Why do you see damage dealer on kurzicks side in FA
imho, isnt the kurzicks suppose to defend the gate??? The team should be all support healer and protector so that no one can break into the gate with any force they possess. Isnt this the point of the match? Yet, everytime I bond in FA it seem like i'm the only one doing any protections. It is sad that people don't realize that their damage output in FA on kurzick side is irrelevant as 4 luxon warrior can take any player down in seconds before you can do any realy damage, and seige turtle will destroy your group in matter of 1 shot.
I urge people to monk on kurzick side, as like i did. Or play support roles inside of taking an ele trying to kill people or assassins who charge into his death. I really enjoyed one match I played 1 month ago, There were 5, YES, 5 monks on our team, 1 Rt lord, man those pathetic luxon cant even break the outer gate, it was halirious. Well, you know, when people cant even break into the gate they get frustrated, yeah.....and the match turned into a insult and flame contest after 75%.
Because most noobs get bored if they can't score kills. Why do you think people waste their time on crap like Stoneflesh/MR tanks for several minutes on end when they have no enchant removal? Because killing stuff adds critical e-peen inches. Failing to kill stuff subtracts them. Obviously.
People tend to get the objectives of Aspenwood backwards regardless. Constant amber running is more important than gate holding. The warrior pack is more important than the turtle. Et cetera.
They have to have someone go get the amber and cap the mines to build the weapon. The Kurzick objective isn't entirely defensive. While running amber isn't required, it speeds the process of the weapon's completion.
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Former Gladiator's Arena Moderator. Retired. Awaiting GW2.
Because you got to kill the mine NPCs somehow. Personally I have found being aggressive and running the Amber has been far better than sitting back trying to keep the gates up.
heres the deal. the gods vengeance increases slowly even if no amber is being run. If you have 6 bonders, one for each npc at the front gates, you wont lose. Amber running is somehat needed, but if you care so much about that just play a cripshot/ apply with run skills.
as far as luxons go... they are the damage side of everything in FA. the ground rule is to always have a few enchant rips incase they do have a bonder, or just lay NR next to the gate.
They have to have someone go get the amber and cap the mines to build the weapon. The Kurzick objective isn't entirely defensive. While running amber isn't required, it speeds the process of the weapon's completion.
That isn't why you run amber. You run amber to repair the gates behind the turtle squad, because most Luxon players run terrible builds that can't solo the gate NPCs. So basically they run up, get slammed with ob flame, and then come back and do it again, because without the turtle (which is still alive and on the OTHER side of the gate), they can't get through, and have to wait for the squad to get wiped out before they can continue.
Capping the mines also means they respawn further away.
And no, don't drop NR against bonders, drop Primal Echoes. It has the same effect on the bonder (because it essentially makes Blessed Signet worthless), while being less likely to screw over your teammates as well. Having your teammates able to dump hexes all over the monk behind the gate is GOOD.
That isn't why you run amber. You run amber to repair the gates behind the turtle squad, because most Luxon players run terrible builds that can't solo the gate NPCs. So basically they run up, get slammed with ob flame, and then come back and do it again, because without the turtle (which is still alive and on the OTHER side of the gate), they can't get through, and have to wait for the squad to get wiped out before they can continue.
Capping the mines also means they respawn further away.
And no, don't drop NR against bonders, drop Primal Echoes. It has the same effect on the bonder (because it essentially makes Blessed Signet worthless), while being less likely to screw over your teammates as well. Having your teammates able to dump hexes all over the monk behind the gate is GOOD.
Its FA, NR is better. see with the bonder having around 4 enchants, there wont be an otion to drop the energy down with echoes. assuming you came with the rest of the luxon possie, then that bonder will have a fun time sitting back and laughing as essence bond does his job for him. echoes only kills blessed sig, which is easily given up as long as the target is pressured. if Nr is dropped, however, that monk just got hit with the ability to upkeep only 2 enchants without fear of them dropping.
To amke things really easy.... just bring profane and say screw spirits. you only need 1 corpse.
