Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Jan 06, 2008, 12:33 PM // 12:33   #41
Pre-Searing Cadet
 
Join Date: Jun 2007
Profession: R/E
Advertisement

Disable Ads
Default

Dervishes don't just fit into the i killed u gud category.

With enough points in mysticism pious haste is able to provide a permanent 33% speed boost. Which is a great help when running from shrine to shrine.

You can't just say a class is only useful for one thing.
jax falcon is offline   Reply With Quote
Old Jan 07, 2008, 10:29 PM // 22:29   #42
Academy Page
 
Join Date: Jan 2008
Profession: E/
Default

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.
Solstace is offline   Reply With Quote
Old Jan 07, 2008, 11:19 PM // 23:19   #43
Furnace Stoker
 
Bobby2's Avatar
 
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
Default

But you know what's really hilarious? Seeing all those dots gathered together, thinking 'must be an MM', then Tabbing through 9+ enemy players...
Bobby2 is offline   Reply With Quote
Old Jan 30, 2008, 05:35 AM // 05:35   #44
Ascalonian Squire
 
Join Date: Jul 2007
Location: Oregon
Default

I am not saying you should avoid the shrines and try to kill everybody, I am saying that avoiding all fighting is stupid. SH + Meteor is enough for your team when it comes to capping, may as well have the other 30 skill slots not being used for capping be good for something. A cripshot ranger, some sort of a "i killed u guud" character and a monk comes to mind. Also, remember this: a good team will pretty much always stick together.
Teh Uber Pwnzer is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:35 PM // 12:35.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("