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Old Dec 06, 2007, 04:05 PM // 16:05   #41
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Last night there were two guild groups arguing over who should take the left portal and who should take center.

My definition of "funny tactics" is the "HiDE Alliance Sin Ganking Squad" as I call it. Basically there's three or four of us running our sins and we're calling targets over ventrilo...

We made this poor Rit cry once, it was pretty mean but oh, it was fun I tell you

Although when I'm PuGGing I will run a Grenth's Balance warrior or my Melandru's Shot ranger. And I drive people insane by interrupting them. <3
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Old Dec 15, 2007, 07:04 AM // 07:04   #42
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i love bringing 2-3 earth ele tanks, they can really slow down the other team while everyone else capps like 'hell'
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Old Jan 03, 2008, 05:58 PM // 17:58   #43
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Accepting the fact that people behave just like NPCs - eg they'll mindlessly bash away at tanks for hours on end, and jump like crazy on anyone who they might catch up to - has done great things for my AB build creation process.

[skill]Siphon Speed[/skill]... means 'prepare to be gang raped'
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Old Jan 08, 2008, 05:13 PM // 17:13   #44
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Funniest tactics I've seen in AB:

1. People who constantly spam blind/blurred vision on my ele while I am spiking them.

2. Warrios that use fire storm and other fire magic skills.

3. Mending.

4. People with rez

5. The solo assasin that attacks your 4 man group. Seriously, this happens at least once per AB I'm in.

6. Watching the opposing team make a 12 man mob that proceeds to cap one out of the seven shrines and then is shocked why they lose

7. Watching a friendly team of 4 engage the previous mentioned 12 man mob.

8. Watching a group of 8 people fight one enemy in a tanking build with no enchantment removal/stripping.

9. Coming back 5 minutes later and still seeing those 8 people fighting the tank.

All I can think of at the moment.
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Old Jan 09, 2008, 07:18 AM // 07:18   #45
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Quote:
Originally Posted by Bobby2
[skill]Siphon Speed[/skill]... means 'prepare to be gang raped'
Truer words were never typed. It's amazing how many people ignore this hex, even knowing what's coming.


My funniest thing in AB is on certain maps, you can just take a trapper ranger under bridges and overpasses and trap the holy hell out of it, and it still activates when someone passes by on the upper level.
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Old Jan 09, 2008, 01:04 PM // 13:04   #46
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I never pug in AB....for pretty obvious reasons. But when I do AB we have a pretty simple team that usually works. Me monking (no one else wants to haha) 1-2 fire cappers and the last 1 or 2 spots is for whatever they feel like. 1 monk and 1 fire capper is all you need in a team to be honest.

Funny AB moment just minutes ago: I got flamed like hell for being a monk. Apparently I'm a fag for protting my team mates heh.
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Old Jan 17, 2008, 10:15 AM // 10:15   #47
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I have to say my favourite tactic is what i call fishing.

When running with the guild i run off and sooner or later some warrior/sin/derv figures i'm an easy hit (they always pick the ele's for some reason).

So, with him in full pursuit i see how far i can pull him back into my team before he sniffs somethings up. Sadly this rarely doesn't work.

I also love the "i-put-up-block-and-see-how-far-through-your-chain-you-go-before-realising" tactic.

As someone said before, its fun when a sin tries to ninja your 4 man team all alone.
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Old Jan 17, 2008, 10:17 AM // 10:17   #48
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I've had lots of W/A [skill]Death's Charge[/skill] into our team of 4 recently o.0
Pretty funny when they cuss at you in local, though
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Old Jan 17, 2008, 06:49 PM // 18:49   #49
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Quote:
Originally Posted by fowlero
When running with the guild i run off and sooner or later some warrior/sin/derv figures i'm an easy hit (they always pick the ele's for some reason).
It's because eles are generally among the fastest cappers in the game.

Quote:
Originally Posted by fowlero
So, with him in full pursuit i see how far i can pull him back into my team before he sniffs somethings up. Sadly this rarely doesn't work.
A good derv/warrior build should be pretty darn resilient and it makes perfect sense to go after softer targets if he or she doesn't overextends himself. Good sins would normally shadowstep or maneuver/kite to your position.
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Old Feb 04, 2008, 01:28 AM // 01:28   #50
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Quote:
Originally Posted by Robster Lobster
Running 4 trappers and trapping the other teams teleporter is hilarious.

I have no idea what's funny about the OP.
It's fun to run, but very annoying when you suffer from multiple conditions at one time...

I love running an earth tank and watching half the team attack you for the whole game

Last edited by Billeh; Feb 04, 2008 at 01:33 AM // 01:33..
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Old Feb 04, 2008, 07:08 PM // 19:08   #51
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Ouch. TRY to read it, it became muuuch longer I initially meant it to be.

Instead of talking about supersurvivors and how they... well, fail or not, how about some real tactics discussion? I saw a few posts that included a some points.

