Jun 05, 2008, 09:32 PM // 21:32
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#21
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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Always thought E/Mos had more D power with the option to promote offensive support through snaring targets wanted by your frontline to train and wtf PWN. I guess it depends on the template you are running hah.
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Jun 08, 2008, 09:40 AM // 09:40
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#22
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Krytan Explorer
Join Date: Apr 2007
Guild: Some Guild.
Profession: W/Mo
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Quote:
Originally Posted by skakid9090
Play it correctly.
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K, i was knackered when i posted that, so i'll reword it:
Rits have Weapon of Warding, an Unstrippable defence bonus that relieves pressure on those that are under melee pressure. Ele Runners have defences, but they can be stripped if your unlucky to find a split with ench removal.
Also, Rits can have a variety of secondaries, allowing for a lot of versatility depending on the teambuild and your playstyle. If you find you need snares, you can go Rt/E and take Icy Shackles and Armor of Mist. If you need a bit more offence on splits, you can stick as Rt/A and take Caretakers Charge, that effectively doubles as damage, a minor self heal and some e-management. Eles are limited for a secondary, as they need good, strong self heals and prot - Monk is a common choice, but this way your limiting a profession elsewhere to /Rt to bring Splinter/Arage (unless your going like several teams and bringing a rit in the midline)
But while i defend Rits, it depends on the teambuild/playstyle. I've found Rit to be better for me, personally, but it depends on the person. If you like Eles or Monk runners then by all means go for it.
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Jun 11, 2008, 02:19 AM // 02:19
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#23
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Frost Gate Guardian
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I flag for my guild, and I run the Rt/E. It's got instead of dash and WoR, Icy Shackles and Armor of Mist. Now I'm not a fan of Armor of Mist but Icy Shackles is good pressure for the opposing team's flagger, so if he gets protted he goes even slower, so this gives the rest of my team an opportunity to jump on him. Even if I have no allies around, using Icy Shackles on the flagger when it's just a race to get flags out will put me ahead.
Also it can help when we come together, and the other team retreats, I can snare monks so the rest of the team keeps running. Now eventually this will stop working because I'll be facing better guilds but it works for the time being.
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Jun 11, 2008, 03:54 AM // 03:54
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#24
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Banned
Join Date: Jan 2008
Guild: Team Apathy [aFk]
Profession: W/P
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Real guilds don't need flaggers.
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Jun 11, 2008, 06:21 AM // 06:21
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#25
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Frost Gate Guardian
Join Date: Mar 2008
Location: France
Profession: Me/
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learn to dual flag imo
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Jun 11, 2008, 02:38 PM // 14:38
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#26
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Wilds Pathfinder
Join Date: Oct 2007
Location: Isle of the Nameless
Guild: Black Crescent [BC] / Stonebenders [sC] / The Rimmers [rR]
Profession: W/E
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Yea with the current meta/VoD mechanics its not all that unfathomable to run a 3 man frontline with a 3 man midline that has at least some splitability and just have 1 frontliner pacman flags till VoD, its sorta sad, but thats the state of the game.
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Jun 22, 2008, 06:18 PM // 18:18
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#27
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Academy Page
Join Date: Aug 2006
Guild: Jammy Dodgers
Profession: R/Me
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Like the idea of the mesmer could we investigate this more?
as i faced one the other day and we had a SS a thumper and a Rit sin in base and the mesmer played a massive role in destroying us.
he also had a deep wound and a sin in supporting role. was very nasty.
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Jun 23, 2008, 01:33 AM // 01:33
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#28
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Ascalonian Squire
Join Date: Mar 2006
Guild: "|['EN"|['AC|[_,ES
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If you want an offensive runner, COMPROMISES MUST BE MADE LOL! Such as placing self-heals/defensive stances/etc on other players in your team. If you're put in the position of having to defend your base and keep npcs alive, you'll need to have adequate support spaced out amongst multiple characters in order to deal with the threat.
Being offensively minded is great, but you'll need to be the one who's dictating where the enemy team is moving and how they will react, lest you be put in a position your build is incapable of handling well. Heavily offensive builds should be based on keeping the opposing team on the defensive 24/7; this is easier said than done though, and was easier back in the dizzay.
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Jul 08, 2008, 12:42 PM // 12:42
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#29
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Frost Gate Guardian
Join Date: Jul 2005
Location: Austria, Europe
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Rits are simply the most universal chars ingame, thats the reason to integrate them into a gvg build.
It´s not only to run the flag or to support the mainteam with offence and defence skills, it´s to defend base or to support your split char(s). You got powerful heal, group heal, aoe dmg and spike skills with only 2 different lines to be skilled on.
I play my rit runner more offending like this:
[skill]Caretaker's Charge[/skill][skill]Channeled Strike[/skill][skill]Splinter Weapon[/skill][skill]Weapon Of Warding[/skill][skill]Soothing Memories[/skill][skill]Wielder's Boon[/skill][skill]Protective Was Kaolai[/skill][skill]Dash[/skill]
I can spike with my team when I am with the team and there´s good heal support too.
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Jul 08, 2008, 03:50 PM // 15:50
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#30
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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Could be strong and brave like divine and run Searing Flames
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