Jul 12, 2008, 07:30 PM // 19:30
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#1
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Pre-Searing Cadet
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Starting to GvG - help and hints please
Hello you guys,
I want to ask you for some help or some hints, as i'm starting to play GvG with some of my guildies.
Were mostly a PvE guild, except for some people who have played HoH or GvG in PvP guilds before.
Now, what I want to know is if you could give me some tips how to start such a thing,
with mostly unexperienced people.
Ive played much GvG before, and im also Vanquishing Hero in HoH, so i got some Pvp experience,
but i mostly played midline before so i got not much experience with calling or tactics.
It would be nice if some of you could give us some hints about tactics, splitting, builds and so
on, cause i cant really explain all these things to my guildies as i myself havent led a guild
or a GvG team before.
Thanks in advance,
freekINcage
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Jul 13, 2008, 04:56 AM // 04:56
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#3
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Frost Gate Guardian
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A great way to learn is unrated matches. What timezone are you in?
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Jul 13, 2008, 05:57 PM // 17:57
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#4
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Lion's Arch Merchant
Join Date: Nov 2007
Location: Great Soviet California!
Guild: Deputy Glitter's Shoe Squad [ghey]
Profession: Me/
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One thing you can do without much effort is simply obs a lot. You'll learn the current builds and where they are played. As well as the general layout and play style of each map. You can learn a lot simply from watching and taking note.
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Jul 14, 2008, 04:02 AM // 04:02
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#5
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Wilds Pathfinder
Join Date: Jun 2008
Profession: W/
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Play builds that are generally balanced. Don't run a gimmick. In most cases you will find yourself losing a lot of games or find yourself going about 50/50 in wins and losses, but best advice is to not give up and to not cave in and run a gimmick build. Sure you'd probably see more success, but for the most part they do not make you a better player, and once you get to a point where you play people who can respond well to your gimmick, you wont have the player skill to change builds and will end up falling down the ladder anyway. So play a balanced build, and get the fundamentals and teamwork aspect down. The more you play, the better you get.
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Jul 14, 2008, 09:20 AM // 09:20
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#6
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Krytan Explorer
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Quote:
Originally Posted by Still Number One
Play builds that are generally balanced. Don't run a gimmick. In most cases you will find yourself losing a lot of games or find yourself going about 50/50 in wins and losses, but best advice is to not give up and to not cave in and run a gimmick build. Sure you'd probably see more success, but for the most part they do not make you a better player, and once you get to a point where you play people who can respond well to your gimmick, you wont have the player skill to change builds and will end up falling down the ladder anyway. So play a balanced build, and get the fundamentals and teamwork aspect down. The more you play, the better you get.
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Or you don't care about what other people think about your build and play to win. You can learn the basics just as well in a gimmick as on a 'balanced' build. Probably even better because gimmicks depend less on player skills. Player skills you will be lacking in the beginning. The problem is finding the right moment to stop using gimmicks and start running balanced.
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Jul 14, 2008, 12:37 PM // 12:37
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#7
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Wilds Pathfinder
Join Date: Oct 2007
Guild: [BAAA] guest me NOW
Profession: Mo/
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If you do decide to run balanced from the start, you will loose alot for the first couple of weeks, be prepared to take those looses and learn from them. You will slowly become better as a team and better at playing the game and soon enough you will be winning matches
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Jul 14, 2008, 12:45 PM // 12:45
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#8
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Krytan Explorer
Join Date: Dec 2007
Location: Plato's Cave
Profession: W/E
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Jul 14, 2008, 06:52 PM // 18:52
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#9
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Ascalonian Squire
Join Date: Mar 2008
Guild: Looking for a GvG guild
Profession: W/E
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as most have told you, play and observe a lot. You will lose about 80% of your first matches, but you will get better by that if you take note of your mistakes and try to figure out why you lost tactics wise
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Jul 14, 2008, 07:36 PM // 19:36
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#10
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Desert Nomad
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Make sure you are all using Ventrillo with your mics, not sure if that was established or not.
It would help to guest a knowledgeable player or two from time to time as well, this makes it easier to pick up on some of their tactics and learn from them.
Pretty much just stick with it, seeing as you're going to lose a lot for awhile. You'll learn more from your first couple of matches (provided you realize how you lost) than you will from this thread. Get some of your players to read some of the guides on here. Playing professions in PvP is much different than PvE.