Anyway, someone suggested a 1-7-4 split in Grenz, Luxon I presume.
We ran a version of that with a possible initial split of 2-6-4.
Splitters consisted of: a RT axer, ench con mesmer with an inter or 2 (web of disruption and SDel proved to be quite nice), and the res shrine split was a healer + Rodgorts invocation ele with either Gaze of Contempt or Rend.

Well, surprisingly, instead of capway, ppl really started rushing the res, when they had the advantage in terms of numbers. And unlike 80% of matches, the res shrine was captured by Luxon.

This split is very easily made. The warrior and mesmer can take on chargers for the ele shrine, possibly inter a couple AoE nukes, and the best point is: They can easily head for res shrine to have the healing support for the distance isn't that big between eles and res. Especially if the monk knows how to position him/herself.

Problem with this is... The infamous warrior shrine, which you see good groups claming for themselves quite quickly. It's kinda like they key for Grenz.

Warrior shrine is related to 2-6-4 split very heavily, due to the result in initial situation at wars, the whole split may backfire very heavily, making it risky.

Thus, I'm gonna bring up warriors as next useless chapter. Maybe someone reads this and possibly learns something.

Wars:
What kurz could do at wars? Think of it.
1) They can prolong the fight, slowly killing npcs and possible extenders.
2) They can rush the shrine, leaving you in great advantage, good groups tend to do this.
3) They can instantly rush res and gank the team possibly capping res. After it it's no big deal to gank your team too, and split back to normal cap/fightmode with 4-4-4.
4) They can try to pull you back to mesmers, leaving them to a bit of advantage.

So. nr.3 is quite... the situation one should consider, and prevent.
Now, when you cap the shrine, make sure someone with either a snare / kd extends before capping (the "bodyblock / threat should be placed a bit NW of the wars, to the narrow passage, or near it), and the monk should focus enough to help him in need, ofc. Thus, you prevent rushing for res and the gank possibility. Otherwise it may take 10 to 20 secs to finish BOTH luxon teams and losing 2 initial points (wars and res).
Problem with this prevent rushing is... That you make yourself vulnerable to gank, for the extender is quite near to the res shrine. In case of possible gank, just retreat to warriors. And there are nice pillars to block the LOS of rangers / random projectiles.

After this... if the prevention for res fails, you kill 1 enemy while other 3 go for res. This is the direst situation in the game. You either let the rushers go, and go for mesmers. Or you can push with 7-8 to the res now. Evaluate well for:
1)Ganking res can be hard. The center team possibly fighting for it usually is in an unfavorable position. And keep in mind! If the shrine is capped by Kurz, they will get reinforcements most likely, making 2 teams pushing against a kurz mob that will become stronger. Which will usually mean losing res, losing warriors.
Evaluate the situation very carefully, and push / make it for the messys if the situation looks dire for the center team. If you decide to push, make it quickly, and pressure the s**t outta your enemies.

Now... if you decide to go for messys, and give up the res shrine, prepare for a possible hard battle. Stating Sun Tsu now: Make enemy to try to conquer something they MUST have - warriors, or annihilate you.
The team at Eles/Necs should've won their fight, and most likely will go orb in next phase.
That leaves you a few options.
1)If Kurz decide to gank you, do not try to cap mesmers. Fight in halfway, or fall back to wars if possible. Making them fight in a narrow space without a threat on you from messys is quite vital. If you got messys down, try to defend there.

2) Most likely Kurz will split for rangers, warriors. Leaving the group charging to warriors a dire situation, you are behind them. A quick gank, charge for res, and woo hoo, res, wars, and maybe even messies are under luxon control (not forgetting possible orb and eles), leaving the last kurz mob without support too.
3) if kurz don't come to encounter you, it means they usually leave res shrine free. Cap messys, proceed to either res shrine or res orb, I preferred res, for it's location is favorable in order to cap or prevent capping. Then you can head back to orb / necs if Luxons lost there, or something happened, or slowly cap the Luxon side of the map back. Remember, Kurz no longer should have res to back up their lines quickly enough - so decent Luxons should be able to wipe them from Luxon side.

Ok, that's it for this tactic. This was a SIMPLE one.

Now, what happens if Center group decides to go "capway" and go for necs / orb? It's a chaos for you. Instead of fighting 1 group, you will definately be against 2 groups at warriors, unless you wiped them. But wait. They res in 30s, maybe faster, which is the time you try to wipe the group from res with you low on energy, while they keep getting ppl up from necs, eles and so on. And now you can just think "A GOOD BATTLE INCOMING, PREPARE YOURSELVES!", and... most likely get killed. Remember to thank cappers for this. So, best option is to stall 'em. Fight at wars, use the PILLARS OF DOOM to prevent projectiles, fall back when you can and so on. If you can, head back for the rangers to stall more. All this time the capway is proceeding and capping, making you do the dirty hard part, which... may be fun. Eventually cappers will come back to you, and... you will most likely wipe Kurz, if you held against 2+ groups this long.
Other option is to hope for Kurz capway, and go for capway yourself: Messys.
Or do the 1) Thingy as explained before - Making them to conquer something and fight in an unfavorable position(against 1+ group only). If they engage you while you are fighting for messys... it might be gg for Luxon.

