Jul 31, 2008, 06:11 PM // 18:11
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#101
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Academy Page
Join Date: Mar 2007
Location: da Big Apple
Guild: The Amazon Basin
Profession: D/
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I've had a bit of fun playing a "roaming monk" lately when on TS with guildies in ABs. With decent battle awareness and communication with your team, you can act as a monk for both your team (who is usually capping without you, but occasionally skirmishing with you) and for another team/solo capper or NPCs (delaying opposition's caps).
As a healing type, your duty is to your team first, but half the time they don't need you. In that half the time, you can be extremely productive if you know when to support NPCs and when to run.
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Jul 31, 2008, 06:12 PM // 18:12
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#102
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Frost Gate Guardian
Join Date: Dec 2005
Location: California
Guild: My Guild Sucks [mGs]
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Quote:
Originally Posted by O Mika Nakashima O
I'll throw a new question to all at this point: How often you help your allies?
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When necessary, if an ally group seems to be losing a small melee with an opposing group AND we have an approvable number of caps while knowing whether there is a group running freely in the backline (opposing or ally).
Helps to remove some of their capping groups this way as well.
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Jul 31, 2008, 09:09 PM // 21:09
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#103
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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:
How often you help your allies?
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Often.
I always try to team with at least one powerful capper, like a Fire nuker or a Water Ele with Maelstrom, so I'm generally not needed to clear shrines for my own team.
Between [[Siphon Speed] and [[Dash] I have HUGE freedom of mobility, and my guildies are very much okay with me splitting off occasionally to nab some cheeky solo capper. But yes, assisting other teams in a stand off is also very much worthwhile:
People base the level of threat presented largely on numbers since they are not familiar with individual enemies' skills, this is especially true at the start of a match. Fighting 4 guys with 5 of our own GREATLY increases the chance of my allies being victorious, keeping them on the move and capping again.
Dash back to my team.
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Jul 31, 2008, 10:38 PM // 22:38
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#104
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Or guarding a lone fire ele that just wiped a shrine so he doesnt get ganked. Yeah I help out a lot, 1 guy can turn a battle in favor of the allied team easily. When I cant reach my team because I died and spawned at some shit location I'm not gonna sit still either.
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Aug 01, 2008, 02:40 AM // 02:40
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#105
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Guest
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Quote:
Originally Posted by O Mika Nakashima O
I'll throw a new question to all at this point: How often you help your allies?
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Always as long as it doesn't interfere with my primary goals.
I especially love teaming up with other Assassins on harder than normal to kill targets, forget all this 1v1 crap it's AB, 1v1 goes out of the window.
If I'm monking then my team comes first but if I see an ally in need of help (being ganked etc) then I'll step in and throw some prots and heals his way.
I know how much people appreciate stuff like that and I know I do when it's done for me. Maximum kudos will always go out to any Monks who take the time out to heal their allies in battle, especially from me and I make sure they, and everyne else on our team knows about it.
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Aug 01, 2008, 02:25 PM // 14:25
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#106
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Academy Page
Join Date: May 2007
Guild: Playing A Game [TaG]
Profession: Mo/
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Quote:
I'll throw a new question to all at this point: How often you help your allies?
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I am mostly in AB as a monk, pretty often heal allies, as long as the effectiveness of my own team doesn't suffer from it.
Survival of allies at some point could bring some shrine caps needed for the victory. Or even stall some enemy shrine caps.
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Aug 01, 2008, 03:48 PM // 15:48
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#107
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Krytan Explorer
Join Date: Dec 2005
Location: Louisiana
Profession: E/Me
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Here's a related question, but not so much for you guild AB'rs. For those like me that mostly PUG, when if ever do you decided its time to abandon your 4 person squad in the hope of being more productive without them? imo that's the biggest strategy issue for PUG AB'rs, because you can't count on them to know the function of the different shrines even if they know to cap, the layout of the maps, etc.
My 2 biggest guidlelines are suicde attack groups and mobbers. If my squad plunges into a skirmish with unfavorable numbers and little tactical value, I'll just about always give them another chance. If they do it again, I'm usually heading in another direction before the wipe and I'm not coming back. Also, if my squad merges with a mob and sticks with them for more than a cap or two, I feel I'm not getting much done and look for another foursome to hook up with or maybe even some solo action.
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Aug 01, 2008, 04:23 PM // 16:23
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#108
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Emo Goth Italics
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Quote:
Originally Posted by Mika
I'll throw a new question to all at this point: How often you help your allies?
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Always, depending on my profession. It's funky, even if most AB'ers are bad.
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Aug 01, 2008, 04:26 PM // 16:26
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#109
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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 Martin Firestorm
Here's a related question, but not so much for you guild AB'rs. For those like me that mostly PUG, when if ever do you decided its time to abandon your 4 person squad in the hope of being more productive without them?
