Interesting points, but I play a little different.
Certainly capping shrines is the key to victory. You simply can not realistically win killing enemy players alone. The points you generate by holding shrines far outpaces those you generate from kills. Ignoring shrines = guaranteed loss.
However, another important aspect of AB, is to disrupt the enemy. Throw them into chaos or disarray - break up their capping routines. Wiping an enemy/enemy group is the ultimate way of disrupting them. They have to wait to rez, they're typically warped back to either their base (hopefully) or a capped rez shrine, and often times it disrupts their team - they don't always regroup after the wipe.
You put down a few of the classes, but I think they have their value. I've always found monks useful. Generally if you have 2 groups and one has a good monk and the other doesn't, the group with the monk will likely win. (emphasis on having a good monk). I've done plenty of ABs with my monk and we usually can cap well and also deal with any 4 man group we encounter along the way. The more guys that you can keep up means more players on your team available to cap.
MM's also can be very useful - more to disrupt the enemy. A good MM can raise a large minion army quickly in the multi-corpse fields of AB and, if smart, can keep themselves up indefinitely. Enemies just see a mob of dots coming at them on their radar and may mistake the MM's group as a mob of enemy players. I've seen an MM hold off a group of 8 players many times - and that's keeping those 8 players from capping.
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