May 13, 2006, 09:09 AM // 09:09
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#1
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Europe
Guild: KiSS
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8v8 Random Battle
Anyone tried it yet?
I think it's a big BS. Really.
Tried it on kurzik side when what we had to do defend the base (?) untill the vengence was complete.
Let me tell you it was intensly frustrating for my assasin to get 190 (or more?) damage from turtles coming from 2 diffrent sides. I saw some kurzik jugger-somethings. But those had no ranged attack and also moved dam slow.
Tried the same thing, same map on luxon side, and i had the feeling you could only lose if you were a complete idiot. The luxon warriors that came with turtles attacked like the avicara packs, real good teamplay AI what those things have.
Even not doing a frigin thing, you could easily win.
As much as i understad you can get rid of the turtles if you capture the luxon command point on that map. Anyone who has some knowledge on the maps strategy, pls enlighten me.
IMO althou it's luxon vs kurzik, the maps should have the npc allies balanced. Like on the 12v12, the one who controls the middle strategic point (jade sea map) has the hatchling. So both teams could get the turtles and the juggersomethings, depending on the strategic points they control.
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May 13, 2006, 09:15 AM // 09:15
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#2
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Academy Page
Join Date: Aug 2005
Location: The Netherlands
Guild: Wee Free Men [凸〇一〇]
Profession: W/E
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I agree with you, the kurzicks in this mission have to be playing extemly clever, while all the Luxon have to do is watch their turtles destroy everything
In my opinion this mission needs more balance, especially considering the fact you end up with a bunch of random people.
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May 13, 2006, 09:19 AM // 09:19
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#3
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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Ive won games on both sides
Fact = The kurzic side needs to act more strategicly, the luxon side can be a little more c, space go.
Its not that its actually unbalanced, just that you need to have more coridination. You should have somebody running for amber to speed up the cannon (and i think it can repair gates, which is very handy).
The NPC warriors whilst very deadly, are still npc's and have a habit of sticking to each other like glue / send in a warrior and stick on healing hands, healing seed then AOE them = gg
One thing i notice is that people dont concentrate on targets, i.e the turtles, ive yet to see it as most games are just random choas, but i imigine if 6 people concentrated on the turtles 1 by 1 they would fall pretty quickly.
Again its not that its unbalanced, but that it needs more coridination on the kurzic side, havint to have people run for amber, and decide to repair gates or speed up the cannon, havint to attack the turtles, and having to defend itself which requires different tactics.
All the luxons need to do is attack (yes it is more complicated than that, but 90% of groups do just that and still win).
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May 13, 2006, 09:34 AM // 09:34
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#4
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Wilds Pathfinder
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The maps are balanced, but the kurzick side is less "idiot proof". Start by reading the recommendations given by the lore guy on the kurzick side. Build so that you can work relatively independently, which means your assassin should have a 4/4 or 5/3 split offense to defense.
Fight the NPCs, not the humans. There are 10 npcs attacking and you know exactly what skills they are using. If you can't find a build to counter them, you are the problem not the balance. Having evasion near 50% of the time is a must. An interrupt is a necessary. Degen is nice; AOE is better. I've seen meteor shower hit Kurzick NPC's, but I have never seen a turtle being owned similarly (I've been running my boon/protter and winning 50%).
If you have a well concieved build, running amber is an easy way for the kurzicks to win. It may require some communication, but not much-- grab a mine and run, run, run.
If you could actually build 8 guys for the maps, the kurzicks should win 80% of the time, without ever taking control of a luxon attack point. But when you have 6 assassins, a monk and a Whammo on the Kurzick side, you'd better be pretty organized to mount any sort of a defense. Much of the time, your assassin/Whammos don't realize they are defending, so they bull rush the attackers and die without putting a dent in the enemy.
~yeah, this post wasn't written sober, but the basic facts should stand
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May 13, 2006, 09:41 AM // 09:41
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#5
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Europe
Guild: KiSS
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Thanks for the info. I played only 4 times, one time on luxon side, on the same map.
As I see it now, the Random thing is the worst. Since you dont know what you'll get, and you need a "runner" who can self sustain, it's hard to decide what build to bring.
Of course self healing it's very important on that map because you can hardly get a monk. Also, if too many people attack the turtles, and the turtle starts shooting right where your mob is kicking it, it will be fast and frustrating death.
I don't know how the other map looks. But IMO the kurzik juggerstuff are way below the luxon turtles. Two whammos can easily body block those things at the stairs having the rest of the team safe from their attack. But turtles have ranged siege attack wich make them more valuable IMO, cuz you never know where they will hit.
Let's say, you could make 2 man teams. It would be way better than just random stuff.
About the meteor shower on NPC. How you expect whammos, assasins or any other class with 26-32 energy at most to meteor shower luxon NPC's?
To my everlasting shame I was looking for a "reapir" kit when someone spammed "repair the gate".
Last edited by thunderpower; May 13, 2006 at 09:49 AM // 09:49..
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May 13, 2006, 10:25 AM // 10:25
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#6
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Wilds Pathfinder
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It really doesn't matter what you bring, just make sure it can fill one of the roles needed: healer, runner or turtle/warrior killer.
Rangers can own the turtles with distracting shot+poison. Warriors can do just about anything if built well, including meteor shower. Necro's can MM or run blood builds. Monk secondaries can all equip prot spirit. Ritualists can all equip shelter. Mesmers have anti-warrior which is very helpful, along with degen and distortion.
Realize that self-heal is only half of defense. If you don't have a way to avoid the hammer warriors, you are hopeless.
Finally, make sure you read the intro so you understand all the mechanics before you start playing.
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May 13, 2006, 11:15 AM // 11:15
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#7
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Wilds Pathfinder
Join Date: Sep 2005
Guild: [cola]
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yes, i tried this in the preview event. Trying to stop the turtles was impossible, you can inturupt them, but with the other team and the warriors, you're still gonna lose
edit: well looks like thom has some good tips there, I'll try those later
Last edited by Fred Kiwi; May 13, 2006 at 11:18 AM // 11:18..
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May 13, 2006, 01:25 PM // 13:25
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#8
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Crimson Blood Dragons [CBD]
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Also it cannot be stressed enough on Kurzick side, but if you leave through doors, shut the doors! It lets the breeze in and a few Luxon scum trying to steal our snozzleberries.
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