Nov 06, 2007, 08:31 PM // 20:31
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#21
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Desert Nomad
Join Date: Mar 2006
Profession: W/
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Quote:
Originally Posted by Lorinda
It seems they dont know you can hold 1 mil faction with just 20 people donating 2 times a day.
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And how much could 20 FFF'ers donate in a day's time? The problem isn't that they don't realize the potential of ABing, its that FFF results in far more faction in far less time.
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Nov 07, 2007, 06:51 AM // 06:51
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#22
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by iridescentfyre
And how much could 20 FFF'ers donate in a day's time? The problem isn't that they don't realize the potential of ABing, its that FFF results in far more faction in far less time.
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Some prefer to do AB because PvP is more fun than FFF. In that sense, hitting the 10k/day quota with AB does not actually require you to be good.
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Nov 07, 2007, 10:01 PM // 22:01
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#23
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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AB is also the option where absolutely no skill/practice is required. after all, all you have to do is push the "enter battle" button a bunch of times. FFF sadly enough, actually require you to do something.
i honestly don't know the reasoning of AB alliances in holding the "big" towns. the actual benefits are simply not worth the effort. after all, even the smallest towns will give you a discount NPC.
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Nov 15, 2007, 05:27 PM // 17:27
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#24
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Ascalonian Squire
Join Date: May 2007
Location: Inkland
Profession: R/
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Capping the nearest shrine tactic nearly always leads to the "circular battle field" scenario. You never see the enemy because they are doing what you are doing. Everyone just goes clockwise (or anti) around the battle field until the match is over. The winner is usually decided by who won the first fight in the game.
Basically what i wanted to add was that if you have just taken a shrine with a mob of 4+ characters and you see a few enemies going towards it, dont leave and go to cap the next shrine. Preventing the enemy from capping is as important as capping.
Also the situation when you are stuck at base camp and you have the enemy at the door and it all just seems a bit hopeless. This is a good time to note the tactical advantage of the resurrect shrine. Ignore the enemy at the gates. Go around. Take res shrine. Now the enemy does not spawn on top of you and their seemingly infinite numbers begin to dwindle.
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Nov 15, 2007, 10:47 PM // 22:47
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#25
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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I agree on rule number 1#
You should add.
Don't let an idiot group ruin your fun, if you know what your doing stay on it.
And also add
If your partying with Guildies, try to do 2 man splits as guildies are more likely to co-operate.
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Dec 04, 2007, 12:55 AM // 00:55
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#26
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Ascalonian Squire
Join Date: Aug 2007
Guild: SKOB
Profession: P/
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Quote:
Originally Posted by Taurucis
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One thing I noticed in your video was a para using Anthem of Flame.
Anthem of Flame is kind of lame in AB, it only affects party members. Anthem of Weariness, now... that renders most melee characters pathetic, and affects all allies.
Paragons almost make mobbing appealing.
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Dec 04, 2007, 01:07 AM // 01:07
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#27
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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You need to make the display of enemy skill bigger so you can interrupt, when you have interrupts on bar.
Click with mouse to walk, not just use keyboard... Game finds a faster route and also net code is different such that using a mouse is better. For kiting, then you will be using keyboard too.
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Dec 04, 2007, 02:22 AM // 02:22
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#28
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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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Actually, I play Guild Wars pretty much left-handed - movement, skill usage... my right hand is on the mouse and I just click targets, steer, and fast travel.
Another tip... don't let what the enemy team says get to you. If you waste your time insulting back, you're giving them the advantage.
Last edited by Taurucis; Dec 06, 2007 at 03:07 PM // 15:07..
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Dec 04, 2007, 04:31 PM // 16:31
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#29
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Well written. I have a few comments:
Quote:
Originally Posted by moriz
#1: "don't ever depend on your teammates"
as one of the twelve random players in AB, your job is to perform at the best of your abilities. why? because this is the only thing you can truly control. you can't control other allied parties with just team chat, and your own group probably won't listen to you very carefully as well. so here's the first and most important rule of AB: "don't ever depend on your teammates." take the initiative and do everything by yourself. if your party follows you, great. if not, then ignore them and do your own thing. since you cannot control the actions and skill-level of your teammates, it is best to assuming they are all blithering idiots and treat them that way. when in doubt, always prepare for the worst (in this case, assuming all your teammates have an IQ of 2).
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I highly disagree. AB shouldn't a chaotic mess of mobs and individuals but coordinated actions made in a group. Defending or capping individually isn't the best course of action in comparison to a whole coordinated team as it is slow and unreliable if the opposition should so happen have any coordination. If you feel that the group you're in is not up to your standards, make clear the course of action before you enter AB or choose your teammates. It may take a while to find a decent player who knows the importance of teamwork, but its worth it in the end.
Quote:
Originally Posted by moriz
Capping
...don't be too particular about who's with you. if all else fails, at least they'll serve well as meatshields...
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Again, this depends on your character. This would be most unfitting if you were a warrior but would make perfect sense if you were a monk or a nuker elementalist.
