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Old Mar 16, 2007, 02:00 PM // 14:00   #1
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Default Melee in TA

I'd like to get some opinions about how valuable the role of melee is in TA. Yes, I know melee is the best source of damage and presents the biggest damage threat in the game... But the key here is counters. I think it's safe to say the vast majority of organized TA teams bring some form of antimelee, sometimes an entire character but usually a shared task between casters. By not bringing any melee, you're going in with a distinct advantage in that you're rendering several skills on the opposing team's skillbars completely useless (read: bsurge, bflash, pof, sof, reckless, inept, etc etc). Also remember that melee is the hardest character on your team to keep clean, and team energy and resources have to be devoted to keeping your melee's dps capabilities up. When I used to TA more, my friends and I would occasionally get fed up with antimelee, roll a 3 hexer build, and steamroll glad points... but that was a long time ago.

So, is it worth it to sacrifice the melee threat and dps usually tipping the odds in your favor before a match has even begun? Tbh I'd say that it depends largely on what's in TA at the current time (shorter timeframe meta), but I'd like to grab opinions anyway.
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Old Mar 16, 2007, 02:20 PM // 14:20   #2
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Quote:
Originally Posted by icedwhitemocha
By not bringing any melee, you're going in with a distinct advantage in that you're rendering several skills on the opposing team's skillbars completely useless (read: bsurge, bflash, pof, sof, reckless, inept, etc etc).
It is true that you gain some slight advantage by rendering certain skills on your opponent's bar useless, but this effect is not as great as you think. By not bringing melee you're also going in with the disadvantage of not posing as much of a threat to your opponent. You saved their anti-melee character(s) time and energy by not having to use their anti-melee skills, so now those characters get to play more offensively.

Quote:
Originally Posted by icedwhitemocha
Also remember that melee is the hardest character on your team to keep clean, and team energy and resources have to be devoted to keeping your melee's dps capabilities up.
It is well worth it to devote the skill-slots and time necessary to keep melee clean. In builds where you run two melee, I would advise one or both of the melee bringing self condition removal. If one out of two of your melee has self-condition removal, then the monk only has to worry about drawing conditions from the other. Any rangers you bring should have mending touch and I'm a big fan of dropping the rez sig from a ranger in favor of purge signet to help out the monk. The monk bars I run typically have three condition removal skills (draw conditions, mending touch, and purge signet) and two hex removal skills (holy veil and purge signet). Keeping melee clean is that important.

Quote:
Originally Posted by icedwhitemocha
When I used to TA more, my friends and I would occasionally get fed up with antimelee, roll a 3 hexer build, and steamroll glad points... but that was a long time ago.
Yes, I've played 3 hexer builds as well. They have to be well constructed to get close to 10 degen on all 4 players almost all the time and a fair amount of hex shutdown for both melee and casters (or else the monk just ZBs away and laughs at the degen). 3 hexer builds tend to win very quickly against any team that's not properly prepared to deal with hexes and, of course, any RA team. Against the best teams in TA though, you are setting yourself up for a very long battle of attrition. Over time, certain key assassin hexes have been buffed (siphon speed <3, expose defenses, augury of death, etc.) so you can now run a 3 hexer build and still have the melee threat. An assassin can even pull in cool hexes from their secondary like web of disruption.

Quote:
Originally Posted by icedwhitemocha
So, is it worth it to sacrifice the melee threat and dps usually tipping the odds in your favor before a match has even begun?
Typically no.
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Old Mar 16, 2007, 02:26 PM // 14:26   #3
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Quote:
Originally Posted by icedwhitemocha
Yes, I know melee is the best source of damage and presents the biggest damage threat in the game... But the key here is counters.
Quote:
Originally Posted by Ensign
In reality a Warrior will have a lot of his damage mitigated. An unmitigated Warrior with a couple of attack skills can pump out close to 3000 damage per minute, and you'd be a fool if you let him do that. So you mitigate his damage. You use snares to limit his mobility and kite away when he gets close. When he does close you use Guardian and other protective effects upon whoever he's attacking to mitigate even more of his damage. Maybe you'll set traps in the back and force him to run through them, or have a Blinding Flash guy babysitting him. With proper attention a Warrior can be reduced to a shadow of himself, perhaps only kicking out 800 damage in a minute on whomever he can get a blow in on.

On the other side of the equation you have something like an Offering of Blood powered blood nuker. He can cycle Dark Pact and Vampiric Gaze upon the other team all day and there's very little they can do about it - the skills are non-trivial to interrupt, the packet size is small, and each attack ignores a lot of defenses (or all defenses in the case of Vampiric Gaze). Because of the short cooldowns and the energy provided by Offering of Blood, this character can dish out around 1200 defense ignoring autohit damage every minute.

Side by side you look at the Warrior dishing out 800 damage and the Necro dealing 1200 and you conclude that the Necromancer was more effective, right? After all he dealt 50% more damage, that's a lot better!

Dead wrong.

