Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old May 18, 2009, 11:46 PM // 23:46   #1
Pre-Searing Cadet
 
Join Date: Apr 2009
Location: Ubiquitous
Guild: Tyrael's Wings
Profession: Mo/
Advertisement

Disable Ads
Default 3 of 4 or 4 of 3?

First post comes in the form of a question, yay :3

Would you rather have 4 teams of 3 players capping, or 3 teams of 4 players capping?
Tidewater Springs is offline   Reply With Quote
Old May 19, 2009, 12:20 AM // 00:20   #2
Wilds Pathfinder
 
lewis91's Avatar
 
Join Date: Jul 2008
Location: Wales
Guild: Order of the Azurelight[OA]
Profession: E/
Default

3 of 4.

4 because that provides the chance of a balanced team.
lewis91 is offline   Reply With Quote
Old May 19, 2009, 12:40 AM // 00:40   #3
Desert Nomad
 
Join Date: Feb 2007
Profession: Mo/W
Default

4 caps much much faster than 3 and is less likely to be wiped.

Can't believe people actually consider running 3 people...
Wish Swiftdeath is offline   Reply With Quote
Old May 19, 2009, 12:43 AM // 00:43   #4
Academy Page
 
Onion Guy's Avatar
 
Join Date: May 2008
Location: Co
Guild: The Mentalists [THPK]
Profession: N/Me
Default

Talking about AB? or the Deep?
Onion Guy is offline   Reply With Quote
Old May 19, 2009, 12:47 AM // 00:47   #5
Frost Gate Guardian
 
riceangel's Avatar
 
Join Date: Oct 2008
Location: Floirda
Guild: [ASH]IGN: Tokyo Hina
Profession: W/E
Default

Quote:
Originally Posted by Onion Guy View Post
Talking about AB? or the Deep?
I was wondering what too, then saw its in the AB section P:

Anyway I like 3 groups of 4, more possibilities
riceangel is offline   Reply With Quote
Old May 19, 2009, 01:14 AM // 01:14   #6
Departed from Tyria
 
Shayne Hawke's Avatar
 
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
Default

I feel like I'd rather see 4 of 3, but that's more a question of whether you can consistently sync three teams of people into AB to have good teams, and whether those teams would be able to stop an assault from four players against them.

The reason I say this is because while three groups from one would fight three from the other, the fourth group in the 3-man team setup could still go around and cap, or switch off with another team if they start to break down and let that team go cap instead. The 4 of 3 would require much more defensive builds to withstand pressure, but still have at least one character with enough punch to wipe a shrine. It'd be tough compression, but I feel would pay off if it could work.
Shayne Hawke is offline   Reply With Quote
Old May 19, 2009, 03:30 AM // 03:30   #7
Jungle Guide
 
CronkTheImpaler's Avatar
 
Join Date: Apr 2006
Location: midwest
Guild: AE
Profession: W/Me
Default

3 of 4! as long as people understand that means 3 of 4 that move and cap. you should NOT meet at the middle res shrine for a strat session and cookies! nothing kills the AB wave like people that decide to stand and defend sparta when leading by 200 pts.



Cronk
CronkTheImpaler is offline   Reply With Quote
Old May 19, 2009, 05:45 AM // 05:45   #8
Desert Nomad
 
tmakinen's Avatar
 
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
Default

An optimal strategy cannot be achieved with such rigid deployment options as 3 of 4 or 4 of 3 since one should be prepared to split, regroup, collude and separate flexibly as the situation on the battlefield changes. However, this is way, way above the level of the average AB player. Shrine capturing is most effective for a team of 4 (you get penalized for any number below or over that) and thus you should run 3 teams of 4 players unless you have 3 allied teams on vent and able to use advanced tactics.
tmakinen is offline   Reply With Quote
Old May 19, 2009, 06:21 AM // 06:21   #9
Alcoholic From Yale
 
Snow Bunny's Avatar
 
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
Default

Considering that you need 1 monk, 1 ranger, 1 ele, and 1 warrior for the optimal team, for survivability, shutdown/movement control, AoE clearance, and raw power, I think 4 works best.
Snow Bunny is offline   Reply With Quote
Old May 19, 2009, 08:04 AM // 08:04   #10
Forge Runner
 
Join Date: May 2008
Default

The trivial answer is, neither, because you do not want to cap the whole match. More detailed answer is, the optimal strategy is the flexible one.

Capping is most effective with 4 people. Obviously true. Your presence in the match grows when you have more people on the field. Obviously true. You can increase the number of people in your team by taking NPCs. The logical conclusion is, you do not need 3 groups of 4 people, you need groups of 4 inclusive of NPCs.

I'll illustrate. Suppose you start with Elementalist, Monk, Warrior and Assacaster. You start the match as a 4-man force, of course, but you do not need all four people to clear a shrine. In fact you only need one, the Elementalist. You need all four people to cap a shrine fast but you do not need them to clear it. Therefore if the chance arises Monk, Warrior and Assacaster ought to kill enemy players while the Elementalist is capping.

After the game a bit, if the map is Grenz or Etnaran, chances are the Elementalist, if he is good, will start amassing some NPCs. Permanent NPCs are obviously the best to have, but temporary NPCs are still better than no NPCs. Then his need for the rest of the team gets less and less. If he manages to amass three permanent NPCs he doesn't even need the team anymore. In the meantime the Warrior, Monk and Assacaster, with heavy frontloaded damage, can reasonably hope to fight and pick off other 'teams' (stragglers, not coordinated teams). You need all three for obvious reasons - without the Monk you can't fight for very long and there's a considerable downtime between fights; without either of the damage characters you can't kill a competent Monk fast enough. To top it all off if the Elementalist has a considerable number of NPCs (even 2 is enough) you can collapse and decide mass fights easily.

Therefore your idea of '4 teams of 3' is entirely possible, if one Elementalist has two NPCs and the remaining three players would be two teams of three. But they won't be capping. The Elementalist would be capping, the other three be rolling.

On Ancestral and Kaanai, the NPCs cannot be ressed and the shrines with them are out of the capturing loop, so the above applies less. You still want to split and fight, you just don't want to split so far. You still mix between having three people and having four. If you rigidly stick to moving as a group, you'll waste your potential.
Jeydra is offline   Reply With Quote
Old May 19, 2009, 10:45 AM // 10:45   #11
Furnace Stoker
 
Crom The Pale's Avatar
 
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
Default

Actually I find that on certain maps 2 groups of 6 work best, you will over match the smaller groups of 4 and still move quick enough to keep capping ahead of the other teams. Having Paragons with "Fall Back!" is a must to keep these mini-mobs moving.
Crom The Pale is offline   Reply With Quote
Old May 19, 2009, 02:25 PM // 14:25   #12
Krytan Explorer
 
Lexar's Avatar
 
Join Date: Aug 2005
Guild: Organised Spam
Profession: W/
Default

12 groups of 1.
Lexar is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:26 AM // 07:26.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("