Quote:
Originally Posted by moriz
Mobbing
this tactic is only effective when your side possesses all the shrines on the map. in this case, mob the main entrance as well as teleport pads of your opponents' base. your job is not to score kills, but to ensure that none of them gets out. usually if your side assumes this position outside of your opponents' base, the game has already been won. however, always keep an eye out for the shrine number. if you find that someone is slowly capping your shrines behind the mob, then go after them. you'll have the advantage of shrines on your side, so winning those skirmishes won't be too hard.
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Instead of labeling this section as "mobbing," "containment" would be more appropriate.
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Dec 04, 2007, 06:46 PM // 18:46
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#30
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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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you can mob if the other team only possess the first 1-2 shrines in front of their base. doesnt work on canyon & lands, except if you defend.
Forgot about teleporters. So no, doesn't work on canyon and lands.
Last edited by Turbobusa; Dec 06, 2007 at 12:21 AM // 00:21..
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Dec 05, 2007, 06:32 PM // 18:32
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#31
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Turbobusa
you can mob if the other team only possess the first 1-2 shrines in front of their base. doesnt work on canyon & lands, except if you defend.
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But a stealthy capper normally passes through the mob and begin capping at least 1 or 2 shrines before the mob starts noticing. Often they refuse to split up and the score shifts into the opposition's favor. Even with 100 pts up, mobbing still isnt the best answer. Containment is.
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Dec 06, 2007, 12:19 AM // 00:19
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#32
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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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Press U and you'll see it instantly. leave someone to defend the shrine and cap behind him. he is behind your lines, he wont survive long anyway. I've seen scenarios where the ennemy got all shrines but didn't block you in your base, you can still reverse the tendency. i've yet to see this happen when you block the ennemy in the base. You just get a too big advance in points.
I agree, 100 points isn't a good enough advance to start mobbing. Keeping your ennemy from getting out of the base is.
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Dec 06, 2007, 12:23 AM // 00:23
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#33
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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/clap to never fight a losing battle, always kite away from something which you have no hope for, you'll only give the enemy more points and waste time.
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Dec 06, 2007, 08:24 AM // 08:24
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#34
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Turbobusa
Press U and you'll see it instantly. leave someone to defend the shrine and cap behind him. he is behind your lines, he wont survive long anyway. I've seen scenarios where the ennemy got all shrines but didn't block you in your base, you can still reverse the tendency. i've yet to see this happen when you block the ennemy in the base. You just get a too big advance in points.
I agree, 100 points isn't a good enough advance to start mobbing. Keeping your ennemy from getting out of the base is.
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Even if everyone keeps the mini-map on, the mob will have to disengage to recap that shrine. On contrary to what you might expect, surviving behind the lines is quite easy with everyone focused on mobbing.
Also, it's not as if every person sneaks behind the lines will end up alone, and you take a risk when taking a small group or going to recap the shrine by yourself.
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Dec 06, 2007, 08:47 AM // 08:47
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#35
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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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You don't have to disengage the mob. Just send 2-3 persons sufficient enough on their own to cap back the shrines. Or even a group of 4. It really depends on what you are facing. most of the times you won't face 3 organized groups that know that they have to pass by the mob.
What's very common is (exemple on keys):
1-2, maybe 3 persons trying to cap the warrior shrine
8-9 persons mobbing the ranger
1-2, no more on the ele shrine (everyone fears this one lol)
Now what I find works great:
2 at warrior, no need for more.
rest at center.
You're going to say "what about eles?". Watch your mini map, you got plenty of time to get there by the time they killed one ele.
If they rush and avoid eles, yes they are going to take back one shrine but you'll cap behind them and one team cant make it for 3.
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Dec 07, 2007, 03:53 PM // 15:53
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#36
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Turbobusa
...You're going to say "what about eles?". Watch your mini map, you got plenty of time to get there by the time they killed one ele....
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I always find the ele shrine to be easy targets for a nuker. The warrior on the other hand won't stay put if agitated.
By this I'm assuming this is Grenz Frontier, Luxon side.
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Dec 07, 2007, 04:27 PM // 16:27
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#37
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Wilds Pathfinder
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alliance battle is about running around faster then the other team.
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Dec 07, 2007, 04:45 PM // 16:45
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#38
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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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Well I was thinking about grenz/keys more precisely yes.
On salts it works the same way though, it's different on lands/canyon, and this tactic obviously does not work.
wuzzman,what if I defend one shrine? There is still 2 teams capping , but i delay you in your capping. So yes you can do it the stupid way and run around and hope someone is not going to screw up. Or you can push the other team to change their tactic and gain time.
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Dec 07, 2007, 08:04 PM // 20:04
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#39
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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:
Originally Posted by wuzzman
alliance battle is about running around faster then the other team.
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Let's say I have a car that can go at 100 MPH, while someone else has a car that can go at 80 MPH. Mine is streamlined but flimsy while his is solid and sturdy. What happens if we crash?
Not only does ABing take into consideration how fast you can mobilize your team, it also depends on how well your team can hold up in a skirmish. You can speed around faster than everyone else, but if you can't clear the NPCs and cap, you're pretty much useless.
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Dec 07, 2007, 08:52 PM // 20:52
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#40
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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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I think he was saying more running from shrine to shrine and be able to cap.
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