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Old Sep 03, 2007, 10:14 AM // 10:14   #1
Frost Gate Guardian
 
Join Date: May 2006
Location: Belgium
Guild: I Have A Cunning Plan
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Default Guide into Advanced Flagrunning

I wrote a guide for my guildies today, to give them some insights about flagrunning and because i'm such a nice guy ( ) i'm willing to share it with you guys. Please try to avoid any flame, tho comments are very welcome.



Guide into Advanced Flagrunning By moo ^_^



This guide is writen to give you a better insight in the job of a Flag Runner in Guild versus Guild. The whole guide is writen by using my personal Running experience and isn't only ment for people who wish to run flags themselves. Knowing what a flag runner does will give you a greater insight on the 'big picture' during gvg's so take a few minutes to read this. Before getting into all the nasty details of flagrunning, let's go over the basics, shall we?

1) Flag....what?
Flag running is the task of running a flag to a specified location (usually the flag stand) in a PvP situation.
In GvG, this is done to help secure morale boosts for your team, while preventing the opposing team from gaining morale boosts in the process. Typically one player is dedicated to that role. Most flag runners carry speed boosts, which are used to both escape from enemies as well as running the flag faster as flags cause a 33% reduction in movement speed.
-GuildWiki.

When it comes to underestimation in Guild Wars, flagger is considered to be in the top 3. Altho it seems like a brainless point-to-point running to loads of pvpers, flagrunning and/or morale boost are seen as breakpoints during any close called GvG match or can even completly turn the tide in a lost situation. Thanks to Anet for updating the GW-Ladder (no more resets), a lot of top-teams as vD play a strategy called Powerplay, where they overrun the enemy completly, forcing them back into their base and holding them there. During such extensive pressure on the other team, it is very likely to lose some players. Where most teams try to avoid that, powerplay is considered to be the extreme opposite. Teams playing the powerplay strategy are not afraid of actually losing players reaching their ultimate goal (holding the enemy into their base, with or without any kind of pincermove). So, why are they not worried about losing players? Flagrunning. Teams who are able to push the enemy back into their base get a constant flow of morale boosts to cover up their loses. Being able to plant the flag against a team playing powerplay, can win you the match.

2) Flag Running Components
Please note that a flagrunner must not have all points listed below, but, the more you have, the more versatile and stronger you will be.
  • Long range defensive skills such as Extinguish, Heal Party, or Light of Deliverance.
  • Speed boosts. Storm Djinn's Haste is the current metagame's run buff of choice. Other interesting speed boosts are Flame Djinn's haste, Pious Haste (Enchant removal !), Armor of Mist, Windborne Speed, Dash.
  • Skills to shed conditions. Mending Touch is a good example. This is vital due to the extreme power of rangers applying conditions in 1v1 situations and does wonders against You're All Alone warriors. Other interesting condition removal: Mend Condition, Dismiss Condition, Purge Condition, Purge Signet, Mend Body and Soul, Weapon of Remedy, altho Mending Touch is a Must Have in most cases.
  • Self healing. Mainly used: Shield of Regeneration, Zealous Benediction, Weapon of Remedy
  • Ability to heal NPC's being targetted by enemy ganks.
  • Usefulness when with the rest of your team. This can be additional healing, damage or support.
  • A snare, knockdown, and/or blind for self-defense against a ganker. When not using any of those; a higher self defence can be gained by using dodge/block stances and/or enchants.
  • General utility in 1v1 situations. It's not the kill that matters, it's what the enemy can't kill.

3) Flag Running Duties

** The most important duty of a flagrunner is to go back and forth, bringing the flag to the flagstand, capping and going and get the next one.
When running the flag try to do this in the fastest and most effecient way possible. When trying to do this, this will require you to take certain risks while running. Taking risks is not a bad thing as long as you are aware of the dangers that taking those risks may involve. Informing the rest of the team of what you are planning to do will greatly increase the chance of you actually surviving while taking risks.
Make sure you can handle any problems you may encounter while running and/or taking risks. Going in safe WILL save u. A good example of a common risk and/or danger while flagrunning can be found on Imperial Isle. Let's take a closer look.