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Jul 18, 2008, 06:16 AM // 06:16
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#11
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Frost Gate Guardian
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Use ventrilo/teamspeak.
Talk lots - call spikes, monks call energy status, disrupters call what they inted, call a flag runner coming in, call if you see them ganking.
Observe your own games as a team.
Have people play the same roles.
Consider why you lost, and how you can prevent it next time.
Decide on a balanced build and stick with it.
Decide on who will defend the base against a gank, depending on what is there.
Decide who calls tactical decisions before the game.
Get some experienced guests to help out - Warriors, Monks and Rangers make good guests as they're often able to make solid tactical calls.
Go for a simple Guild Hall - for example, Warriors, Hunters or Wizards.
Be prepared to lose, lots.
Play regularly.
After a while, your players should start thinking about..
Running a split build/ganking, "pendulum" play (two teams at two entrances)
Weapon set switching.
Before-time kills if the enemy is pushing hard.
After-time kills if the enemy is falling back.
Deliberately dying before-time.
Double-running flags.
VOD: Bodyblock-ganking and other Guild Lord rushes.
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Jul 18, 2008, 10:56 AM // 10:56
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#12
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Frost Gate Guardian
Join Date: Jan 2007
Location: Austria.
Guild: The Country Called Europe [EUR]
Profession: W/
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Quote:
Talk lots - call spikes, monks call energy status, disrupters call what they inted, call a flag runner coming in, call if you see them ganking.
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I think it's "Talk only about things that are necessary". Most guilds just talk so much, that the calls, which are important, get lost. Discipline is a good thing and maybe you should appoint someone as caller and tactician.
Just play and learn to gvg. It's the one and only way. Don't get discouraged if you lose the first matches.
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Jul 18, 2008, 01:13 PM // 13:13
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#13
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Krytan Explorer
Join Date: May 2005
Location: Canada/Quebec
Guild: Silentum Altum
Profession: E/Mo
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When calling on vent, keep it very simple. The most simple possible and have your member call the same way. "spike on 6" "remove dazed on 3"
Do not let your member saying useless stuff that isnt necessary.
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Jul 18, 2008, 05:46 PM // 17:46
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#14
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Quote:
Originally Posted by aeronox
Go for a simple Guild Hall - for example, Warriors, Hunters or Wizards.
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I wouldnt say that any catamap would be easy to newborn GvG'ers, because of the catapult mechanic.
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Jul 18, 2008, 05:55 PM // 17:55
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#15
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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I'd say Imperial for a noob-friendly hall. The only real treacherous part are the acid traps.
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Jul 18, 2008, 06:15 PM // 18:15
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#16
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Frost Gate Guardian
Join Date: Jan 2007
Location: Austria.
Guild: The Country Called Europe [EUR]
Profession: W/
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Imperial is like hell if your opponent brings a Me/E.
I'd say choose Jade, it's easy to see splits, it's easy to split if necessary and you can collapse the opponent's split.
If you want a great isle, which is a challenge in some way, take Wurms, it's fun to outplay the other guild.
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Jul 19, 2008, 08:58 PM // 20:58
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#17
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Snow Bunny
I'd say Imperial for a noob-friendly hall. The only real treacherous part are the acid traps.
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Chiizu dies in acid traps.
Wizards is a pretty hall to start GvGing on
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Jul 19, 2008, 09:03 PM // 21:03
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#18
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Furnace Stoker
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I recommend a cata map. Learning the catapult mechanics and how to play there is a good thing to learn sooner rather than later.
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Jul 20, 2008, 10:10 AM // 10:10
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#19
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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If you are going to pick a cata hall some of them (I think wizards and hunters) favours one side over another due to the layouts of the bases (basically, home team's base has more obstructions so archers can't hit with their arrows as much) so don't choose them.
Alternatively, be gay and run gimmicks on Burning. You'll win, but won't make any friends, which is the one important part of GW (<3 fenix xxx).
I'm such a carebear.
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Jul 21, 2008, 01:46 PM // 13:46
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#20
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Wilds Pathfinder
Join Date: Jan 2006
Location: Italy
Profession: E/
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OP, I'll just say you're going to be destroyed. Many times. Just try not to give up.
And yes, I agree that the catapult trio is a good starting hall for newbies.
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