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Old Jun 11, 2007, 01:16 AM // 01:16   #1
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Default Imperial Isle spiker teams.

My guild purchased a hall on imperial isle, and after doing some research I found out that spiker teams work proficiently in this type of guild hall. The question in my mind is what type of spiker team, because there are about 5 or 6 different kinds? I also know that assassins are good for flag running, but is it really neccessary to waste a slot for an assassin? Also, how many team mates should use corpse traversal for the NPCs? Discuss please.
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Old Jun 11, 2007, 01:56 AM // 01:56   #2
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Quote:
Originally Posted by Pi 3.14
I also know that assassins are good for flag running, but is it really neccessary to waste a slot for an assassin? Also, how many team mates should use corpse traversal for the NPCs? Discuss please.
sins=bad for flagging, and corpse travel never has been really useful unless you wanted to get into other persons base w/out thief which doesnt matter on imperial isle.
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Old Jun 11, 2007, 02:32 AM // 02:32   #3
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To answer your questions in order...

1. You don't need to run a spike build on it. You sound very new to GVG so just run whatever you are comfortable with.

2. Assassins are terrible flag runners. Elementalists and monks tend to be the best bet, but it depends on your team build.

3. Zero teammates should have corpse traversal on their bar, even if you have a split build. It's almost totally useless in GVG.
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Old Jun 11, 2007, 02:38 AM // 02:38   #4
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Quote:
Originally Posted by Dzan
To answer your questions in order...

1. You don't need to run a spike build on it. You sound very new to GVG so just run whatever you are comfortable with.

2. Assassins are terrible flag runners. Elementalists and monks tend to be the best bet, but it depends on your team build.

3. Zero teammates should have corpse traversal on their bar, even if you have a split build. It's almost totally useless in GVG.
My question did sound noobish, which I can't fault you for pointing out, but I have played off and on for a couple of years, but I've never gotten into the whole guild thing. I read off a website that the center of the map was good for spiker teams so I thought I would pursue that idea, nothing more.
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Old Jun 11, 2007, 06:07 AM // 06:07   #5
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Imperial used to be a nice spike map, before they took out the thief. I would now say that it is a horrible map to play spike on, every split character in the world is going to be running around behind you in the acres of space killing your NPCs and flagger for fun.

Imperial seems to be used mainly by assassin based gank teams, although most of these have moved to Druids now since the recall buff for obvious reasons. If you are running this map, be prepared to split, alot. Make your build mobile and watch your flag runner really, really carefully, as flagger ganks are easier on this map than just about anywhere else.
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Old Jun 11, 2007, 11:59 AM // 11:59   #6
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Yeah. You spike on imperial, and you will get outsplit. It's nice because there's pretty much always line of sight at the flagstand, but it's to easy for the opponents to split. Imperial is best for a generally balanced build. If you have your hearts set on spike, it's best to go for burning.

And for a flagger, I would go for something with utility (read: ele) as opposed to something as limited as a sin.
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Old Jun 11, 2007, 08:38 PM // 20:38   #7
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Actually it's extremely hard to split against a good team on imperial. That is, if you don't use recall. With recall you're going to get your ass kicked. With everyone-and-his-pet using recall now, Imperial is good for splitting.

Oh, please get over the stereotype that spike builds are bad for splits. They really don't have to be.
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Old Jun 12, 2007, 01:17 AM // 01:17   #8
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Quote:
Originally Posted by Kaon
Actually it's extremely hard to split against a good team on imperial. .
Just wanted to agree with this. It is deceptive to a great number of teams, I suppose, but given the large-square nature of the map with little obstructions, it is very easy to a basic staight-up 8-up team to collapse on gankers who, until(and if) they can clear a path all the way through the enemy base(including the footmen and archers guarding the front gate) do not have a good exit route against a team that collapses properly. Since you can't safely maintain a split for long on a map like imperial, it is that much harder for your split to get something happening. Enter Recall...
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Old Jun 12, 2007, 07:36 AM // 07:36   #9
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As for runner, since runner is always in sight of the main group, this is the best GH to run LOD runner. When you run such a runner you can go more aggresive with other characters. The runner however needs to be very aware of positioning cause of the gank risk.
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Old Jun 12, 2007, 08:25 AM // 08:25   #10
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LOD runners still suck though
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Old Jun 12, 2007, 09:06 AM // 09:06   #11
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Quote:
Originally Posted by Seamus Finn
Just wanted to agree with this. It is deceptive to a great number of teams, I suppose, but given the large-square nature of the map with little obstructions, it is very easy to a basic staight-up 8-up team to collapse on gankers who, until(and if) they can clear a path all the way through the enemy base(including the footmen and archers guarding the front gate) do not have a good exit route against a team that collapses properly. Since you can't safely maintain a split for long on a map like imperial, it is that much harder for your split to get something happening. Enter Recall...
EXACTLY. Another thing is that the flag is very close to the flagstand, so if you have a base defensive team they don't have to bother with flagrunning.


