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Old Jul 01, 2006, 08:40 PM // 20:40   #21
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astrae: blessed light, healing light, dwaynas kiss. So simply outhealing the dmg they hand out.
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Old Jul 02, 2006, 12:30 AM // 00:30   #22
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I agree that something has to be done about leechers in this game. Last game I went into Aspenwood on Luxon side. Of the eight players, seven remained at the rez/start point and made no attempt to help the lone assassin who fought us. The worst before then was 3 at the same time.

I think its unfortunate that we have no in-game mods in Aspenwood, even of a part-time nature. Just a little purple text would put the fear of GOD into every leech in these areas for a few days, meaning they would only have to pop in every few days

Still, players do have options open to them.

http://support.plaync.com is where people need to go to report violators. Take a screenshot and report them by clicking Ask a question and filing out a brief rules violation report. if they are a bot, they'll prolly get banned. If tey are just a lazy player, they will prolly get kicked for a few days (I hear the first time is 3). RL leechers don't come back after they've been reported a few times; they don't like the down time.

I never see reported botters twice.

Last edited by Minus Sign; Jul 02, 2006 at 12:39 AM // 00:39..
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Old Jul 09, 2006, 06:16 AM // 06:16   #23
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i still think the whole concept is fairly even as long as team work is playing well. last time i played we had a good direction and it worked pretty well. i took care of the siege turtle by simply using a disrupting chop everytime it's about to fire. after that i let the others kill it while i hit the casters. if the juggernaut is out we cast healing hands on it and it can wipe out a lot of enemies. its just that often players do what they want to do. you see someone trying to capture the refine ambers, then someone attacking the purple commander...so on and so forth.
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Old Jul 20, 2006, 09:10 PM // 21:10   #24
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Here is my monk build for kurzick. Dont laugh

- Consume corpse (great vs mms, and mms own in aspenwood, plus small benefits like health and energy back, plus escape from war for a second).
- heal breeze (degen)
- healing hands (me and the gatekeppers, they can hold for ages).
- heal other (big heal, usually after a turtle attack)
- heal touch (self heal)
- draw conditions (loads of conditions)
- healing seed (on tanks, gate protectors, ...)
- heal party (obvious)

max haling prayers, enough for consume corpse to get 13 energy back, rest in prot and DF.

I have two two greens, +20% HP recharge, +20% HP casting, +20% hp recharge, +17 energy.

total energy 52, minor DF, sup HP rune, major vigor.

Seems to work well. When it cames to a last stand fight, I can keep the NPC alive for a long time with breeze, HH and healing seed, steal a few corpses, die, full energy, then again on the NPC. I had a few last minute wins like that.

when mms are around and with minions, I stack up healing breeze, and healing hands, and go stragith in and keep spamming consume corpse.

BTW, I use pretty much the same build in ABs. Pretty happy with it. Works great with a boon prot close by.

Last edited by Iron Monkey; Jul 20, 2006 at 09:17 PM // 21:17..
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Old Jul 22, 2006, 05:47 PM // 17:47   #25
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Another huge problem is the fact that Luxons are favorably positioned to set up traps ambushes on runners from the kurzicks. Ever used that teleporter only to spawn into a crap load of traps and die as you tele? That gets on my nerves, its almost like its handed to the luxons. Going for the amber is like the indian pass.

If you use the teleporter, you get trapped to hell along w/ some smart luxons waiting for you to set off traps then finish you off. On the other hand, you face a wave of lux warriors w/ siege turtles taking half your health per hit along w/ a wave of players supporting the turtle. The kurzick NPCs are next to useless, not even gonna get to that. I only won once in there, my first time, I didn't know what to do, so I went and capped all the lux res shrines which unintentionally slowed them down enough to win(I was in AB mode). After that, I learned the objectives of the mission and lost every game from since(3). So basically if you don't go out and be aggressive at start, you're setting up for the lose.

Last edited by Da Cebuano; Jul 22, 2006 at 05:49 PM // 17:49..
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Old Sep 22, 2006, 10:19 AM // 10:19   #26
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Quote:
Originally Posted by Amadei
-.- That is my #1 pet peeve with FA at the moment.