As you can see in the picture above we are looking at the job of the red flagrunner. The red route from base - flag respawn point is the safest route you will be running this match. Call your girlfriend, chat up a little on MSN or Yahoo, there are no risks while taking this route. From the moment you pick up the flag, you will be faced with a dilemma. You can follow 3 paths to the flagstand to meet up with the rest of your team. I advise you on taking route 2 here. It's very clear that route 2 is a longer route then route 1, but take into consideration that the match just started and lots of teams tend to try and catch the flagger from the start using the teleports. Dying from the start would place you and your team in a very tight position so let's play safe, shall we?

After capping the first flag you will be faced with the same dilemma again. Route one is considered to be the shortest route to run and will be used by most teams for the rest of the match. Tho, this route is by far the most dangerous. As a runner you are exposed to the other team while taking this route and mostly out of range of your backline monks while doing so. Inform your team before taking this route. By now you should have had enough time to analyse the other team. If the other team has a lethal spike or if they are able to chain a nasty snare you might want to consider taking route 2. Altho this route is longer, you are safe of enemy pressure, spike and snares and by doing so u may actually be able to run the flag faster, even when taking a longer route. To be complete, let's take a look at route 3. Route 3 is the most 'sexy' way of running the flag. By using the teleporters you might be able to escape the other team their spike and/or snares. Tho, don't bother trying this route over and over again, it will become a disadvantage when used too often.
Note: When your team is able to play agressively and push your team's backline on the opposing side of the flagstand, always run route 1. But even then, always inform your team's monks when you move in to plant the flag.

** Inform the team of your presence at the flag stand, participate in spikes or other offensive endeavors, and help defend your backline (e.g. blind warriors).

** Safely pass off the flag to an ally for double running in situations where either the flag runner may not be able to safely run it in himself (e.g. if the runner has accumulated death penalty) or the team is behind on flags.
Passing on the flag can save you and your team some precious time. When playing on Burning Isle, passing on your flag to a Melandru dervish works wonders. Also when playing VoD and the opposing team has their archers lined up at the flag stand, consider giving the flag to a higher armored target to make the actual cap. A melandru dervish is again the excellent man for this job.

** Counter the enemy's gank squad while making sure to inform your team of their progress.
As a flagrunner your job is more then just run flags, you are also an explorer and constant flow of information to your team at the middle. When facing an enemy gank it is very likely for the flagrunner to stay back and keep as much as possible alive in the base. The choice for the flagrunner to stay back implies that:
  • Some else will have to take over the flag, and if needed the flag running and as a followup to that, the pressure of your team in the middle will decrease. A good call of the main strategy caller is needed here to counter mismatches caused by switching flagrunners.
  • As a flagrunner you might not be able to hold the gank off. Don't be a hero and call for help. It's better to let an NPC die, then to die yourself.

** Capture other map-related points (Health Shrines, Catapults and Repair Kits, and Additional Flag Stands).
Capturing other map-related points can be quite an advantage for your team, tho you must always keep in mind that running the flag to the flagstand is the main priority. While trying to take another point on the map, you can either ask someone else to run the flag while u do so or wait untill u have a clear advantage to safely do this. When caping a health shrine try taking the thief with you. He will save you some precious seconds.

** Provide long-range support with whatever skills are on their bar. Using Heal Party and/or Extinguish is particularly important against pressure builds since these skills are very efficient at reducing pressure.

** Be able to fit in the main team and cooperate with them.
Altho this will not seem to happen very often, when your team has a hard time giving head to enemy pressure, the strategycaller may want to decide to keep the flagrunner at the middle and giving someone else of the team his job. This is mostly done versus pressure teams. Make sure you are used to the life in the main team and be aware of problems the enemy team may cause to you and your team giving you the opportunity to play at the main team like you've been there from the start. Analysing the other team while running flags will greatly aid you and your team here.

