Jul 17, 2009, 12:26 AM // 00:26
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#161
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Weirdly enough barbed trap is actually good.
Last edited by Lux Aeterna; Jul 17, 2009 at 12:28 AM // 00:28..
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Jul 17, 2009, 12:30 AM // 00:30
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#162
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Wilds Pathfinder
Join Date: Jun 2008
Profession: W/
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Quote:
Originally Posted by Lux Aeterna
Weirdly enough barbed trap is actually good.
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I guess they couldn't realize why me trapping the bridge on Ancestral helped my team by crippling a multitude of players who were trying to chase me down. Multiple barbed traps on the bridge + watching warriors sins and dervs trip them is pretty amusing.
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Jul 18, 2009, 02:32 AM // 02:32
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#163
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Quote:
Originally Posted by Bobby2
Selective memory, eh?
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Wait... purgatorial fire... I think that might have been the Elementalists built to cap shrines that thought I would stand in their AoE and die... Yeah! That's it! They were the ones that quenched my Hammer's thirst for broken bones and KD! Thanks for reminding me Bobby2!
__________________
Warrior for Hire
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Jul 20, 2009, 06:57 AM // 06:57
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#164
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Still Number One
Kurzicks got made at me last night for running barbed trap on a burning arrow ranger. They kept calling me useless as I kept slowing them down on the bridge of Ancestral making them take about 5 times longer to cap all three shrines, only to stay alive and recapture them once they left.
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I ran oath shot trapper on ancestral together with a friend, I was surprised how well it worked.
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Jul 20, 2009, 09:54 AM // 09:54
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#165
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Krytan Explorer
Join Date: Oct 2005
Guild: Blinkie Ponie Armie
Profession: R/Me
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All the good Kurzicks are off playing JQ for the better rewards. I'd love to do more ABs myself, but there's a few things holding me back:
a) long waiting times. I don't have time to sit around for ten minutes only to get stomped in five because...
b) the Kurzicks really do suck. It seems many of them have NO CLUE about anything, ranging from the objective of the map, what constitutes a good build, how to cap (why are you running out of range whyyy why why why) or how not to run into a mob of Luxons and die stupidly.
c) It's just not good for my blood pressure :P.
d) The rewards seriously need to be upped. I also want some fresh maps, but that is probably out of the question :/
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Jul 20, 2009, 11:18 AM // 11:18
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#166
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
b) the Kurzicks really do suck. It seems many of them have NO CLUE about anything, ranging from the objective of the map, what constitutes a good build, how to cap (why are you running out of range whyyy why why why) or how not to run into a mob of Luxons and die stupidly.
c) It's just not good for my blood pressure :P.
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Part b really, really annoys me - usually I go into a guild team, we run around capping, stomping on teams in our way, and then we turn around to find that there's a horde of people FOLLOWING us and nothing we can do or say will get them to go do something else.
Also, people stop playing once it hits like 350. You can cap/fight smoothly up to that point, keep a lead, and suddenly the whole thing changes and you suddenly realise that you're losing all the shrines you manage to cap because people have decided that it's time to go jump in a mob and die.
Quote:
d) The rewards seriously need to be upped. I also want some fresh maps, but that is probably out of the question :/
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I agree. =\
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Jul 21, 2009, 05:39 PM // 17:39
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#167
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Krytan Explorer
Join Date: Dec 2007
Location: Somewhere over the rainbow
Guild: Descendents of Honor
Profession: Rt/
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Quote:
Originally Posted by Amadei
All the good Kurzicks are off playing JQ for the better rewards. I'd love to do more ABs myself, but there's a few things holding me back:
b) the Kurzicks really do suck. It seems many of them have NO CLUE about anything, ranging from the objective of the map, what constitutes a good build, how to cap (why are you running out of range whyyy why why why) or how not to run into a mob of Luxons and die stupidly.
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Seriously, why the f*&^ do people do this? I'm no genius when it comes to AB or PvP but even *I* freakin' know this is an asstard thing to do.
I get into a PuG the other day (something I don't usually do, prefer to AB with guildies) and I'm like 'what the hell, take a chance'. The warrior leading the group seems to know what he's doing at first. We cap three shrines in quick order and then we run up the hill and there's a Luxon mob. I stop, figuring we're going to turn back and find an easier shrine to cap and what does the warrior do? HE RUNS INTO THE MOB AND DIES.
WTF! DOH! What the hell are people thinking when they do this?
