Apr 10, 2006, 06:40 PM // 18:40
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#1
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Academy Page
Join Date: May 2005
Location: candy land
Guild: Hidden Village Of Shadow[HVOS]
Profession: Mo/
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posible anoying things about faction
1.wamos running around with naomies ashes....
2.in 12 vs 12 3-4 E/Mo nrg healers spamming hela party
3.MM becomeing to pwerfull??? (for 12 vs 12)
4.eoe improvment with naomies ashes.......1 pers casts ashes they all run in die.. instant rez. also a posible eoe counter(1 up side
this all i can think of for now but post wat u think will make things more anoying
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Apr 10, 2006, 06:54 PM // 18:54
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#2
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Desert Nomad
Join Date: Sep 2005
Location: Anywhere but up
Guild: The Panserbjorne [ROAR]
Profession: R/Mo
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3-4 E/Mo I want a party of 12!!!! All with double echo heal party or whatever, or maybe 12 earthquakes would work.....
EDIT: This should probably be in the forum below Riverside btw
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Apr 10, 2006, 06:56 PM // 18:56
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#3
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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There still re-working it but Gaile mentioned (I think) it will work by you making a group of 4, and then randomly your paried with 3 other groups (of 4).
Last edited by EternalTempest; Apr 10, 2006 at 06:59 PM // 18:59..
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Apr 10, 2006, 08:38 PM // 20:38
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#4
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Forge Runner
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AvA is meant to be silly. One thing I'm afraid of would be anet actually adjusting game balance based on AvA. I'd hate to see minion masters nerfed or any other skills that are used in serious PvP changed because they're overpowered in 12v12.
Luckily, there's not much grounds for those fears as we haven't seen anet doing re-balances based on statistics from random arenas.
EDIT: And I think you meant w/rit, not wammo. Wammo holding ashes would be m4d sk1llz. Gaile already said they would address the isssue.
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Apr 10, 2006, 08:45 PM // 20:45
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#5
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Desert Nomad
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
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Maybe I'm just exited about it, but I can't imagine something being wrong with factions. The only thing that might happen is that Europe gets it one year later than the USA, like most of the games.
I prefer to wait until I have it running on my computer, before I say something negative about it.
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Apr 10, 2006, 09:16 PM // 21:16
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#6
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Frost Gate Guardian
Join Date: Apr 2005
Location: Erie, PA
Profession: N/
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Quote:
Originally Posted by kooldude
1.wamos running around with naomies ashes....
2.in 12 vs 12 3-4 E/Mo nrg healers spamming hela party
3.MM becomeing to pwerfull??? (for 12 vs 12)
4.eoe improvment with naomies ashes.......1 pers casts ashes they all run in die.. instant rez. also a posible eoe counter(1 up side
this all i can think of for now but post wat u think will make things more anoying
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There can't be Whammos with ashes... unless... there's *ghasp* SKILL RINGS! A-net must have brought them back with Adept Armor (I'm pretty sure when you made an ele PvE He/She had that....Don't kill me if I'm wrong) Anyway. I like 12 v 12. Anti minions, bring Vertta's Aura *Weeee* and I like those E/Mo HP Spammers. It's quite an effective way to heal and all.
Last edited by Thy Shadow Wolf; Apr 10, 2006 at 09:25 PM // 21:25..
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Apr 10, 2006, 10:12 PM // 22:12
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#7
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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Please...er... Spell correctly. Once you do that, you can stop making unbased predictions. Minion Masters are good in 12v12, but they are very easy to counter. E/Mo HP spammers are useful, but unless you get a 4 man team of them, they won't make your break the battle (and that team will because of coordination, whether or not they are E/Mo's). Your other predictions about the metagame seem to show that you don't want the metagame to change at all.
__________________
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Apr 10, 2006, 10:40 PM // 22:40
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#8
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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We tried a heal party spammer during the factions preview in 12v12. It's not effective at all. Heal Party does have a range, and the 12v12 maps are quite huge. If your team was playing 12v12 right, which more and more teams will start to do as time progresses, they would be split up into small groups of four or less, going around capturing/recapturing flag points.
From what I saw in the FPE, the game usually consisted of a group of 8 players running around in a pile killing everything in their wake, and then a group of people that knew what they were supposed to be doing and were running around checking on flag points and trying to capture enemy flag points.
The only time that it would be ok for the whole team to be standing around near eachother, where Heal Party would actually be effective, would be when they control all/most of the flag points and are waiting for the game to end.
Of course the tide can turn easily if a team doesn't know what they are doing. I've seen a battle where my Luxons ran in and pwned all things, captured most of the flag points, and then stuck together camping the dragon roost (the dragon roost isn't as important as you think) while the Kurzicks managed to recapture all of the outside points and win because they had more captured points, and my silly Luxon team was too stupid to help me recapture them
Having 2-3 monks that go around healing the seperate groups can be effective, though not actually neccesary, but Heal Party definintely isn't worth it in an Alliance Battle.
As far as MMs go, they were quite effective at the beginning of the FPE, but then ppl started getting smart. Some ppl brought Verata's Aura to pwn the Minions onto their side, but then near the end, when more people started to figure out they should be split up, the MM became very unaffective. The more teams learn to fan out and cover ground, the less effective the MMs will become. There will be less bodies nearby them that they can use, and it will also be difficult keeping the MMs alive for very long while transporting them across such huge maps.
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Apr 10, 2006, 11:15 PM // 23:15
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#9
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Speaking of Alliance battles. I was there only in the first bit of it.
Did the Luxon-Kurzick battle go back and forth or did Kurzick kill the whole time?
AoE skills is the thing in alliance battles.
Allaince battles seem to be a more RA enviroment because 1 person can just go in.
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Apr 11, 2006, 01:57 AM // 01:57
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#10
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Well when I was playing I never lost to the Kurzicks. Luxons pwned em every time in the matches I fought.
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Apr 11, 2006, 04:21 AM // 04:21
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#11
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Quote:
Originally Posted by TheMosesPHD
Well when I was playing I never lost to the Kurzicks. Luxons pwned em every time in the matches I fought.
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Well there goes away my fear of Kurzick winning all the time.
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Apr 11, 2006, 04:28 AM // 04:28
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#12
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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lol actually it was the other way around while I was on. We did indeed own the luxons, except for that very first match where we were beaten something shocking (200+ points difference).
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Apr 11, 2006, 06:05 AM // 06:05
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#13
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Academy Page
Join Date: Jun 2005
Guild: 公平さの光 [微笑]
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It depends on what Alliance map you are playing.
When you are at Saltspray beach, the Luxons are in for a beating but when the alliance battle shifts over to Entran Keys the Kurzick usually go down.
Since Saltspray beach is closer to Kurzick territory, it will favour the Kurzicks more to prevent the Luxons from controlling too much Kurzick territory.
Same thing goes for Entran Keys.
MM's are easily counter-able by just bringing in someone with corpse control or bringing Verata's Gaze to take control of the enemy's flesh golem.
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Apr 11, 2006, 03:18 PM // 15:18
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#14
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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When I was with the Luxons, we won every game we didn't lose.
So there.
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