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Old Mar 20, 2011, 08:57 PM // 20:57   #1
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Default Wards?

I'm thinking about trying a PvP build focussing on condition and wards. But I'm wondering, are wards worth it in some PvP? I'm guessing AB and GvG are too mobile. What about the others?
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Old Mar 20, 2011, 09:19 PM // 21:19   #2
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HA can be VERY stationary. Especially when your holding the hall.
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Old Mar 20, 2011, 10:33 PM // 22:33   #3
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Quote:
Originally Posted by God Amongst Many Mortals View Post
HA can be VERY stationary. Especially when your holding the hall.
Exactly what I was gonna say, but in general PvP the slots taken up by wards can be used in better ways.
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Old Mar 21, 2011, 04:17 AM // 04:17   #4
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Wards shouldn't be used to base a team. A team should be able to utilise a ward. Apart from Stabby ward, Foes creates great pressure in GvG when advancement and playing for flag is required through a narrow gap. If the map is too open, or has teleports, the ward is only limited in its effectiveness.

In HA, stabby ward is a well recommended ward for builds that concentrate offensively, because KD ruins a backline if there's too much of it.
Foes should be strategically placed at all times to give your team (not just your backline, but mainly backline and midline) some breathing space to kite opponents without sacrificing positioning too much.

So to create a team build to encompass wards for HoH holding could be recommended, because AoE and party wide skills play a huge part in KoTH and Capture Points. But if during capture points that teams realise your build is designed to hold 1/2 bases, they will definitely split, it's only common sense.

Plus, if eleball or smiteball teaches you anything, it's that only the inexperienced fall for such gimmick/balled crap.
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Old Mar 21, 2011, 05:46 AM // 05:46   #5
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I am surprised more teams are not using ward against melee in HA with this 2-5 AoG meta; it use to be a skill many teams took when iway and other gimmicky physical pressure was meta. After the nerf to WoW it's the only block that can't be stripped off the ghost and it's also great defense when the rest of your team has to cram onto a cap point. Foes is already a skill everyone takes for snaring, stability is too one dimensional with BBway on the downturn and hardly anyone using warrior frontline (melee helps against both though and dervs) and it's been a long time since anyone used harm. Elements and weakness are pretty worthless in general.

Last edited by Krill; Mar 21, 2011 at 05:48 AM // 05:48..
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Old Mar 21, 2011, 07:21 AM // 07:21   #6
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Quote:
Originally Posted by Krill View Post
I am surprised more teams are not using ward against melee in HA with this 2-5 AoG meta;
I think balling in a ward where your survive/die depends exclusively on luck ( i.e 50% chance blocking ) is still a bit risky....

To answer topic , i don't think you can make builds reling on wards only.... All are going to be used as a counter generally ,except ward against foes which is the main snare skill , because of stuck issues...
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Old Mar 21, 2011, 08:30 AM // 08:30   #7
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melee doesnt do shit against twin moon sweep dervs, strongest scythe attack out there, balling in melee doesnt help the disease and burning from dervs either.

foes is good and all you need, balls a couple of targets for easy aoe pressure, unremovable snare on relics dur, and kiting obv.
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Old Mar 21, 2011, 08:31 AM // 08:31   #8
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I cant see balling in a mob versus dervishes as a good idea with disease from grenths, aoes from enchants, and the multiple hitting scythes.
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Old Mar 21, 2011, 10:49 AM // 10:49   #9
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Nearby range condition spread is bad for wards.
Also, relying on them for defense is difficult in a metagame that doesn't involve multiple layers of blocks to help cover up and prevent interruption of each other.

AB it'll never be needed. HA it's already been used for 6 years. GvG doesn't have a meta for it right now, and on several maps it can be avoided pretty easily in addition to being useless against some teambuilds.
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Old Mar 21, 2011, 12:36 PM // 12:36   #10
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It's not even the conditions that hurt, it's Fevered Dreams or Panic which prevents you from caping WardvMelee.

If anything, the desease; cripple, bleeding and whatever conditions dervs can spread to nearby only feed the Monk's RC (So they help you essentially), and since they have atleast 4 dervs balling, your Monk should be able to pump an RC every 3 seconds.

It's Panic and Fevered Dreams which usually mean auto-wipe if you have 4-5 people with every condition in the game and dazed on them. If there is no mesmer in the game, you should, in fact, have everyone ball up in a Melee, obviously assuming they won't stand on top of eachother.

Both of your Monks will have infite energy and RC will be a better WoH. If they have a fevered, try and make sure you rupt it, and then ball up. If they have a Panic, don't ball up.
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Old Mar 21, 2011, 04:34 PM // 16:34   #11
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I'm not sure how much it has changed, since I haven't PvP'd seriously in over a year, but afaik, they were (maybe still are) popular in HA. I think my friend used some gimmicky wards assisted team for GvG once.
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