Radik: "Oh, no! A Luxon is staring at me! I could not possibly accept the amber you're holding so we can get the gate back up!"
Me: "Asdfsdasfsdafsdadfgg!!111!"
Well, this was new... Opened Green gate and Radik shot out like a bat out of hell... I chased him all the way to Outer Purple. There were no Luxons in sight that was luring or enticing him. He just wanted out!

Too much amber, wanted some fresh air, responding to the called target, who knows... but needless to say, he didn't last long out there... Silly Kurzick.

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Old Sep 24, 2006, 05:24 PM // 17:24   #27
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Minus all the buggy NPC activity in this place, I've found that some teams (playing on kurzick), at different times, are a lot better than the teams at other times. I played last night, and for a long time, every team I was on won pretty much. Then, when it came to around 4:30am (Central time), it was like somebody threw a big noob bomb in the place. Everyone had these really poor attitudes all the sudden, and nobody thought we ever won. They all played like crap, went after command points when the base was being overrun, and didn't even bother with the amber. Needless to say, everytime I entered battle after that, we lost. Coincidence?

Anyway, I agree that the buggy NPC's need a little tune up. There's nothing more frustrating than not accepting amber. One thing I don't quite understand is, why don't the turtles just dispatch the luxon warriors after the inner and outer gates are down, and then stop, returning back to the command point. I mean, do you really need to dual siege gunther? What's the point of a siege anyway? To kill one person?

http://en.wikipedia.org/wiki/Siege
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Old Sep 24, 2006, 07:13 PM // 19:13   #28
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The NPCs won't take amber back when they're under attack because you're right at the spawn, you don't need a gate when you're zerging off of the respawn point.

If the green gate could be repaired while the gatekeepers were under attack, then you'd only need one amber run then the Luxons would have to deal with two jugs, two annoying mesmers, and an elementalist NPC all over again while trying to take out two NPCs healing each other AND the massive swarm of players that come right back as soon as they die.
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Old Sep 24, 2006, 09:25 PM // 21:25   #29
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Quote:
Originally Posted by Riotgear
The NPCs won't take amber back when they're under attack because you're right at the spawn, you don't need a gate when you're zerging off of the respawn point.

If the green gate could be repaired while the gatekeepers were under attack, then you'd only need one amber run then the Luxons would have to deal with two jugs, two annoying mesmers, and an elementalist NPC all over again while trying to take out two NPCs healing each other AND the massive swarm of players that come right back as soon as they die.
Two Jugernaughts? Last time I checked there was only one. Rather easy to kill too, I might add. The rest of the NPCs are just annoying rather than hard. Though a turtle will take them down with no difficulty

Any rate. What you just posted is just nonsense. I am sorry, I just don't buy it for one minute. Almost always when the green gate goes down the game is over because the luxons will just zerg inside the gate. Not to mention the two turtles can combine their attacks which will level anything that doesn't have protective spirit. Once the green gate goes down the match up is this.

8 Kurzicks(assuming there are no leachers or rage quiters) + 2 wimpy monk type NPCs + 1 NPC that just keeps himself alive.

-- Against --

8 Luxons (same assumptions) + 2 groups of four warriors + 2 Turtles


The zerg effect you talk about is almost a moot point. The only way the Kurzicks can win is by keeping the gates up. That is the only method I have seen that works again and again. If you try to hold out you will almost always lose. If you can't hand the amber to the gatekeepers then you can't push the Luxons back. Plain and simple.

The only rare event I have seen where holding out was the better option was when there was 5-6 monks healing Gunther.
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Old Sep 25, 2006, 04:44 AM // 04:44   #30
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The NPCs can be thinned fairly easily if you're carrying the right builds (which you should be, since you can rarely count on other people doing it for you). Trappers, minion masters, starburst kamikazies, etc. mess the warriors up badly, any ranger who knows how to push the savage shot and distracting shot buttons can shut the turtles down. Most Luxon teams don't heal the turtles so you can kill them with nothing but apply poison.

What you really want to do more than anything is shut down the NPCs (easy, as mentioned above) and waste the time of Luxon players. Wasting their time is best accomplished by repairing gates BEHIND THEM, forcing them to push through them without the assistance of the turtle squad, and making their spearhead both less powerful and easier to thin out (and force back to the other side of the locked gates).

