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Old Feb 15, 2007, 10:46 AM // 10:46   #81
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when i do AB i never make a special build for it. I just bring my char for GvG since it has everything u need to survive, even without monks.

1) speed buffs
2) healing
3) enough damage
4) snare
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Old Feb 17, 2007, 09:13 AM // 09:13   #82
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Quote:
Originally Posted by Patrick Smit
AB has no timer, it goes on until 500 faction are gained, or untill a knockout, which means one side holds all shrines for at least 1 minute. So "holding" is then taking place in front of the opponents gate, usually its a massacre because they run out in a huge mob, some smart ones take the side gates, and can sometimes escape attention to cap shrines before the minute has passed. Some teams cap shrines and then leave one or two defenders to make the cap difficult if not impossible. Depending on the charging force, and the defendant.
I think what Orphan was referring to was the map changes (eg. From Saltspray to Grenz Frontier or Etnaran Keys, etc.)
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Old Feb 20, 2007, 06:00 AM // 06:00   #83
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I am so irritated I diddn't cap this during the battle, but here's what I saw that just made me lawl.

R/W using Apply Poison, Burning Arrow, and Sever Artery.
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Old Feb 20, 2007, 06:13 AM // 06:13   #84
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ZB W/Mo is my favorite Alliance Battle build. Don't hate.
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Old Feb 20, 2007, 03:22 PM // 15:22   #85
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What's with all the posting of pics of people using spells from their secondaries? It happens so often it stopped being funny a long time ago. And often times while being non-optimal, it works.

And at start of the thread there were expert opinions on how you should avoid mob fights.

That is completely up to you. I for one love mob fights because I play characters designed to fight in mob. When 2 mobs clash and you have a character good at killing mobs, you can gain a lot of points from kills.

I usually have ranged snares to keep people from running away from losing mob fight or if we are on top of rez shrine from running away. If opposing team is running all over the map capping things, and avoiding combat then it isn't good to be in 12 player mob, but I find that having an 8 player mob and 4 player capping team works great. And if the other team decides to go mob vs mob, you win again, because you have such character.

For instance, a character like GtfE+Anthem of Flame spammer works awesomely in mob fights. I also find "Fall Back!" + "You are all alone" godly in AB when mobbing. Makes your mob catch up with their smaller capping teams and totally destroy them.
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Old Feb 21, 2007, 12:03 PM // 12:03   #86
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It's not a matter of "why kurzick loses" or "why luxons suck". Both factions have their share of idiots and people who could careless about what build you run in AB. All they want to do is get into the battle and mindlessly charge into enemy mobs to a "valiant" death. Similarly, both factions have their share of good and smart players, who care about what builds the people in their team run, and who direct their team to capping points and avoiding certain groups. This is very true in places like PvE, RA, and even HA. There are some HA groups that like to screw around and try to get a fame or two running their PvE Mending Wammo builds and rebirth monks, and there are those that are seriously at holding halls.

I think a common misconception is trying to tie a certain faction with certain players. I know many good PvP alliances that are Luxons, and I know just as many that are Kurzicks. I know many guilds with completely idiotic people who are Luxons, and many who are Kurzicks.
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Old Feb 22, 2007, 10:27 AM // 10:27   #87
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Could it be something a simple as in PvE you encounter the Kurzick Faction a couple of missions before the Luxons, so it's the first opportunity to pledge allegiance, I imagine once a guild has done so there is no need to change to Luxon until they are more experienced and make that decision. That could form a basis or there being more n00bs in Kurzick. It's only a guess.
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Old Feb 22, 2007, 03:02 PM // 15:02   #88
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Quote:
Originally Posted by Spura
.... Makes your mob catch up with their smaller capping teams and totally destroy them.
This is exactly why u shouldn't mob. u go with a majhority, say two teams together, to take down one. The other two teams are capping away. While u will have difficulties taken down a minor team cause they may scatter and such. Further capping speed isnt really increased by standing there with 5 or more players. the rest is redundant.