4) Flag Runner tips
  • Call out when you're approaching the stand with the flag. Your monks should cast Protection type skills on you so you don't get spiked. If the Tower Flag Stand is away from the center team, you might need to call for a teammate to escort you.
  • When calling out for help, being specific is usually the most efficient way to communicate things. Asking specific players to come to your aid ensures there is no confusion and keeps you moving faster.
  • Flag runners are commonly the victims of a body block to force a morale boost. Flag runners should always be mindful of the positioning of opponents and terrain obstacles before moving toward the flagstand. Be careful of running against or too close to walls.
  • Flag runners should be keenly aware of how pathing and character movement work so they do not regularly waste time or get body blocked. Knowing when to use the mouse and when to use the keyboard is important.
  • Remember to type /stuck to prevent desynch (also known as 'Rubberbanding')
  • Practicing routines on specific maps can lead to significant improvement; flag runners should be thoroughly familiar with the details of every map. For example, on maps such as Uncharted Isle, practicing an efficient routine can allow the flag runner to run back into the base, grab the flag, and get out before the gate closes, saving several seconds each run and giving him extra time at the stand to help with spikes.
  • Practicing one-on-one scenarios with your flag runner can significantly reduce the amount of attention and resources your team has to spend on them during actual matches. A common drill is to practice how long the flag runner can run in circles with the flag while a common ganking opponent (e.g. a warrior or assassin) is chasing them, which emphasizes the ability to stay cool under pressure for long periods and keep the flag moving.
  • Make sure you have bound the 'Pick up item'-key on a near, fast and easy to reach position on your keyboard or mouse. It will not only help you on picking up flags and selecting the flagstand, when used in combination with the 'Do it'-key Guild Wars will take the closest route for you to the flag/flagstand. Be cautious not to space out while doing this, you should use your free time to analyse the opposing team. Also note that this automatic route function still contains some bugs and makes you an easy bodyblock-target.

And to end with something more light; a Healbot Blues Comic.

http://www.crithitcomics.com/clumsy.htm

5) Licks and Thank You's.
Thanks for taking the time to read this. I hope you actually learned some new stuff while doing so.
Also thanks to Team 42 for giving me the trust to run their flags. (because they are all too lame to do it themselves).
Always keep in mind that a Flagrunner works best if he plays by using his head and his experience. Communication with the rest of the team is the key to succes!
Good Luck.


Writen by moo. Main Flag Runner of The Answer is Forty Two GvG Guild [XLII]. Flag Running experience +-1 year.
Writen: 03/09/07
Contact: Ingame Name:
Its Mr Moo For U
Sources used:
- GuildWiki: http://wiki.guildwars.com/wiki/
- Guild WarsTM Game
- Healbot Blues: http://www.crithitcomics.com/healmain.htm

Last edited by Escape; Sep 03, 2007 at 11:33 AM // 11:33..
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Old Sep 03, 2007, 12:47 PM // 12:47   #2
Frost Gate Guardian
 
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Ok 1) a monk flag runner automatically makes you gay.
2) how many flag runners use HP, LoD or Extinguish??
3) bodyblocking calls for flaggers to ask for a flag-swap... not type /stuck
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Old Sep 03, 2007, 02:42 PM // 14:42   #3
Frost Gate Guardian
 
Join Date: May 2006
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Guild: I Have A Cunning Plan
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Quote:
Originally Posted by lordelg
Ok 1) a monk flag runner automatically makes you gay.
2) how many flag runners use HP, LoD or Extinguish??
3) bodyblocking calls for flaggers to ask for a flag-swap... not type /stuck
1) zb is still used; like it or not; (and i asked not to flame, still, u do.)
2) hp and lod runners are getting into fasion again lately
3) i know, but i'm pointing out that stuck is a good way to be sure that u're actually not rubberbanding. a decent flagger shouldn't get bb in the first place, and if it does happens, YES, then a flag-swap is indeed the solution.

pls note that i'm just stating EXAMPLES. if you want to write down every possible thing u might bump into, please, be my guest. i would be very happy to add it to the rest

and if you aren't willing to do so, please, be quiet

Last edited by Escape; Sep 03, 2007 at 02:48 PM // 14:48..
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Old Sep 03, 2007, 02:59 PM // 14:59   #4
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Some of the stuff is out of date, some of it is plain wrong (mend condition on a runner?), but the general gist is there and decent for someone wanting to start getting into running. You might want to put more emphasis on skirmishes and the runner's role in splits, because keeping things alive on both offensive and defensive splits is a vital role.

And a decent runner will still get bodyblocked against a good coordinated team.

You might also want to emphasize the point of getting ahead on flags. You don't get ahead on flags just for getting ahead on flags, you do it because you're either going to push up on the opposing flagger soon or so that you can force an 8v7 situation at the flagstand, giving you extra defense and offense so that you can make strong pushes. If you aren't going to use your flag advantage, there's no point in getting it.
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Old Sep 03, 2007, 03:49 PM // 15:49   #5
Jungle Guide
 
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WTB Input from Thom
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Old Sep 03, 2007, 04:16 PM // 16:16   #6
Frost Gate Guardian
 
Join Date: May 2006
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Quote:
Originally Posted by TheOneMephisto
Some of the stuff is out of date, some of it is plain wrong (mend condition on a runner?), but the general gist is there and decent for someone wanting to start getting into running. You might want to put more emphasis on skirmishes and the runner's role in splits, because keeping things alive on both offensive and defensive splits is a vital role.