Coincidentally, both goals are overwhelmingly easy with the green gate, where you'd almost definitely fragment the entire attack force, and you've got the strongest counter-attack. If you think the zerg means nothing, then the logic is even simpler: You had 4 other chances to hold them back, you failed, you lost, gg.
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Old Sep 25, 2006, 05:04 AM // 05:04   #31
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Quote:
Originally Posted by Riotgear
The NPCs can be thinned fairly easily if you're carrying the right builds (which you should be, since you can rarely count on other people doing it for you). Trappers, minion masters, starburst kamikazies, etc. mess the warriors up badly, any ranger who knows how to push the savage shot and distracting shot buttons can shut the turtles down. Most Luxon teams don't heal the turtles so you can kill them with nothing but apply poison.

What you really want to do more than anything is shut down the NPCs (easy, as mentioned above) and waste the time of Luxon players. Wasting their time is best accomplished by repairing gates BEHIND THEM, forcing them to push through them without the assistance of the turtle squad, and making their spearhead both less powerful and easier to thin out (and force back to the other side of the locked gates).

Coincidentally, both goals are overwhelmingly easy with the green gate, where you'd almost definitely fragment the entire attack force, and you've got the strongest counter-attack. If you think the zerg means nothing, then the logic is even simpler: You had 4 other chances to hold them back, you failed, you lost, gg.
I have had times where the green gate fell, but we could not get it back up because a single player would run around in there. THere was even a monk who just healed himself as he ran around. That is a little stupid if you ask me.

Also I hardly call having both turtles shooting at both target "Fragmenting" the force.

Last edited by LoyalSoldier; Sep 25, 2006 at 11:39 PM // 23:39..
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Old Sep 27, 2006, 01:13 AM // 01:13   #32
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Quote:
Originally Posted by LoyalSoldier
8 Kurzicks(assuming there are no leachers or rage quiters) + 2 wimpy monk type NPCs + 1 NPC that just keeps himself alive.

-- Against --

8 Luxons (same assumptions) + 2 groups of four warriors + 2 Turtles
That's assuming both turtles and all 8 warriors make it that far. Turtles, especially, tend to get killed before that point.

Quote:
The only rare event I have seen where holding out was the better option was when there was 5-6 monks healing Gunther.
I once fought an Aspenwood match where the Kurzick team was half monks. They nearly won too.

Also, I've noticed that if a turtle is going through a gate when it gets repaired, they won't move even if it's taken down again...

Last edited by Hyper Cutter; Sep 27, 2006 at 01:19 AM // 01:19..
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Old Sep 27, 2006, 04:16 AM // 04:16   #33
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Quote:
Originally Posted by Hyper Cutter
That's assuming both turtles and all 8 warriors make it that far. Turtles, especially, tend to get killed before that point.
If the turtles are dying before that point, that often means the green gate is still up. Many times all we had to do was wait for the turtles to respawn if the green gate is down.


Quote:
I once fought an Aspenwood match where the Kurzick team was half monks. They nearly won too.
A team full of monks is hard to beat without the proper tools. The best two Monk combo I have seen is a Blessed Light Monk along with a Boon Prot. The two are just hard to beat.

The best teams over all have been the agressive ones. THe teams that play smash mouth amber running almost always win. That is one thing people don't get.

Quote:
Also, I've noticed that if a turtle is going through a gate when it gets repaired, they won't move even if it's taken down again...
There are ways to get them moving again.

Last edited by LoyalSoldier; Sep 27, 2006 at 04:21 AM // 04:21..
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Old Sep 27, 2006, 04:49 AM // 04:49   #34
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I play both sides of Aspenwood and oen thing that I found that made laying as a kurzick there was it isn't fun. As a Luxon you get to go in and kill and gank shit, which is fun. But what do u do as a kurzick, you get to carry chunks of amber for 10 mins, that isn't my idea of fun. And if you fight as a kurzick you loose because the weapon doesnt get made and you ultimatly get rolled by the luxons because when you look at it, its 8 kurzick players versus 8 luxons players plus 8-12 npcs warriors plus 2 turtles that can kill you in one hit unless your prot'ed.
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Old Oct 01, 2006, 02:22 PM // 14:22   #35
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Here's my list of changes that would, in my opinion, make FA a more balanced and enjoyable mission:

-Make it a requirement to select your team before the mission. I know that this is undesirable for some of you, but it will almost eliminate leechers and create more well-rounded teams, as well as draw in more players.
-Fix all major bugs, including but not limited to stuck turtles, stuck luxon wars, double war respawn, trapped juggernauts, and runaway keepers.
-Reduce the maximum health of the Siege Turtles by 20%, reduce the Siege Turtles damage by 25%, and slap a higher recharge on Carrier Defense.
-Reduce the number of Luxon Warriors per turtle from 4 to 2.
-Increase the movement speed of the Juggernaut slightly. ATM they are too easily kited.
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Old Oct 01, 2006, 03:48 PM // 15:48   #36
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It's not. I play BL monk on kurzick side and I win ~60% of the time. If we get a second monk it's perfectly doable. Too bad most kurzicks think that the best way to keep Gunther alive is making a wammo with healing hands (that they don't cast on Gunther, no wai)or a touch ranger.
The best option is making a bonder with life bond, life barrier and some other buffs, and totally make gunther/ele's/necro's GODLY. It's an easy win if you do that.
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Old Oct 03, 2006, 09:49 PM // 21:49   #37
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Quote:
Originally Posted by Thomas.knbk
It's not. I play BL monk on kurzick side and I win ~60% of the time. If we get a second monk it's perfectly doable. Too bad most kurzicks think that the best way to keep Gunther alive is making a wammo with healing hands (that they don't cast on Gunther, no wai)or a touch ranger.
The best option is making a bonder with life bond, life barrier and some other buffs, and totally make gunther/ele's/necro's GODLY. It's an easy win if you do that.
Not completely true I do the same however I still lose alot... idiot kurzicks opening the bound gate and 10 luxon wammos rushing in ontop of me.

SEE THERE BRIGHT ENOUGH TO SEE WHATS GOING ON!!! RAGGH!!

I like playing aspenwood but it's more of a tragedy more than anything else. If you've ever looked at the fort it really is an incredible peice of design whitch could indeed hold a team of luxon players for a billion years.

Problem is that players arn't given the chance to see other possable ways of winning as a kurzick. I bet 90% of players at aspenwood don't even know that there are archer towers and gunpoints for rangers and eles to drop all hell completely safe from harm themselfs on the luxon attack force and MINES... thats right you don't even have to go out to cap a mine at the start!

Not to mention most of the monks who go there don't get that bonding a gate makes those 8 + 8 luxon wammos look like sissy weaklings they rather go outside and heal the sin as he hoplessly attacks the turtle and gets ripped to shreds.

The AI also makes me weep... I'm holding the gate... Still holding... Oh wait the elementalist has decided to go off on a walk can't cast on him anymore ¬_¬ Look he's dead now and the green gate is gone.

Fix it? Nope the gatekeepers won't talk to me. hey wheres polski going?! Oh lovely he's off to see the seige turtles on the other side of the broken gate.

It's a shame because it has seriously deep tactical depth to it whitch allows a skilled team to stall a massivly superior force it's just been rushed like alot of things in factions so that you cannot exploit even a 1/10th of its potential.

PLEASE Anet let us build teams! 2 bonders 2 rangers 1/2 amber runners its all we need... Even if it did it in two teams of 4.

then hell the luxons would bring debonders and stuff and we will have a metagame!
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Old Oct 04, 2006, 06:03 PM // 18:03   #38
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Quote:
Originally Posted by Pebbles
Not completely true I do the same however I still lose alot... idiot kurzicks opening the bound gate and 10 luxon wammos rushing in ontop of me.

SEE THERE BRIGHT ENOUGH TO SEE WHATS GOING ON!!! RAGGH!!

I like playing aspenwood but it's more of a tragedy more than anything else. If you've ever looked at the fort it really is an incredible peice of design whitch could indeed hold a team of luxon players for a billion years.

Problem is that players arn't given the chance to see other possable ways of winning as a kurzick. I bet 90% of players at aspenwood don't even know that there are archer towers and gunpoints for rangers and eles to drop all hell completely safe from harm themselfs on the luxon attack force and MINES... thats right you don't even have to go out to cap a mine at the start!

Not to mention most of the monks who go there don't get that bonding a gate makes those 8 + 8 luxon wammos look like sissy weaklings they rather go outside and heal the sin as he hoplessly attacks the turtle and gets ripped to shreds.