The difference is that while the Warrior only dealt 800 actual damage, the extra 2000 damage that wasn't dealt to HP went directly into the other team's attention, energy, and skill usage. It is not a trivial job to constantly pre-kite the Warriors to keep them from getting hits in, especially if there are multiples operating independently. But being forced to kite can be incredibly disruptive. Sure your energy continues to regenerate, but you aren't casting, and every time you stop to cast you have to balance that against the hits you're going to take from doing so. Sure it's an effective way to mitigate some damage, but it's not free by any means. Following a Warrior around with Guardian and maintaining that on his target requires a good amount of attention and is not cheap by any means. It will stop a good amount of damage and frustrate the Warrior but it's still energy that isn't going to be spent healing. Snaring or Blinding the Warrior work on similar principles, it's damage that isn't dealt but it's time and energy that has to be spent to control that damage. Aegis isn't attention intensive but it chews up a lot of energy. Etc, etc, etc. The net effect of all this is that while the Warrior only does a fraction of his damage potential, the amount of trouble he caused his opponent is a whole lot higher. Why? Because of the threat he posed if they didn't address him. In short, the damage he dealt might have been mitigated, but *the threat, largely, was not*.
Best part of the best post ever imo.
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Old Mar 16, 2007, 03:19 PM // 15:19   #4
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Yeah, I read that the other day. My point was the concept of *wasted* counters on the other team, essentially playing Build Wars... which is amplified in smaller environments like TA. Thanks for the quick reply Divine, that was pretty much what I was looking for.

Last edited by icedwhitemocha; Mar 16, 2007 at 03:22 PM // 15:22..
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Old Mar 17, 2007, 01:09 AM // 01:09   #5
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With the hex removal options there are now, pure hex builds aren't an automatic win like they used to be (i.e. 3 mesmer builds in the prophecies days). Melee also have the greatest individual spike potential, which will sometimes be necessary against a defensive team. All it takes sometimes is a few second window for a warrior or whatever to be hex/blind free to unload a combo and potentially catch a monk off guard. It's a little harder to get that element of surprise with an all caster team, unless they have a high level of coordination.
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Old Mar 18, 2007, 02:33 AM // 02:33   #6
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If you're going to run a more hex/degen based pressure build, run Signet of Humility somewhere and deny the nine out of ten monks running ZB their easiest anti-degen counter.

Ensign's post on warriors is also very good.
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Old Mar 18, 2007, 04:09 AM // 04:09   #7
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Quote:
Originally Posted by Divineshadows
By not bringing melee you're also going in with the disadvantage of not posing as much of a threat to your opponent.
I don't believe this is necessarily correct.

While Ensign's was illuminating back when he made that post, ele nuker power and nonelite eman has been drastically buffed. Several ele builds can output physical type DPS, particularly against large clumps (ala tombs). Second, TA is different than GvG. Unlike GvG where you have a LoD/HP to mop up damage, TA almost always has very limited actual healing (sometimes only a ZB + divine favor). This is why degen is effective in 4v4, even without mass overloading. These things combine to make several casters have equal or more DPS than a physical in TA.

So I don't think its fair to say casters are less of a DPS threat, but rather I think physicals bring a heavy damage threat PLUS utility. Specifically, while an ele has to fill his bar with spells + eman to get high DPS, a warrior can reach good DPS with only a few skills and leave the rest for things like dblow, heal sig, bull strike, and so on. Most high DPS casters can be seriously happered by a key interrupt or strip or simply forcing them to kite 24/7,while you usually have to devote an entire bar to shutting a physical down.

These two things are what pushes a physical over a caster -- utility and flexibility. Pure DPS builds alone are obsolete. The idea that warriors are more of a threat because you don't have to worry about caster DPS or kiting caster aoe is obsolete. The real story with caster v physical in this meta now is the story of utility and flexibility imo, not the story of DPS.

So in answer to your question -- yes, physicals are better. Not because they have more damage, but because they are more robust (less easy to shutdown with one interrupt) and because they have more utility (such as the ability to selfheal or shutdown without compromising damage). While an ele can hit the same dps as a war, the war gets the same damage and mesmer like effects for free. Very few casters can match that, and those that can are staples already (dom mesmers, curse necs, water eles).
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Old Mar 18, 2007, 04:54 AM // 04:54   #8
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I don't think it's accurate to say that melee has gained a sudden boost in utility. Melee bars are not, AFAICT, drastically different from what they were in Prophecies. Sure there are minor increases in efficiency (flail on a hammer warrior, enraging charge instead of sprint,etc) but the core templates haven't changed much. The only exception I can think of is a YAA warrior, and that isn't really suitable for TA.

I think the main reason we're seeing more physicals now is because paragons are such strong damage templates and party support all rolled into one. But-again-that isn't something that is particularly relevant to TA.
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Old Mar 18, 2007, 10:05 AM // 10:05   #9
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Quote:
Originally Posted by Blame the Monks
I don't believe this is necessarily correct.

While Ensign's was illuminating back when he made that post, ele nuker power and nonelite eman has been drastically buffed.
While I would agree that non-warrior pressure has become much more viable and warriors aren't the only damage dealers anymore, the insight that forcing your opponent to use counters is pressure as well is still correct, which is why I quoted ensigns post.
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Old Apr 11, 2007, 07:55 AM // 07:55   #10
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when i melee in TA, it's nice to have a non-melee-anti-anti-melee-teammate. or an anti-melee-resistant-melee to shut the anti-melee up while the main melee attacker kills shit. (did u get all that?)
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Old Apr 11, 2007, 10:37 AM // 10:37   #11
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Quote:
Originally Posted by X Cytherea X
when i melee in TA, it's nice to have a non-melee-anti-anti-melee-teammate. or an anti-melee-resistant-melee to shut the anti-melee up while the main melee attacker kills shit. (did u get all that?)
It would have been less confusing to say, "I want my Reaper's Necro to carry Purge Signet."
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Old Apr 13, 2007, 05:56 AM // 05:56   #12
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this age old concept reminds me of back in the day when we ran the three mesmer rape build as basically a means to completely shutdown a team and usually rendering a blind bot or inept mesmer worthless.

TA is so build wars.
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Old Apr 14, 2007, 07:23 AM // 07:23   #13
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4 mesmer/rangers with max degen and traps for kiting, draw conditions was not cool on a OOB boon
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