The secret to succes in AB regardless of which map your on:
The secret to succes in AB regardless of which map your on:
1. capping always beats mobing...so you might think why do mobbers win? Cause there's always some players who consider ab they'r personal arena and ingage the mob solo or in small numbers and die fast. Deaths addup in favor of the enemy. Bottom line avoid the mob and cap!
2. Builds that are capable of soloclearing shrines rule! Dont make the mistake to cap the shrine, cause if the oposing team arives and you have not finished capping it, they wil recap it at no effort and you'll end up dead! Clear the shrine and move on to the next, and leave the capping to a group. Besides as long as that shrine remains uncaped but cleared, it will NOT atract the oposing partys attention; and keep in mind that solo capping is contraproductive cause you waste alot of time.
3. Self healing builds endure and are therefore always better! The mistake in uber damage dealing builds is that you are vulnerable and therfore might end up dieing more often than the amount of kills you make. Dieing is bad cause it adds to the oposing partys score; you waste oodles of time while waiting to rez and it will, unless you control the rez shrine, always take you back to base. This can add up to full minutes wasted before you can rejoin your party/ get to wehere you need to be. Besides the better you can survive by yourself the more precious time the oposing party will waste trying to kill you; time that could have been better spent capping. Choose your build carefully.
4. In the land of the dead the team that controls the rez shrine is KING! Why you might ask? Its just another shrine...No!. Its the heart of the map, which gives easy and fast access to all shrines; and you dont waste time gettting to the where the action is/ where your need to be if killed, when controling the rez shrine. Starting from base=a waste of capping time! This is why teams that run in circles on the map while capping most of the time loose the match! Remember the fastest point between shrines is a straight line. Running in circles will get you nowhere!
5. CASTERS should always pickup and cary the rez orbs; especially near the rez shrines. You acomplish 2 things by this. Wasting the oponents precious time, because they will have to kill the NPC's allover again before they can move on...and as a bonus your dead party members in the area will be instantly rezed! The orbs can make all de difference in a well balanced match!
6. Take the fight to the enemys doorstep. A mistake manny teams make is caping shrines close to they'r base afther caping the rez shrine. That is plain stupidity. If the oposing team recaps the rez shrine, any oponents you kill near your base will respawn at the rez shrine and put them right back at your doorstep. 2 teams should rush the enemys base and confront them while they are exiting the base and protect the shrines nearest; because thats when they'r most vulnerable. The third team has plenty of time to cap the shrines nearest your own base and later join the others at the enemy base. The enemy will be pinned in his own base. Make shure to guard ALL exits to the base!
5. Timewasterbuilds are great for stalling the oponent; and are even capable of soloing an oposing team of four. Do not engage greater numers or you'll be pushing your luck.
6. When playing on the oponents home map try to always open all the gates to the base and take control of the shrines; while not loosing control of the outer rez shrines! This will make winning much easier. Remeber the fastest way between shrines is a straight line..so avoid running is cicles!
7. When playing on the oponents home map always have players on your side who are capable of quickly killing the NPC in the base from the outside! Eles are best suited for this.
8. When palying on your own home map keep the gates to the fort closed at all time! You want the oponent to keep running in circles...and also prevent them from ever winning by fullcap!
9. Join a well balanced team; and make shure the build your each using complement eachother.
10. Always target and kill the healers first. This is not your personal arena; its AB...you want to fight 1on1 go beat your spouse (just joking). Scan the area and choose your targets wisely. Avoiding a fight can ofthen be advantagious.
11. Bring conditions removal. Do or die!
12. Use NPC's. Taking NPC's with you can expend your side with an extra capping team! Keep an eye out for them and make good use of the extra power.
13. Knowlidge is power! In order to know whats going on, act, and anticipate your enemys actions; you need to know whats going on on the battlefield. Use the map! Press U, zoom out on the map, shrink to fit, and drag it to a place on the sreen that does not obstruct your gameplay. Voila, now you have a full view of all shrines and which side controls them!
14. The exception to the rule! Most often the map favors one side. The exception to this is the Salt Spary map on which the playingfield is equal. The side that is best at keeping control of the bridge & rez shrines will always win! Why you ask? Cause they keep the oposing team running in circles AND get help from the dragon that can deal quite a bit of damage.
15. Have fun! Remeber its just a game.
So there you have it.
Last edited by isildorbiafra; Nov 16, 2008 at 05:10 AM // 05:10..
3. Self healing builds endure and are therefore always better! The mistake in uber damage dealing builds is that you are vulnerable and therfore might end up dieing more often than the amount of kills you make. Dieing is bad cause it adds to the oposing partys score; you waste oodles of time while waiting to rez and it will, unless you control the rez shrine, always take you back to base. This can add up to full minutes wasted before you can rejoin your party/ get to wehere you need to be. Besides the better you can survive by yourself the more precious time the oposing party will waste trying to kill you; time that could have been better spent capping. Choose your build carefully.