Now what is also important is that shrines do deliver more points then deaths. You get only 1 faction per kill. Capping and holding a shrine in yout possession gives u 1 faction each four seconds. So teams not mobbing and capping (thereby killing npcees as well) can hold easily more shrines, while the mob typicall tries to catch up. holding 4 out of 7 shrines (3 to the opposing team) gives a "kill" each four seconds in favor of your team. Mobs seem strong, but they really lack incentive if people do not rush into them. "Mobbing" is only good if you hold all shrines, and guard the enemy gates.
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Old Feb 22, 2007, 10:34 PM // 22:34   #89
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its the armour..... o.o
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Old Feb 25, 2007, 02:05 AM // 02:05   #90
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lol i just use AB for testing my new self created builds wich contain heavy damage etc
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Old Feb 25, 2007, 03:33 AM // 03:33   #91
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Just thought that somehow fit in with this topic.
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Old Feb 27, 2007, 11:08 AM // 11:08   #92
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Riotgear that map looks like a forest, is it Grenz? If it is holy shit, gj or lots of afk kurz players.
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Old Feb 27, 2007, 11:22 AM // 11:22   #93
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Quote:
Originally Posted by Perfected Shadow
Riotgear that map looks like a forest, is it Grenz? If it is holy shit, gj or lots of afk kurz players.
It's Saltspray. They had actually had no AFKs (I checked), they just got wiped off the map and spawn-camped in record-breaking time.
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Old Feb 27, 2007, 06:42 PM // 18:42   #94
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That monk casting Diversion isn't so silly really. It might have been me. I carry Inspired Hex in AB and if I don't have any healing to do at the time for my party I'll often pull a hex off someone and throw it back at the original caster. Pretty funny and not all that stupid really.
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Old Feb 27, 2007, 07:21 PM // 19:21   #95
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Diversion is no use, unless u run a bit of domination (hexbreaker), but others like spirit of failure and such can be good to throw when u have nothing to do, they still give 30 secs of 25% miss^^

Last edited by Patrick Smit; Mar 06, 2007 at 04:45 PM // 16:45..
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Old Feb 27, 2007, 09:46 PM // 21:46   #96
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... watch this one:

Ownage!
Just in case some of you can't see wich map it is yet: the AB Map

In fact... we werent playing serious @ first, we just wanted 2 have sum fun storming the fort, so the kurzicks had 2 "pay" a "mechanic" 2 repair it, wich would piss them off (unless they have a good insurance) :P
And no... all the kurzicks were there (well, 2 or 3 left after a minute, but most of em were there)
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Old Mar 06, 2007, 10:07 AM // 10:07   #97
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Here are some very good reasons why teams in AB lose.
Attached Images
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Old Mar 06, 2007, 04:12 PM // 16:12   #98
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Ah I wanna smack myself for not SCing these situations but here's some roffle builds I've seen.

Blood Magic elementalists
Warrior casting Ray of Judgement
Ranger using Mind Shock THEN Hunters Shot
(not a variation build but this made me laugh) Warrior using Riposte to try and block Lightning Hammer
Searing Flames paragon
Ghostly Might (sp?) Hammer Rit.
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Old Mar 06, 2007, 05:13 PM // 17:13   #99
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Welcome to the missed screenshot club... Anyway, it was pretty beautiful when I saw a N/W with a sword using a Hamswarm build... Hamstring, sever artery, and almost sacced himself to death with Blood Renewal.....
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Old Mar 06, 2007, 10:58 PM // 22:58   #100
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Eh... AB is worse than RA. I can say that after playing RA and AB quite a bit lately (i know, sad). Still, complaining about skill level is useless. It's a good arena for starters and whammos, as sad as it sounds. You can be a HORRIBLE players in a HORRIBLE team and still WIN because other 2 teams knew what they were doing.
AB should not be turned into some pro arena.. the goal is PvE one, really, so AB is fine as it is.
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