If you successfully battle for capway title-situation, at some point you encounter Kurz again. The situation cannot be foretold at this point, so you gotta learn and evaluate the upcoming situation again.

Sounds complicated: Just think what will you do after preventing rushers / engaging them. If they came for you, and you wiped 'em, it's about the same situation still, if the res wasn't capped by luxon. If it was, and you prevailed, say hello to 2-3 min 2000 faction (and oh boy it's rare to see all groups succeeding about simultanously)

Evaluating. Evaluate group grabbing center. Evaluate grp at eles, evaluate res rushing Kurz by their movement in the beginning. Calculate right, and your chances of a good game will soar. Game including battles, game including capping, ganking, a game that is FUN.

So. Wars is the Key point for getting in advantageous position in the beginning of AB, Grenz frontier. Make sure to handle it well, for the situation is really.

Same set can be used, on reverse, at Etnaran, and Kurz can also take heed how 2 beet even more easily at Grenz now, for not a single team besides our core knows to prevent the rushers. Quick gank (dual teaming perhaps for 10s) may gain you insanely favorable position. Like, stall in the beginning of Etnaran at the cross, if the Kurz rush the res shrine, gank them in 10s, and fall back to res to see the enemy warrior team's choice - will they go for necs, or wait at wars, and... if the go for necs, it's most likely an easy snatch, if they PUSH with 4-8... well, you just capped res and wars and rangers, if the other team is reasonable.

Or you can generally engage at wars, if you are positive you can wipe them quickly enough. The very best place to defend against enemies is necs for a group of 4, they dealing pressure, and constant WaM helps a lot. in case of trouble, and you are near necs (and holding it), fall back for it.

Looking forward for good battles, back to Kurz side for the time being.
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Old Feb 18, 2008, 05:53 PM // 17:53   #52
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AoD sin...so much fun in a good capping team

when not capping (your all shouting 'heathen' now just coz i said that) i tend to harry groups of 2-4. stupid plan u might say, but it slows them down incredibly, and you usually kill them considering the quality of most AB players. u might not think its good, but its more fun than killing lone npcs =P and it does work. what someone said earlier about SP sins vs AoD very true, same sort of thing as mesmers with shatter...'lalalala oo enchantment must kill *shatter* hey where'd she go'. giant waste =D and especially funny when its about 5 on 1. i respond to that with 'ty you kinda saved my life =P'

anyway about that grenz run to res tactic. it does work well and it does leave the kurzicks totally dumbfounded. most times we end up with an epic battle around the res orb shrine, which we usually win coz their warriors (which i see an awful lot of) just do not have any damage. once the game settles down afterwards, luxons are 100 points or more up and have at least 1 more shrine.

it is flawed though, because against people who know what they're doing your team usually goes mobfail and then the superior tactics of the kurzicks (i cant believe the amount of times i have said CAP!!!) goes and wins the day for them.
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Old Feb 21, 2008, 12:20 PM // 12:20   #53
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How can you discuss tactics when you sync with random people, who probably fail really bad at tactics. Wtf?
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Old Feb 21, 2008, 04:40 PM // 16:40   #54
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That doesn't mean you have to fail also
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Old Feb 21, 2008, 07:13 PM // 19:13   #55
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I lol'ed hard at this thread, c'mon people AB doesn't take skill or tatics, GvG requires skill and tatics...AB is slightly organized chaos....it's a joke to be honest...

so @ the op, don't boast about how much faction your guild has, I doubt anyone really cares, it means nothing. However get into the top 100 in GvG and then maybe people will stroke your e-peen, well unless you bspike it that is...
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Old Feb 21, 2008, 08:38 PM // 20:38   #56
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http://www.guildwarsguru.com/forum/s...php?t=10243293
here is what you're looking for :
http://www.guildwarsguru.com/forum/f...ysprune=&f=213
kthxbye
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Old Feb 21, 2008, 09:01 PM // 21:01   #57
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Seemingly "obvious" strategy, take a promise nuker in your group and watch him solo cap everything, You and other teammates kill things...gg
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Old Feb 21, 2008, 09:02 PM // 21:02   #58
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generally all peoples tactics are dumb every1 fights over caps why it doesnt win you it unless you got 7 flags.
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Old Feb 23, 2008, 10:38 PM // 22:38   #59
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Quote:
Originally Posted by Leeds
generally all peoples tactics are dumb every1 fights over caps why it doesnt win you it unless you got 7 flags.
the number of points per kill is determined by number of flags, for instance if i have 1 flag on my side and i kill 6ppl, this is the same as 1 guy with 6 flags killing 1 person on our team. By telling noobs to go cap, they dont waste their team feeding the mob and actually do something useful. Generally, u kill enemies while trying to cap (unless u terribly suck, that is)
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