The AI also makes me weep... I'm holding the gate... Still holding... Oh wait the elementalist has decided to go off on a walk can't cast on him anymore ¬_¬ Look he's dead now and the green gate is gone.

Fix it? Nope the gatekeepers won't talk to me. hey wheres polski going?! Oh lovely he's off to see the seige turtles on the other side of the broken gate.

It's a shame because it has seriously deep tactical depth to it whitch allows a skilled team to stall a massivly superior force it's just been rushed like alot of things in factions so that you cannot exploit even a 1/10th of its potential.

PLEASE Anet let us build teams! 2 bonders 2 rangers 1/2 amber runners its all we need... Even if it did it in two teams of 4.

then hell the luxons would bring debonders and stuff and we will have a metagame!
Luxons already bring debonders. To whoever said it was 8 Luxon warriors vs the Kurz npcs, they usually die off at the first and second gates, the earth eles eat them alive. If the kurzicks play smart, IE killing off the turtle, or keeping it busy with interrupts, and running amber, its not hard.

Hell, if theres a monk healing it, call a target, atleast one person helps out, and if the whole team reponds, the turtle and the monk are screwed(note I am usually an interrupt/spike ranger, does a fine job at killing or keeping the turtle at bay.

I havnt seen the gatekeepers run off in awhile, but I have seen purple gate bug out two necromancers at green so you HAVE to go through orange.

Its the players that make the difference. I would like to see all of the bugs fixed though, they are frustrating.

(BTW when Im on my ranger playing Kurzick side I always take the mines using the Fort walls, easiest way to do it really, aside from Meteor Shower+Rodgorts.)

Last edited by Lord Oranos; Oct 04, 2006 at 06:07 PM // 18:07..
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Old Oct 05, 2006, 02:32 AM // 02:32   #39
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Quote:
Originally Posted by Thomas.knbk
It's not. I play BL monk on kurzick side and I win ~60% of the time. If we get a second monk it's perfectly doable. Too bad most kurzicks think that the best way to keep Gunther alive is making a wammo with healing hands (that they don't cast on Gunther, no wai)or a touch ranger.
The best option is making a bonder with life bond, life barrier and some other buffs, and totally make gunther/ele's/necro's GODLY. It's an easy win if you do that.
Too bad Luxons don't realize the best thing to do is Guardian the turtle so ranger interrupts stop working, then just dump Well of the Profane as soon as the first gate NPC dies and gg you win.

If you're on Kurzick, best thing you can do is just make a E/A with Shadow Form, Meteor Shower, Fireball, Dash, and Dark Escape. Then run amber all game. Luxons can rarely keep up with that given how much ranger snipers tie up the squads. I've seen other E/A builds that involve teleporting to the turtle and swiftly blowing up the warrior pack and putting the turtle at about 50% health.

In the mean time, all I can say for monk support is:

N/Me
10 Domination Magic
12+1+3 Curses
8+1 Soul Reaping

Wither, Malaise, Faintheartedness, Parasitic Bond, Enfeeble, Mind Wrack, Gaze of Contempt, Complicate.

(Yes, focus swapping would gimp that badly. No, Kurzick monks don't know that.)

Last edited by Riotgear; Oct 05, 2006 at 05:21 AM // 05:21..
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Old Oct 05, 2006, 05:35 AM // 05:35   #40
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Quote:
Originally Posted by Riotgear

In the mean time, all I can say for monk support is:

N/Me
10 Domination Magic
12+1+3 Curses
8+1 Soul Reaping

Wither, Malaise, Faintheartedness, Parasitic Bond, Enfeeble, Mind Wrack, Gaze of Contempt, Complicate.

(Yes, focus swapping would gimp that badly. No, Kurzick monks don't know that.)
You don't even need that. Just spam Diversion on the monk while a WotP is down will do it. I personally like to use a Me/N for the fast casting of WotP.

Gaze is also good for those silly spirit bonders that try to keep the turtles busy.

Quote:
I havnt seen the gatekeepers run off in awhile, but I have seen purple gate bug out two necromancers at green so you HAVE to go through orange.
It happens when the Gate Keepers try to heal someone that is moving faster than them. This is a problem because someone idiot has found a way to drag the Gate Keepers out and get them killed. I quit the game every time I see him now.
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