And a decent runner will still get bodyblocked against a good coordinated team.

You might also want to emphasize the point of getting ahead on flags. You don't get ahead on flags just for getting ahead on flags, you do it because you're either going to push up on the opposing flagger soon or so that you can force an 8v7 situation at the flagstand, giving you extra defense and offense so that you can make strong pushes. If you aren't going to use your flag advantage, there's no point in getting it.
thanks for your comments, without any flame, just how i like m
tho, i know most of the stuff you are actually mentioning, but i'm trying to give a global view to ppl who actually want to flag in gvg. and things like getting ahead on flags is indeed very true, but it's not the flaggers job to actually go and do that, it's the strategy caller his job to make those calls. I could add it to the whole guide as some extra stuff, but it just doesn't implies to the flagger himself anymore.

and to react to the mend condition, i'm not saying it's actually getting used, i'm just giving some conditionremovals; next to the recommended one.

anyhow, thx for your input
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Old Sep 04, 2007, 07:58 AM // 07:58   #7
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Quote:
Originally Posted by lordelg
Ok 1) a monk flag runner automatically makes you gay.
2) how many flag runners use HP, LoD or Extinguish??
3) bodyblocking calls for flaggers to ask for a flag-swap... not type /stuck
1) very true. Rit runners are the bomb though, because weapon of remedy is insane pressure.
2) none. NPC protection has become more valuable thanks to LoD and sins being more commonplace; an lod or a prod/hp is going to have significant trouble keeping the base up. Also, I'd rather have ice prison as opposed to extinguish.
3) depends on the situation. if you can get through by /stuck and mouse clicking go for it, people are slow to respond to the flag swap. I think its more important to recongize getting desynced than most people understand.

also, you didn't mention the battle lion flagger that pushes through their entire team and snares the flagger at the base, securing a boost. Other than that though, I can't think of anything I would add, other than stressing the importance of knowing the maps really, really well, and why mouse clicking is often advantageous.

Ensign's a better flagger than I am though, I die a lot because I play agressively, so his response would probably be more useful unless you want to play flagger like Kry would.

EDIT: oh, I completely forgot. The most important thing a flagger needs to know is when to run, and when to support. If your team is under next to no pressure, you're better off running. If the team needs some help stabilizing I'll stick around for 30 seconds and dump my energy pool trying to stabilize the teams and let the monks regen their energy a bit so that we, you know, don't die and have to turtle in lord room. Additionally, when on water ele (probably the benchmark of flag running for the past 9 months) You should also stay if you're up on flags in order to push their flagger and force a boost. getting sigs back is incredibly useful and really, is the only reason dedicated flaggers exist (at least at the most basic level).

and no, its not the caller's job to get ahead on flags, that is 100% on the runner's job to do so if able.

Last edited by Thom Bangalter; Sep 04, 2007 at 08:07 AM // 08:07..
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Old Sep 04, 2007, 09:45 AM // 09:45   #8
Frost Gate Guardian
 
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Quote:
Originally Posted by Thom Bangalter
and no, its not the caller's job to get ahead on flags, that is 100% on the runner's job to do so if able.
thx for this very interesting reply, tho, with cripshot getting back into fasion, the elesnare & cripshot is almost a certain morale boost forcer when ure able to get the flagger alone.
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Old Sep 04, 2007, 04:03 PM // 16:03   #9
Wilds Pathfinder
 
Join Date: Jul 2005
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Really, running flags aren't that complicated as this long guide leads you to believe.

There are 2 modes to flagging: Fed-ex, and don't suck.

Fed-ex mode means trying to stick the flag into the stand. Sure, people will try to bodyblock you, snare you, whatever. Just tell your team you're coming in, and as long as your team isn't retarded, you shouldn't have to do much other than the occassional self-prot/vaudeville anti-desync act.

The other mode is activated when you are called to perform your auxillary role, such as responding to a split, pushing the enemy flagger, or assisting the team. In which case, don't suck, and you'll be fine.

Of course, you have to make the decision on when to toggle between the two modes.
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