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Old Feb 12, 2007, 09:48 PM // 21:48   #1
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Default Wards at the flagstand

I was wondering how guilds who don't run wards manage to keep from losing ground to guilds that do. It seems that even when the warding team is getting its ass handed to it, their ability to lay down an area of slow + boosted defense can still force the other team back. This causes problems for running the flag on some maps, or for trying to keep the battle away from your flagstand npc's on others.

To get kills against a warding team, we usually end up retreating our backline to either overextend the opponents melee or to draw the backline out of the wards, and then our frontline has to move back to take advantage of it. Even when we get kills this way, we lose ground, and sometimes lose npcs or give the other team a morale boost.

What are some better ways to beat warding teams?
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Old Feb 12, 2007, 11:28 PM // 23:28   #2
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Interrupt Wards/Kill things outside of Wards.
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Old Feb 12, 2007, 11:41 PM // 23:41   #3
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Split perhaps
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Old Feb 12, 2007, 11:44 PM // 23:44   #4
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Wards are very powerful, but they're limited by the fact that warders aren't a very versatile template.

If the only off-monk defense you're dealing with is wards, try to interrupt the wards and make a push while they're down. If the wards are stacked with other things (Aegis, hexes, ect) just split them. There's no point trying to fight a huge stationary defense when you can just run them around the map and exploit their inflexibility.
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Old Feb 13, 2007, 04:25 AM // 04:25   #5
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pushing your whole team inside their wards amazingly enough messes up any team who relies on wards
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Old Feb 13, 2007, 05:00 AM // 05:00   #6
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How to deal with wards:

1. Split
2. Interrupt
3. AoE
4. Push
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Old Feb 13, 2007, 05:15 AM // 05:15   #7
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Wards are on a 20 second recharge and have a 1 second cast time. Diversion/d shot work wonders if that's the only thing stopping you from scoring kills.
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Old Feb 13, 2007, 05:43 AM // 05:43   #8
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Quote:
Originally Posted by Thom Bangalter
Diversion/d shot work wonders
QFT - two best skills in game IMO (besides CoF, clearly). Solve so many problems...

And damn you Bangalter - your mad lib is the best.
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Old Feb 13, 2007, 05:59 AM // 05:59   #9
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Yeah, I better win.
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Old Feb 13, 2007, 11:30 AM // 11:30   #10
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Quote:
Originally Posted by Chilly Ress
How to deal with wards:

1. Split
2. Interrupt
3. AoE
4. Push
1. Yes
2. Definately
3. Yes
4. How can you push? they will just camp the ward and you achieve nothing.
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Old Feb 13, 2007, 02:37 PM // 14:37   #11
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Quote:
Originally Posted by s w o r d y
pushing your whole team inside their wards amazingly enough messes up any team who relies on wards
This is completely true most of the time, since most players that rely on wards actually want you to STAY AWAY. So by charging into the ward(s) you might catch them completely off guard. Then again if u happen to come against the few that prepare to be charged and you do charge; your royally f$#%ed.

Last edited by firestorm10; Feb 13, 2007 at 02:40 PM // 14:40..
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Old Feb 13, 2007, 04:22 PM // 16:22   #12
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Rushing wards is a psychological game. The less experienced monks think they should stay in the wards, their own relaxed domain. However, if you rush them, they'll become disoriented, and realize there are 2 warriors/dervishes and lots of other enemies next to them. Thus, they panic, and run, which is right where you want them.
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Old Feb 13, 2007, 06:16 PM // 18:16   #13
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Quote:
Originally Posted by Bankai
Rushing wards is a psychological game. The less experienced monks think they should stay in the wards, their own relaxed domain. However, if you rush them, they'll become disoriented, and realize there are 2 warriors/dervishes and lots of other enemies next to them. Thus, they panic, and run, which is right where you want them.
Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
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Old Feb 13, 2007, 09:52 PM // 21:52   #14
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Quote:
Originally Posted by Phelann
Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
lol

when we bring wards the warder has an aoe skill just for the impatient guilds that want to charge into our safe happy place.

back on topic I agree with the others. interrupt or divert the wards, or both. but then don't stand around talking about your great interrupt. make a push.
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Old Feb 13, 2007, 11:12 PM // 23:12   #15
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If I use a 16 second powerblock against a 20 second cooldown ward, is it disabled for 16 seconds or 20 seconds?
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Old Feb 14, 2007, 08:46 AM // 08:46   #16
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Quote:
Originally Posted by Phelann
Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
Please. Read my post. Then draw a conclusion.

I said that rushing wards works against bad teams, but good teams will laugh and whipe you.
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Old Feb 14, 2007, 09:58 AM // 09:58   #17
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Quote:
Originally Posted by Chilly Ress
How to deal with wards:

1. Split
2. Interrupt
3. AoE
4. Push
IMO AoE is the best counter for wards like SS/SF/Unsteady ground/Maelstorm it prevent them from stacking inside wards and make them think twice before they do that again.
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Old Feb 14, 2007, 10:04 AM // 10:04   #18
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Quote:
Originally Posted by Morganas
If I use a 16 second powerblock against a 20 second cooldown ward, is it disabled for 16 seconds or 20 seconds?
16 seconds because he didn't actually cast it if you interrupted it right? That's why cooldown didn't apply.
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Old Feb 14, 2007, 11:42 AM // 11:42   #19
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that doesnt seem right cus when you savage shot a ward it does recharge for 20 secs (i think) so i think your wrong.
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Old Feb 14, 2007, 01:47 PM // 13:47   #20
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Quote:
Originally Posted by the choseone
that doesnt seem right cus when you savage shot a ward it does recharge for 20 secs (i think) so i think your wrong.
But savage shot doesn't have "will be disabled for 16 seconds" in it's description does it so you might check if I'm wrong again.
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