Dec 14, 2006, 11:42 AM // 11:42
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#21
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Interesting, but i didnt notice the spores on flag stand, but a bit behind on the bridge? So technically, a team which positions monks on the flag stand, and melee more forward, would be able to use spores more in the advantage?
What i mean is, i dont like random factor either which is why i always preferred chess over card games. But here it's not-so-random? In a way that one could abuse it.
btw is it difficult to counter a split here.. let's say if your team is running a build which can split, but isnt as effective on a split so technically you'd want to keep battles 8v8 7v7, but avoiding Burning Isle or Jade map because you're not spiking, and want to be able to split effectively against spike.
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Dec 14, 2006, 12:25 PM // 12:25
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#22
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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My suggestions would be go to Lions Arch, Kaineng City, or the place for Nightfall and then pick just to learn them and then make your build either if its split gank or whatever.
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Dec 14, 2006, 12:49 PM // 12:49
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#23
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Banned
Join Date: Oct 2006
Profession: Me/Mo
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okay so this is moving a bit off topic but it is still about ghs..
the stone spore effect starts just below the stairs of the flag stand...in this map u either got to have excellent postitioning or run a 4v4 split there isnt enough room for the monks to stay out of teh spore and still keep in backline. This is a very splitable map, u can even overwhelm the middle doing a suprise tactic such as the uncharted isle but better...there is a gate to the middle if u have another 4 team it can rush through the gate and take the main enemy team by suprise and gives more room for ur ppl this goes for the opponent as well. But again this is a gank map the rivers should tell u straight away with enchant bonus durations...eg feigned nuetrality, shadow refuge last longer if ur in the river therefore giving ur more health back allowing u to gank more often...(and use less energy..this doesnt take in account of another player shattering ur enchant)
and kali if u moved ur monks more forward on a 8v8 situation then ur at the mercy of the whole team because they will most definetely move forward as well, and this makes it very hard to kite...u cant kite back to the npcs because of spores and if u kite sideways u will still be attacked as the sideway corridor doesnt go very far...this also means SF will wreak havoc on this map...so ur build needs to be HUGE pressure to gain the upperhand and good monks..
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Dec 14, 2006, 09:54 PM // 21:54
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#24
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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I was hoping to have to defend my statement - apparently that's not the case . One thing that hasn't been mentioned, the spore's tend to drop in 30 second intervals so if you know when they are gonna drop (or pop -whatever it is they do) you can use this to your advantage.
Personally like the catapults - the semi randomness of the map is what really annoys me. The way I see it is stick to a map you can controll completley - that way people can't blame it on a lucky catapult or unlucky spore drop.
Oh and so this is more constructive to the OP:
Druids seems to be a good choice as others have mentioned, however I think I'd say Isle of Solitude is a very close second.
Last edited by Parkerbsb; Dec 14, 2006 at 10:09 PM // 22:09..
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Dec 19, 2006, 10:08 PM // 22:08
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#25
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Ascalonian Squire
Join Date: Apr 2006
Guild: White Mantle [wM]
Profession: W/
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For a newly starting guild I don't suggest using a gank in your build until you have more experience at the flag stand 8v8 and what it takes to push the enemy team back or what it takes to hold the stand.
I say this only because my old guild (r100-200 two ladders ago) fell apart and my friend from it had some friends in a different guild that was newer to gvg. We both joined and were helping them get into the flow of what it takes to be a decent pvp guild. The both of us liked split builds and gank and what not so we wrote up multiple good builds w/ an assassin ganker and we weren't very successful b/c the inexperience of the other players and the ganker led to a lot losses due mostly to inexperience of how to use a gank/split build. We found ourselves turtle-ing most of the time because the other team had the numbers advantage at the stand. Then after they rolled us they would just send 1 or 2 back and stop our gank and from there we lost.
We then switched to more upfront 8v8 flag stand builds with the option for a strong split, we had much more success and working from there the guild has gotten a lot better.
And as for guild hall I think Hunter's Isle is a good first guild because the home side has a path directly for the front door to the back door of the guild hall which can help you defend your base against splits/ganks.
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Dec 19, 2006, 11:57 PM // 23:57
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#26
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by rustysilver
And as for guild hall I think Hunter's Isle is a good first guild because the home side has a path directly for the front door to the back door of the guild hall which can help you defend your base against splits/ganks.
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I view this path as a disadvantage for the home team. Gankers can use it against your team just as easily as you can against them. In addition, in the event that the other team forces you into a position where your team decides to turtle your base (such a decision usually means you've lost but not always) then this path is clearly to the advantage of your opposition as they can respond quicker if you decide to send a team out the side door.
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Dec 20, 2006, 09:42 AM // 09:42
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#27
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Just as a note- Since our guild used to use the Wheeping stone, there's a thread in our guild forum somewhere about the spores. The spores are NOT random, they're all timed.
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