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Old Apr 23, 2006, 10:00 AM // 10:00   #1
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Default BASIC Positioning for Catapult Halls

Movement and placement in GvG are some of the trickiest skills to master when you're focusing on killing or casting or healing. Tunnel vision and bad positioning will result in a rating of >1000. Let's spend some time looking at where to place yourself in the catapult halls.

Red Circle: Backline. Put your Ward vs Melee here, and a foes if the Frontline isn't having much trouble with kiting targets. Backline: Monks, Ranged attackers that aren't extending to target enemies.

Blue Circle: Frontline. Put your Ward vs Foes here if you need to snare their frontline or incorrectly positioned backline. Frontline: Warriors, Ranged attackers focusing on enemy backlines.



FLAG TOWER:
Where the battle starts. The monks should hang around in that choke point and pull back into the footmen when you're pressured. A ward fits perfectly in this area. The frontline should go no further than the flagstand unless supporting the flag runner, then pull back with the backline to hopefully draw the other team into your footmen. Push up if you start dominating the other team and can face them in the added DPS of their footmen. If you're taking deaths and need the extra DPS, turtle into your footmen.





FRONT OF THE BASE:
Now you're on defense, or you've tricked them into fighting at your footmen (only nub teams will do the latter). Use the terrain to choke the enemy. The two points for the frontline should be held aggressively unless you continue taking deaths and have to turtle inside your base





Watch Out! Siege attacks can destroy your team. Stay aware of your catapult, nothing makes you look more like a nub than getting smashed by the siege.





TURTLING:
You HAVE to use the stairs as a choke. If they try to attack the backline the Bodyguards will add a lot of DPS. Monks, keep the bodyguards up, they're the key to turtling. Wait for them to engage, stay in position, sneak out a flag when they're fully engaged, and push out when they're taking enough deaths that they've used up their sigs. Try to wait for VoD and push out the back way straight to their lord. GG





Yeah, this is where you can blast them. GG





GOING FOR THE KILL:
If they're turtled: Attack in waves. Go in, kill an NPC, pull back out. Go in, take out a monk, pull out. Be patient and methodical. When someone rezzez, camp their shrine and put them right back down. Casters watch out for Maelstrom.

Work on your positioning, play smart, and your rating will reflect it. Any additions and personal opinions are welcome.

Last edited by Slooty Booty; Apr 23, 2006 at 11:13 AM // 11:13..
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Old Apr 23, 2006, 10:03 AM // 10:03   #2
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This is great information

and coming from one of my best officers...

[snipped - JR]

Last edited by BiggDunc; Apr 23, 2006 at 10:13 AM // 10:13..
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Old Apr 23, 2006, 04:29 PM // 16:29   #3
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Interesting post, but please don't try and use it as an excuse to recruit. There is a thread for that purpose already.
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Old Apr 24, 2006, 06:40 AM // 06:40   #4
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Well, the siege part I would like beg for a little differ.

As I had seen, the siege can go out of that area (although not beyound, but defintely more left or more right or closer, according to the picture). It is rather random.

You can test exactly how random it is at isle of nameless. It is pretty much the same randomness even if it isn't exactly the same.

Although much can be said about front/backline, this serving as basic is just nice. (maybe you should add a disclaimer or two; something like "The post is a basic understanding, and there are situations where these don't apply") If anything you should add though, is a guide for "battle line flow".

GJ to the OP.

Last edited by Vermilion Okeanos; Apr 24, 2006 at 06:43 AM // 06:43..
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Old Apr 25, 2006, 08:16 PM // 20:16   #5
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You're right, the siege blast is random. You could be standing in the area I marked without being hit by a siege, but since it is random I tried to mark the entire area it could possibly hit as best I could (camera angles were tricky).

And yes, this is very basic as any success you'll find will be found in your team's ability to adapt and counter the other team's movement. I just wanted to show where to set up shop at certain places under certain situations. If I can get an entire group of two teams and arrange an unrated against several different types of groups (spike, split, balanced, etc) and had a lot of time on my hands, I'd really like to do a more comprehensive article. So I'll start with this basic guide in hopes it will help some people become a little more aware of their placement.
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