Quote:
Originally Posted by red orc
As for runner, since runner is always in sight of the main group, this is the best GH to run LOD runner. When you run such a runner you can go more aggresive with other characters. The runner however needs to be very aware of positioning cause of the gank risk.
Bullshit. In this map anything can run. As a spike team you'll have these choices:

- Monkrunner (ZB or glimmer, not lod) For extra defense and splitdefense.
- Shatterstone elementalist runner. Perfect when it comes to more pressure spikes. Also adds in much needed snares. When running a PURE spike build (like eurospike) i'd not take this though.
- Blinding surge+lightning orb elementalist runner. Decent, adds more damage, but less utility than a good water runner.

Last edited by Kaon; Jun 12, 2007 at 09:11 AM // 09:11..
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Old Jun 12, 2007, 10:15 AM // 10:15   #12
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i don't know who told you assassins are good flagrunners but seriously, he couldn't be more wrong. assassins are great gankers, but making them run flags will result in enemy morale boosts, cause they will spike the poor guy :P
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Old Jun 12, 2007, 11:15 AM // 11:15   #13
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Imperial Isle seems very popular at the moment - I have played there pretty frequently over the last week or two. I played against a team there once who used four sins and the rest of the team had /sin secondarys. They shadow stepped around the map at will dodging our attacks and spiking down lone targets. We didn't run many snares on that particular build and we got rolled.

Quite a few teams today seem to be running a two sin split and this may suit you and your map. Leave the flag running to a more suitable profession though i.e. Monk/ele, Ele/rit or Rit/ele.
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Old Jun 12, 2007, 10:41 PM // 22:41   #14
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Without recall, imperial can be a nightmare to split on just because of how easy it is for a decent team to collapse their main team onto the split. If a split goes into your base, you can just go in behind them so they have only two ways out: through you (in which case they die) or through your base (in which case they get hindered by NPCs, you catch up to them, and then they die).

If they're recall, they can just teleport away.
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Old Jun 13, 2007, 03:38 AM // 03:38   #15
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Recall is getting nerfed. Recall on imperial will be hard now.
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Old Jun 13, 2007, 09:49 AM // 09:49   #16
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start using AoD again, problem solved xD
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Old Jun 13, 2007, 09:51 AM // 09:51   #17
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AoD, ahhhh, the good old days...
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Old Jun 13, 2007, 10:23 AM // 10:23   #18
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Quote:
Originally Posted by Kaon
Bullshit. In this map anything can run. As a spike team you'll have these choices:

- Monkrunner (ZB or glimmer, not lod) For extra defense and splitdefense.
- Shatterstone elementalist runner. Perfect when it comes to more pressure spikes. Also adds in much needed snares. When running a PURE spike build (like eurospike) i'd not take this though.
- Blinding surge+lightning orb elementalist runner. Decent, adds more damage, but less utility than a good water runner.
READ MY POST. I did not say that "LOD runner is the best runner in that GH"
I said "This is the best GH to run LOD runner". Can you please say in what GH will a LOD runner perform better ?
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Old Jun 13, 2007, 11:56 AM // 11:56   #19
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Quote:
Originally Posted by red orc
READ MY POST. I did not say that "LOD runner is the best runner in that GH"
I said "This is the best GH to run LOD runner". Can you please say in what GH will a LOD runner perform better ?
There is no Guild Hall in existence where a LoD will outperform an ele. Srs.

And you don't need recall to split on Imperial. Just don't be bad.
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Old Jun 13, 2007, 02:05 PM // 14:05   #20
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Several points to be made here.
Firstly, Imperial Isle is NOT a spike hall. If you want to spike, you're best off with Burning, although spiking in general isn't great for GvG. As others have said, Imperial is good for pressure builds and split builds.

Secondly, LoD runners are most definately not better than eles. LoD goes on the Infuser. LoD runners are severly outdated from when people ran ZB backlines.
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