Anyway, I'm a bit soured on AB right now. Kurzicks are pathetic. We were even epically losing in JQ the other day.
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Jul 21, 2009, 08:09 PM // 20:09
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#168
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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There are extremes on engaging/avoiding mobs. If that mob has only a single monk (which, sadly, is often the case) then it should be perfectly possible for a good 4-man team to wipe the whole mob. Mobs have this annoying lynch habit where they won't proceed until every enemy is dead, a good 4-man team can stall that mob for a couple of minutes putting the rest of your team at an 8v4 advantage; if another 4-man group on your team makes it to the mob you should even be able to completely wipe it.
Of course a single player running off into a mob is often silly and pointless. But AB is territory control, half of it is capping points the other half is keeping your opponents from capping points. The 'avoid the mob' mentality completely ignores half of the game.
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Jul 22, 2009, 02:51 AM // 02:51
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#169
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
The 'avoid the mob' mentality completely ignores half of the game.
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It's pretty much a generalisation.
You're right - deliberately running into a mob to stall it, or even judging that you can wipe them and doing so - is entirely possible and shouldn't be neglected.
The problem is that many people don't take into account these odds before jumping into the mob. There are five of you. You have no monks. The other side just converged on you, and there are three monks, one on each team.
Either you're trying to stall, or you run. Considering nobody's capping, it might be a better idea for you to run so you can cap while the mob crams around one shrine. Instead, you sit there. And die.
And then you throw yourself uselessly back into the mob.
It's no wonder people generalise with 'avoid the mob' - it's a lot easier than 'well, if you genuinely think that you can handle the mob, go on and fight it.'
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Jul 22, 2009, 03:34 AM // 03:34
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#170
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Lion's Arch Merchant
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I admit I see a disparity between the two sides in the odds of having good players with random selection, but if you take AB seriously and find buddies that do the same, your team of 4 good people will still be enough to have a good win/loss ratio on average.
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Jul 22, 2009, 03:48 AM // 03:48
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#171
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by glacialphoenix
It's pretty much a generalisation.
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It is a generalization, but it also is quickly becoming the stone hard unquestionable rule. Many times my team would be engaged with a team of 4. We would be able to wipe that group, but it was taking time and more of their team joined the fight eventually forcing us to wipe. In the meantime several members of our team passed us over, not even bothering to do anything other than tell us to 'avoid the mob.' Never mind the quick and easy 15 points for kills along with their reduced capping ability, or the fact that a single c-space whammo would have given us just enough to force a fast wipe; 'avoid the mob.'
Generally, yes you avoid the mob. Generally, yes you cap the points. However these have become unquestionably the rules, so current game strategy is 'cap points, avoid everyone.' This only addresses half of the actual gameplay.
That guy that ran off alone into the mob, don't make generalizations for him. It doesn't matter what you say, he is just never going to learn and is going to keep running off into that mob.
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Jul 22, 2009, 12:06 PM // 12:06
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#172
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Ascalonian Squire
Join Date: Sep 2007
Profession: E/Mo
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I miss playing the Luxon maps , especially Etnaran Keys.
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Jul 22, 2009, 12:12 PM // 12:12
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#173
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Krytan Explorer
Join Date: Mar 2008
Location: England
Profession: Me/
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Fighting the mob is fun.
Many games lately we've been so far ahead and capped so many of the shrines that there really is nothing left to do but dive headfirst into the mob and see how long our monk can keep us standing for while we keep them from splitting up and capping. Ditto for when our allies are so bad that we're several hundred points behind, the only red shrine on the map is the one we just came from, and every kurzick in the game is headed for us while the other two luxon teams do god-knows-what somewhere else - charrrrrrrrrrrrrrrge!
It does annoy me when it's a close game and we're even on caps and someone decides to go mob-diving, though. I guess a lot of players still don't realise how many free points they're giving to the opposition when they suicide like that.
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Jul 22, 2009, 06:59 PM // 18:59
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#174
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by Mister Smartypants
Fighting the mob is fun.
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Really I only like it if it's a winning fight....
Usually it comes down to dot positioning + numbers - if one mob is bigger, it will win. If mobs are equal in size the one with a denser dot positioning, showing more player cohesiveness, will win (invariably). Compass dot density is a very strong indicator of which group is stronger.
It's also beneficial to check guild tags, if you see 2-3 or more of the same guild tag in a group it's often likely to be strong.
