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Old Dec 15, 2006, 02:42 AM // 02:42   #21
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ahhh okay thx well if anyone else has questions post it up cause im out lol...thx for the comments to oguys.
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Old Dec 15, 2006, 03:53 AM // 03:53   #22
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Originally Posted by bluechestdude
thx warskull much appreciated,

and about retreating, u said even though ur monks are hurting the enmy may be in a more dire situation. Id like to know when to pull back if ur monks are hurting too much...(other than energy issues) is there like an amount of deaths they can sustain before we have to pull back?
The situation for retreat is rather complex. If you are taking casualties, but inflicting them faster on the enemy it can be worth pushing it. If you are getting morale, but taking casualties at a slow rate you can often afford to stand.

When you definitely want to retreat:
You suspect your group is about to full wipe.
You are out of sigs and taking casualties without inflicting them on the enemy.
You are taking casualties, but your enemy isn't. Your enemy is full morale.


You really have to get a feel for things. You want to avoid a full wipe, but at the same time maintain as many position advantages as possible. You really have to get a feel for it by playing. I can't give you all the details about calling retreat because there are a ton. In fact in some situations the solution isn't retreating, but splitting or making an aggressive move against NPCs.
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Old Dec 15, 2006, 11:43 AM // 11:43   #23
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okay thx for that, i guess u just learn from exp.
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Old Dec 15, 2006, 11:45 AM // 11:45   #24
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A couple things no one has pointed out yet:

preemptively retreat in order to minimize the number of people that may die on the way back to wherever.

Don't put a retard on flagger, this isn't a fps and morale boosts are important. Also, heal party is important at VoD if you have an e/mo, so you might want to power run flags in that situation (if you don't know what power running is, it involves having your flagger drop the flag halfway to have someone else pick it up and run it in, usually a character with decent armor. A spare warrior or ranger works best. It's also a strategy used to get up in flag production so you can get a boost, but in VOD allows the ele to be at/near the stand pumping out parties instead of getting pounded on trying tto take it in, and not casting party).

As tactician you need to know how every single build works, but make sure the people you're playing with know what they're doing on the profession they're playing. It kind of woks like the 'don't put a retard on flagger' part, but a lot of players tend to put really crappy players on flag duty for some reason.
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Old Dec 15, 2006, 04:52 PM // 16:52   #25
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Yeah some good points have been raised here also on page 2, go warskull.
I've always had problems with many guilds I've been in or guested for reguarding the retreat panic. More often than not someone will call to retreat and of cource the whole backline is first to go, leaving any warriors and even midline left to die. One hope during the retreat is to not have your whole team break or not have any die, except many players don't do it.
Have your monks always call if they are under pressure/ or riding on 10 energy for a length of time, this can help the strat caller make his call, sometimes just slowly falling backwards to your footmen for a few seconds is enough to get the monks energy bars good again. When issueing a retreat have everyone use their "utility" skills in a defensive manner.
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Old Dec 16, 2006, 01:42 AM // 01:42   #26
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thx guys yeh ill see if we can do some power runnign soon i mean the corrupted isle is a pain for runners... esp emos..
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Old Dec 16, 2006, 02:35 AM // 02:35   #27
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Don't put morons on flag. Learn builds and how to beat them this includes splitting, ganking, or just running in like Leroy Jenkins. Also keep your retreats as clean as possible (meaning if you have to sacrifice a player to keep the base alive).
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Old Dec 16, 2006, 06:46 AM // 06:46   #28
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Quote:
Originally Posted by Bowstring Badass
Don't put morons on flag. Learn builds and how to beat them this includes splitting, ganking, or just running in like Leroy Jenkins. Also keep your retreats as clean as possible (meaning if you have to sacrifice a player to keep the base alive).
I see a lot of mid or lower level guilds put their worst player on the flagger. The concept is "if he is only running flags how bad can he hurt us?" However, you need a strong player on flagger against decent teams. A weak player on flagger is tactically crippling. You need someone who can assess situations, handle himself solo or in small splits, and who can gauge the situation so he doesn't end up dead. DP on a flagger hurts, a lot.
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Old Dec 16, 2006, 11:09 AM // 11:09   #29
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okay thast cool and off flaggers when ur facing gimmick builds say sf is there like a certain way to beat full sf builds? Other than spread out
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