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-When they suicide
-When they take bad tactical decisions (really no time to discuss those during a fight)
-When they're rude to me
-When they're rude to other players (which I want no part in because it's embarrassing)
-When they take on a stronger team over and over again just out of spite
-When they get me killed by being stupid
-When they get killed by being stupid
-All of the above
Sometimes it sucks though, not every proffession is split-friendly, so usually I try to hook up with another team that has a little more brains then mine.
Last edited by bungusmaximus; Aug 01, 2008 at 04:32 PM // 16:32..
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Aug 01, 2008, 04:40 PM // 16:40
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#110
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Emo Goth Italics
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Quote:
Originally Posted by Bungus
Sometimes it sucks though, not every proffession is split-friendly, so usually I try to hook up with another team that has a little more brains then mine.
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That's why I play Ranger and 'Sin. 'Sins solo gank bad players and Rangers can solo cap, control the battlefield and screw people over.
Oh, and I agree with your points. Especially when the tactic is to have 8 people standing on a shrine when it takes 4 people to cap.
Last edited by Tyla; Aug 01, 2008 at 04:43 PM // 16:43..
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Aug 01, 2008, 04:44 PM // 16:44
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#111
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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 Tyla
That's why I play Ranger and 'Sin. 'Sins solo gank bad players and Rangers can solo cap, control the battlefield and screw people over.
Oh, and I agree with your points. Especially when the tactic is to have 8 people standing on a shrine when it takes 4 people to cap.
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Me on ranger would only help the luxons, GOD i suck at it . And when I play assassin I miss my hammer too much.
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Aug 01, 2008, 04:48 PM // 16:48
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#112
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Emo Goth Italics
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Quote:
Originally Posted by bungusmaximus
Me on ranger would only help the luxons, GOD i suck at it . And when I play assassin I miss my hammer too much.
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Heh, on 'Sins it's quite easy once you get the hang of it, but I usually run around with some shoddy SP 'Sin instead of BB. I just hate it when you get random lag spikes and end up hitting the wrong attack skill or something. Or when you're not used to 12345678'ing the crap out of people with huge combos.
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Aug 01, 2008, 05:58 PM // 17:58
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#113
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Guest
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With Sins you basically go fishing for the most part.
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Aug 01, 2008, 08:32 PM // 20:32
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#114
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Quote:
How often you help your allies?
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Occasionally. Most of the time they're either in a mob, stupidly close to the other team's base defender, suiciding, or desperately trying to hold on to one bare patch of ground.
Usually, I'm off doing my own thing, unless I find one or two other people who know what they're doing. Then I join up with them.
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Aug 01, 2008, 09:05 PM // 21:05
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#115
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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 Tyla
That's why I play Ranger and 'Sin. 'Sins solo gank bad players and Rangers can solo cap, control the battlefield and screw people over.
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Specced right, Sins also have powerful options for single-target disruption, and decent battlefield control skills. More utility means less power in the chain itself, but hey, that's the nature of the game.
Of course we haz no longbowz so soloing caster shrines is generally going to be a problem... but the ability to teleport-Deep Wound is well worth the trade imho
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Aug 01, 2008, 09:08 PM // 21:08
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#116
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Krytan Explorer
Join Date: Sep 2005
Location: Minneapolis
Guild: Natural Born Killas [NBK]
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Quote:
How often you help your allies?
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From time to time I do.
Usually I do it if they need help pushing a shrine, or if I see them dieing in front of me I'll give them some heals if I can spare them.
But my team has priority when it comes to things like that.
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Aug 03, 2008, 07:11 AM // 07:11
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#117
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Quote:
How often you help your allies?
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When my party doeszn't need healing and I see an ally getting pouned I try to help him. When some other physical is at the same shrine as ours I throw a splinter on him to speed up things.
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Aug 03, 2008, 05:06 PM // 17:06
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#118
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Krytan Explorer
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The question @ how often you help your allies:
Extremely often seeing how I do my own thing and don't care where my group goes (god forbid they know that I've had my share of brutal bouts with mobs and win), the group is a luxury imo. A lot of AB'rs are terribaed and can't find the balance between healing and damage in their skill bars/groups, usually trying to lead self sufficient builds that tank or builds that have too many things trying to do the same thing. I come along and usually turn the tides for 4v4 battles over shrines since the other group is already concentrated on who's there and doesn't notice a frenzying warrior unloading an eviscerate every couple of seconds.
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Aug 03, 2008, 05:14 PM // 17:14
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#119
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Wilds Pathfinder
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Press 'U' for mini-map.
Learn/study the map within the 60 seconds you have.
Stick with your team.
Cap.
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If you lose, your doing something wrong.
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Aug 03, 2008, 07:58 PM // 19:58
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#120
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Where solo capping can be a viable tactic is when you can coordinate a entire 4 man team of solo cappers while the other 2 teams cap and engage the oppostion. Otherwise, it's just a tactic that gives a false impression of faster capping. 4 pips>3 pips>>1 pip.
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