds and ectos after reading this section

How is everyone in GW?

Last edited by O Mika Nakashima O; Nov 15, 2008 at 08:17 AM // 08:17..
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Old Nov 15, 2008, 01:45 AM // 01:45   #238
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3 points per kill, not 1.
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Old Nov 15, 2008, 02:42 AM // 02:42   #239
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Quote:
Originally Posted by O Mika Nakashima O View Post
Is it fixed with the Nov 13 Update or there are still bugs? (in regards to FFF vs. AB)
The faction increase for kills is barely noticeable. I've never did FFF, but I'm certain after talking to players who did that unless you're on an attack (bonus) map and consistently winning, it's nowhere near as fast as FFF was. There have been a lot more Kurzicks in AB the past few days too, making the wait times for Kurzick defense maps (Grenz and Ancestral) even longer than usual.

Achieving r12 with AB only is still a very long term and time consuming commitment. Let's be realistic though, not everyone plays AB for faction.
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Old Nov 27, 2008, 06:54 AM // 06:54   #240
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As Mika said, an intermediate PvP reward would be great in this games learning curve. But, it would undermine the higher level PvP's. A perfect of example is the zRank. Intermediate PvP is made to be a easy fun aspect of the game, whereas PvP such as HA and GvG were made to be competitvely fun.

Anyways, regarding the AB tactics earning 3 points for every kill only strengthens my strategies. One team can win the match for the whole 12 players if they manage to cap, keep their shrine, and kill 4 players every 7 seconds, the time neccessary for the points of the capped shrine to be counted. (lets call this period a turn) But realisticaly, you can only cap a shrine every 15 seconds at most. So by capping, keeping your cap, and killing 4 players every 14 seconds. A well organized team can gain 14 points every 15 seconds.

You may think that this is impossible to do, unless you're a pro. As I said in my previous post, this can be accomplished by starter players by using your brain a little (GW is not hard) Bringing a proper team is the extreme start to doing well. Allow me to Elaborate.


Warrior's Endurance Warrior W/X
Savanah Heat Elementalist E/P (Probably with Fall Back)
Caretaker's Charge Ritualist Rt/X (Probably with side heals and damage)
Word of Healing Monk Mo/W or A (Probably with some skill)

All of the above builds can be found on PvX. Finding builds on PvX IS NOT A BAD THING. It is better than running in as a N/W with dismember (you won't imagine how much i see this in RA lawl)

A similar way of duplicating this build (in a extreme pug team) would be to Grab a Wammo, Anything that burns shit Ele, Anything with side heals, and a Monk (perferbably with the secondary A or W, Me or E secondarys are bad for RA + AB + TA)

I will now go in depth into U Map Reading manipulation.

*If you don't have your U Map out 24/7 during game don't even bother reading this*

Noticing that your U Map gives out positions of shrines and which one belongs to you or the enemy, a ordinary leader can determine the following things.
-How much Shrines you have
-How much Shrines the enemy have.

Now, a extraordinary leader can determine the following from the U map, and the SCORE CHART.
-Where the enemy is.
When your shrines become theirs, that is where they are.
-Where the enemy will go.
After watching the shrines go from yours to theirs, it's pretty easy to predict where they will go after. For example, if you notice shrines are being capped in a line very quickly, you will be able to predict they will go to the next nearest shrine.
-How many enemies are there (generally)
Count how much seconds they take to cap the shrine from neutral to color.
-Are they mobbing.
If they are mobbing, they are usually capping extremely fast and their points will give more than their number of shrines capped every turn because their mob is defeating your allies. (btw that is how mobs win, they kill people and cap. They immitate what a good team of 4 SHOULD be able to do in a team of 12. If you didn't know that you should stop reading)
-How many enemy teams do they actually have
Count how many shrine trails there are.
-Where your other allies are
Look at enemy shrines that turn to yours.
-Where your other allies will go
Same as determining enemies.
-How many friendly teams do you actually have.
Same as determining enemies.


If a leader pays careful attention to the players at the start from the time you set up 4-4-4 (your allies), to the time where you stand in the middle shrine and see all the other 4 teams. You will be able to match up in your head what will happen. (presuming you have enough AB Experience)
For example, if you see a team with a good setup, matched against your side's team with no monk no melle and everyone is a sin or ele. You can probably predict that they are going to die.

HOW TO INTERPERT ALL THIS INFORMATION.

Knowing the enemy position, strength of enemies and allies before 30 seconds into the match and TRACKING IT throughout the match, will give you the superior tactical knowledge neccessary to pull off he greatest of feats. By using the information above, you can command your GOOD TEAM to victory. For example, your team is losing by 200 points. You decide to try the extreme. You rush your team, from your current shrine, to another shrine that has been neutralizied by 4 enemies. You kill them, take the point and the points of their dead. You rush to one of YOUR shrines, kill off a strong team using NPC advantages, rush to cap a shrine, move to kill the middle shrine from their res point (A.K.A Ranger shrine on Keys as Lux) ONTOP of a shrine they already own. If you have done this perfectly, you will now be close to winning. You SHOULD own every shrine, and have killed all the teams forcing them to split up and respawn. If any of your other idiot teams are doing anything they might have killed the peopel that respawned and decided to solo. And all you do is camp their base for the rest of the match and its gg.

BTW: No one can do this in game. It's near impossible. But GL trying.

Btw Mika, Everyone is doing fine in the game, people leaving here and there, font came back, jack made new guild with random dr guildies, and I spent about 600k on another warrior. You owe me ectos for more warriors or some AB's Either is fine.

Desma.
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