Last edited by Lux Aeterna; Jul 22, 2009 at 07:04 PM // 19:04..
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Jul 23, 2009, 09:59 AM // 09:59
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#175
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Wilds Pathfinder
Join Date: Jul 2008
Location: Sen'jin Village
Guild: The Infamous Cake Bandits [cake]
Profession: Mo/W
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Quote:
Originally Posted by Lux Aeterna
Really I only like it if it's a winning fight....
Usually it comes down to dot positioning + numbers - if one mob is bigger, it will win. If mobs are equal in size the one with a denser dot positioning, showing more player cohesiveness, will win (invariably). Compass dot density is a very strong indicator of which group is stronger.
It's also beneficial to check guild tags, if you see 2-3 or more of the same guild tag in a group it's often likely to be strong.
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Unless you're like me and run with 3 other friends. Guild team in disguise ftw
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Jul 23, 2009, 10:55 AM // 10:55
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#176
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Desert Nomad
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Atm ,probably the most powerfull alliance on luxon side is [Yarg]. Formed by guilds like : [Mbps] euro [kiSu], [Cnex], [mAT] etc etc. In the evening ( gmt) there are some groups from this alliance who are playing and usually win in a row.
Last edited by dorin; Jul 23, 2009 at 12:22 PM // 12:22..
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Jul 23, 2009, 04:51 PM // 16:51
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#177
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by Darth The Xx
Unless you're like me and run with 3 other friends. Guild team in disguise ftw
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I try to play only with people who are obviously good, so we end up stomping guild groups with pugs.
Dot positioning usually decides the outcome in any fight, it's most obvious in 6v6+ but also an effective way to see advantage in 4v4, I figure dot positioning into fight length calculations when deciding whether to destroy an enemy capping team.
Another subtle way to add up a team's strength is by looking at their secondary classes - for example, an E/P will be stronger fire ele than an E/Mo, but unlikely to be a water ele (commonly E/A, and adds greatly to a group's strength). Mo/P teams are likely to be weaker than Mo/A teams, and Mo/Me almost always indicates a smite monk and easily defeated team especially if the other members display weak secondaries (inviting you to wipe them for sport).
Last edited by Lux Aeterna; Jul 23, 2009 at 05:05 PM // 17:05..
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Jul 23, 2009, 07:48 PM // 19:48
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#178
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Krytan Explorer
Join Date: Mar 2008
Location: England
Profession: Me/
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Quote:
Originally Posted by Lux Aeterna
Another subtle way to add up a team's strength is by looking at their secondary classes - for example, an E/P will be stronger fire ele than an E/Mo, but unlikely to be a water ele (commonly E/A, and adds greatly to a group's strength). Mo/P teams are likely to be weaker than Mo/A teams, and Mo/Me almost always indicates a smite monk and easily defeated team especially if the other members display weak secondaries (inviting you to wipe them for sport).
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Even better when the team has a player with no secondary - particularly when it's a monkless team that has the player with no secondary. You know that (a) the player with no secondary is pretty bad/new/both and (b) his teammates aren't much better for accepting him. OK so there are exceptions that prove the rule, but in the majority of cases these players/teams are free points for the taking.
It's the teams consisting of W/E, R/Mo, E/x and Mo/A or Mo/W that make my heart sink when I see them coming.
Last edited by Smarty; Jul 23, 2009 at 07:50 PM // 19:50..
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Jul 23, 2009, 08:03 PM // 20:03
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#179
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Lux Aeterna
Another subtle way to add up a team's strength is by looking at their secondary classes - for example, an E/P will be stronger fire ele than an E/Mo, but unlikely to be a water ele (commonly E/A, and adds greatly to a group's strength).
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Certain nuker I'm fond of likes to Draw when he knows I'm Charging. Assumptions are the mother of all RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOups.
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Jul 23, 2009, 09:24 PM // 21:24
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#180
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by Mister Smartypants
It's the teams consisting of W/E, R/Mo, E/x and Mo/A or Mo/W that make my heart sink when I see them coming.
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This is why all of my teams consist of W/E, R/Mo, E/x and Mo/A or Mo/W.
Quote:
Originally Posted by Bobby2
Certain nuker I'm fond of likes to Draw when he knows I'm Charging. Assumptions are the mother of all RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOups.
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Lolz what this mean?
Last edited by Lux Aeterna; Jul 23, 2009 at 09:26 PM // 21:26..
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