Aug 30, 2007, 05:34 AM // 05:34
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#1
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Defence against Heroway
Over the last month or so in GvG at least a dozen times we have come across very similar heroway teams typically running 3 * thumpers, and one other real player, the rest are heros, Tainted Flesh, and a couple of minion master heros with death nova etc.
We typically run 2 * Warrior, Dom Mes, Blindbot, Cripshot Ranger, Lod/Infuse, RC Monk, and an E/Mo runner.
Overall we seem to get rolled a lot by that type of heroway build and I am looking for suggestions on how to play against them.
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Aug 30, 2007, 06:24 AM // 06:24
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#2
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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split.
send both warriors and runner to their base, and start clearing it. if they send a monk back kill him. if they send a monk and a rit back, try to kill them both. if you don't succeed in about 30-45 seconds at doing in pressure to them, send both warriors and the runner back to collapse. try to keep the flag in play as much as possible during the collapses and when you split. I assume the hard rez is on the mesmer, your monks simply have to keep up npcs and themselves as much as possible while you wreck their base. its just movement control, and once you get it down against this team you'll probably have a greater understanding of how and when to split against other teams, and more importantly, when to collapse.
crip shot and mes need to play very, very defensively. mesmer should work on their midline (death necro specifically) and hard rez when a monk drops. crip shot should be rotating between barbs guy and cripping the thumpers. if at any point the ranger can get the flag out he needs to do so, to prevent them from boosting and forcing their reactive split to make a hard decision: flag or give up the entire base. since they will always choose to defend the base, it gives your team time to get sigs back on both the split and on your ranger. if your split team is making minimal progress send the ranger to cap and then help on the split as well, although hopefully you have a hammer warrior so you can wipe the monk fast. after you've wiped the monk and the guard, start dps'ing the lord until they full collapse, the monk shrine rezzes, or you win the game.
priority for npcs is knights then lord. the first archer on burning is pretty handy to kill asap as well. you can run past sentinels with sor/armor of mist rather easily.
You can send one warrior and the runner at first, until they respond to the split, at which point your second warrior needs to split as well. You should also split as soon as possible, by killing the sentinels as fast as you can (as these teams always seem to be on burning isle).
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Aug 30, 2007, 07:32 AM // 07:32
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#3
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Thanks for the tips, there is some good ideas there.
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Sep 02, 2007, 04:19 PM // 16:19
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#4
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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If you're unlucky to have a Nomad's guild hall (like my guild) you can only dream of a split. They'll be in your base before you notice it's heroway, and if you split they'll mow through your base faster than you through theirs, and your defense team wont do much against thumpers and minions and pets and all that crap. Good luck.
ps: Thom, the battle is over before one manages to execute those plans of yours OK maybe it's because my guild isnt in top50, but still.
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Sep 02, 2007, 06:25 PM // 18:25
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#5
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Krytan Explorer
Join Date: May 2006
Guild: Final Uprising [fupr]
Profession: Mo/
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Quote:
Originally Posted by Servant of Kali
If you're unlucky to have a Nomad's guild hall (like my guild) you can only dream of a split. They'll be in your base before you notice it's heroway, and if you split they'll mow through your base faster than you through theirs, and your defense team wont do much against thumpers and minions and pets and all that crap. Good luck.
ps: Thom, the battle is over before one manages to execute those plans of yours OK maybe it's because my guild isnt in top50, but still.
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If they're going through the teles to your base, you just split whatever you want through their front door, kill the first archer, then kill the turtle. I can't see how all your offence can't kill that faster than they can kill that + 3 npcs + your defence. Have some awareness and hit anything that they send back before it gets into the turtle. If they come through the front, you have even longer to delay them and your split can do the work. It's easier said than done, but nomads isn't the worst map to face them on because more often than not they won't bother collapsing on you.
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Sep 03, 2007, 04:17 PM // 16:17
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#6
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Ascalonian Squire
Join Date: Jun 2005
Guild: Ostatnie Tchnienie [zgon]
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1) put flag into flagstand immediately
2) mesmer and ranger should shutdown their necro tainted (do not allow him create minions and catch tainted on diversion, warning: he may have hex breaker) and ss necro (or you may shutdown one and spike all time second)
3) kill minions which are without death nova, if olias creates too many of them, you will have big problems with targetting and body blocks
4) if 4 hero you may split at start (if 6 or 7 people and 1 or 2 hero, they can defend very well against your split, you probably will send warrior and ranger on split, they will send healer and ss necro to defend base)
Last edited by czart; Sep 03, 2007 at 04:28 PM // 16:28..
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