Its FA, NR is better. see with the bonder having around 4 enchants, there wont be an otion to drop the energy down with echoes. assuming you came with the rest of the luxon possie, then that bonder will have a fun time sitting back and laughing as essence bond does his job for him. echoes only kills blessed sig, which is easily given up as long as the target is pressured. if Nr is dropped, however, that monk just got hit with the ability to upkeep only 2 enchants without fear of them dropping.
To amke things really easy.... just bring profane and say screw spirits. you only need 1 corpse.
They're rarely maintaining 4, most don't even bring life barrier. Echoes will shut down their only method of gaining energy aside from Essence Bond, and so will NR. Going into -1 pip of degen isn't really any different than losing 1 energy from Blessed Signet, or even 4 with some builds. You don't deplete their energy with the spirit, you deplete their energy by forcing them to cast Protective Spirit repeatedly with no way to support that kind of upkeep.
Bonders can work through NR by using nothing but PS and signet of devotion. PE prevents that from being an option. If you REALLY want to screw them of course, just bring NR if PE doesn't drop it by itself. I always consider NR a last resort, because in a map where you need offense, making people take 4+ seconds to cast hexes does not bode well for yours.
heres the deal. the gods vengeance increases slowly even if no amber is being run. If you have 6 bonders, one for each npc at the front gates, you wont lose. Amber running is somehat needed, but if you care so much about that just play a cripshot/ apply with run skills.
as far as luxons go... they are the damage side of everything in FA. the ground rule is to always have a few enchant rips incase they do have a bonder, or just lay NR next to the gate.
I have lost with a 6 monk team. Well of Profane FTW! By running the amber you accomplish two functions.
1. You repair the gates making it harder for the other side to get in
2. You cause the Luxons to spawn much futher away.
Both slows them down. Also anything you kill while you are out there the better. It is hard to bond the gate when you are getting spammed with diversion or other nice little mesmer skills. A Bonder should help, but not be the key feature. Not just that you need two bonders to really be effective.
One reason is not every1 likes playing a monk :P or is good at it . (Gee do ppl still run bonders in FA? I haven't seen one there for ages).
I'm not a big fan of the strategy of sitting there and holding the gates. It might work over a couple of games, but ppl adapt pretty quickly. Even if the Kurzick played a team of 8 monks, I doubt they could hold back a team of say 8 mesmers, or a mix of necros, eles and mesmers, especially if they tailored their builds for Kurzicks playing all defence. Knowing the other team's strategy is a huge advantage.
With offence on the Kurzick side you can still hold back their offence by meeting it with offence rather than defence, and it gives you the option of capturing the mines and harrying their backline.
I used to run a stance tank soley for the purpose of distracting the groups of Luxon Warriors. There's more than one way to delay an assualt other than just heal/prot.
If you have too many monks you won't have anything to hold the offense in check, meaning that if they do get past a gate that gate is lost forever.
Also if the metagame becomes so that there are alot of monks on kurzick side you will see alot more people running well of profane, expunge enchantments/shadow shroud/deep wound on the luxon side.
I usually play on the luxon side when I join here, and having an offense really helps the kurzicks because when they have the mines things just go so much slower for the luxons.
And above dude is right, a stance tank taking the aggro from warriors and turtles and slowing them down is very effective.
Well of profane is the best anti bond strategy so far, it would requir brute force heal ( which is done easily with 3+ monk at green gate)
NR is useless if enemy team has 2 monk, (1 monk bond and run far back to be out of range of the spirit and heal the second healer in back line. The second monk jsut need dwaynes few second. Heck you can even bond the second monk who is healling ele, creating chain of bond. NR only effect bonder, not npc that is bonded.)
Instant Enchant removal is useless unless you time right before turtle shot, one monk specialize at rebond, the other one do keep PS up constantly if removed.
Yesterday I was in a team with 3 monks, we defend the gate againist NR and well of profane and won. (the other team was very balanced, 2 monk, 1 mm and ele and warriors, it was close call as they finally schronized the attack and broke the gate in the last second)
The point is, if you have 5 or 6 monk even brute force heal will keep one guy up alive................