This is definitely situational. When we run our smite build, which involves 2 smite monks and a regular monk, should I really need heals on my warrior? Not only that, but in a good balance team where you have damage and shutdown, classes don't need to bring self-heals because the shutdown is their damage mitigation.
Quote:
Originally Posted by isildorbiafra
5. CASTERS should always pickup and cary the rez orbs; especially near the rez shrines. You acomplish 2 things by this. Wasting the oponents precious time, because they will have to kill the NPC's allover again before they can move on...and as a bonus your dead party members in the area will be instantly rezed! The orbs can make all de difference in a well balanced match!
I only somewhat agree with this. Alot of caster builds benefit greatly from 40/40 sets, and holding the rez orb all the time means they get no benefit.
Quote:
Originally Posted by isildorbiafra
6. Take the fight to the enemys doorstep. A mistake manny teams make is caping shrines close to they'r base afther caping the rez shrine. That is plain stupidity. If the oposing team recaps the rez shrine, any oponents you kill near your base will respawn at the rez shrine and put them right back at your doorstep. 2 teams should rush the enemys base and confront them while they are exiting the base and protect the shrines nearest; because thats when they'r most vulnerable. The third team has plenty of time to cap the shrines nearest your own base and later join the others at the enemy base. The enemy will be pinned in his own base. Make shure to guard ALL exits to the base
Unless you are syncing AB, this will not happen seeing as everyone who doesn't read Guru, which is a good bit of people, would never follow this.
Quote:
Originally Posted by isildorbiafra
5. Timewasterbuilds are great for stalling the oponent; and are even capable of soloing an oposing team of four. Do not engage greater numers or you'll be pushing your luck.
Time-wasting builds are exactly what their name says, but the time wasted is your own. Don't run a build that "stalls" the enemy when you could run a build that could kill an enemy quickly and allow your team to move on. Time-wasting builds shouldn't be needed seeing as you should be with your team most of the time.
Quote:
Originally Posted by isildorbiafra
10. Always target and kill the healers first. This is not your personal arena; its AB...you want to fight 1on1 go beat your spouse (just joking). Scan the area and choose your targets wisely. Avoiding a fight can ofthen be advantagious.
Bolded the part where you contradict yourself. If my monk can't do something because of a dom mesmer, I will drop the mesmer.
The secret to success in AB is to know your stuff and get allies who don't fall into the bottom 10% on the suckiness scale.
Some of OP's observations are fairly accurate, others just mistaken. Take, e.g., self healing skills. When playing my preferred build I don't carry a self heal but in an average match the 1-on-1 kills are in my favor 10 to 0 just because I like to temporarily split off from the team if not needed and punish opponents who have strayed from theirs. This is possible because my build shuts down the opponent for good but even more importantly, I know which fights I can win and which I cannot and choose accordingly. And that - on player and team level alike - is the real secret to winning.
If your with a non pug, then a solo cap build is unneeded, you have teammates to help you. If your with a pug, then you cant rely on anyone capping an empty shrine for you. They still gain points for a shrine with no NPC's unless you cap it. That is the one major point I disagree with you about.
i run R/A temple strike and love it, 2self heals, daze and blind. YAY
thats another good one, don't just bring a build focused on one thing, bring a versatile build that can accommodate to lots of different situations
The secret is going with a balanced guild team and use VENT or TS. Pugging in AB results in a team inevitably splitting up because of lack of communication for whatever reason. So bring your friends on vent. We usually sync one to three balanced teams and own house because we know where everyone else is going next. These are a great list of "basics" but the "secret" is communication
noooooo! now the kurzicks will read this and put up a real fight!
oh well, gl to both sides :/
No johns.
Anyways stalling works on idiots, a Solo stall build can be quite ineffective if it has low damage output as it just gets ignored.
Stall builds are not that good.
They can be good if they are simply barricades to defend an area, but that depends on the map.
Let me elaborate on the staller build: it keeps the enemy bussy. As long as they are trying to kill you they are not capping! Staller builds should be run by individuals in a team and not by the entire team. The point is that you want your team to go on capping while ONE individual keeps an oposing team bussy. And lastly good staller builds are even capable of killing an entire oposing group of 4. Bottomline keep the enemy bussy while your team caps! And anticipating on you trolls out there: AVOID MOBS!
More important then capping shrines is HOLDING shrines. If an enemy is heading towards one of your shrines you should be going there to defend it. With the NPC and/or shrine buff advantage you should easily wipe the floor with them, sending them back to base and letting you continue with capping. A good team where everyone has speed buffs can usually cover 2 or 3 shrines on any map, and with the defensive advantage can usually hold out against 4 or 5 people no sweat. Just don't fight unwinnable battles, more then 6 people and even good teams are in trouble.
A good team where everyone has speed buffs can usually cover 2 or 3 shrines on any map, and with the defensive advantage can usually hold out against 4 or 5 people no sweat.
Quoted for truth and to point a glaring omission in the OP laundry list: IMS is the king of AB. Mobility advantage lets you choose your fights which goes a long way towards winning the match.
Personally, I prefer 2 FB's per team over personal IMS, it's better build and energy management, and FB boosts everything including minions.