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 Sep 26, 2006, 12:29 AM // 00:29   #1
JR
Re:tired
 
JR's Avatar
 
Join Date: Nov 2005
Profession: W/
Advertisement

Disable Ads
Default NUKE vs. KGYU Video

We had a great game against KGYU last night, tough opponents as ever. After the match had finished, I heard someone in our alliance had recorded the game.

We were running what I consider quite an interesting build incorporating quite a few the new Nightfall skills, and one whole new Nightfall class; a Paragon. As such I decided to link it here, for your viewing pleasure. It also shows a few of the more intricate split tactics on Druids isle, which should be educational to people less fammiliar with the map.

Definately a good game all round, despite an err=7 on our side a short way into the match.

Link Here

Edit: Music Version

I realise FileFront isn't always the best of hosts, but it's too big to YouTube and to be honest I like to maintain the quality.

Enjoy!

-JR

(P.S. I was "Holy Haste" in the video, having to play a PvP due to running a Nightfall Monk build.)

(P.P.S. I was not running Holy Haste.)
JR is offline   Reply With Quote
Old Sep 26, 2006, 03:04 AM // 03:04   #2
Krytan Explorer
 
Join Date: Jan 2006
Default

JR's an e-celeb. Sign my Firey Flame spitter please!

Nice match.
Blame the Monks is offline   Reply With Quote
Old Sep 26, 2006, 03:13 AM // 03:13   #3
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

I'm gonna try to get an alternate version up later with some added music. I always like music in GW videos.
Wasteland Squidget is offline   Reply With Quote
Old Sep 26, 2006, 05:49 AM // 05:49   #4
Desert Nomad
 
Bankai's Avatar
 
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
Default

Hmmmm. Link isn't working for me.
Bankai is offline   Reply With Quote
Old Sep 26, 2006, 05:52 AM // 05:52   #5
Jungle Guide
 
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
Default

I refreshed the page a few times until it worked.
Guillaume De Sonoma is offline   Reply With Quote
Old Sep 26, 2006, 06:06 AM // 06:06   #6
Wilds Pathfinder
 
Xaero Gouki Kriegor's Avatar
 
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
Default

yea same, it works, i guess ya just gotta catch it at a lucky load.
Xaero Gouki Kriegor is offline   Reply With Quote
Old Sep 26, 2006, 06:22 AM // 06:22   #7
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

We (I should say Stuey) just about finished a version with proper music. I think it's gonna be a torrent, so those having trouble getting it through Filefront can try that.
Wasteland Squidget is offline   Reply With Quote
Old Sep 26, 2006, 06:58 AM // 06:58   #8
Grindin'
 
Thom Bangalter's Avatar
 
Join Date: Dec 2005
Location: MO
Profession: E/Mo
Default

This forum is turning into a Save The Dolyaks wank-a-thon.

j/k I like videos, and we all <3 Jr. (especially when he locks something with the bulldozer in the dump pic)
Thom Bangalter is offline   Reply With Quote
Old Sep 26, 2006, 07:23 AM // 07:23   #9
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Quote:
Originally Posted by Thom Bangalter
This forum is turning into a Save The Dolyaks wank-a-thon.
I told JR that if he didn't help us convert the forum to a guild cult, I'd make him call strats from flagrunner. From there it was all too easy.
Wasteland Squidget is offline   Reply With Quote
Old Sep 26, 2006, 07:35 AM // 07:35   #10
Chasing Dragons
 
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
Default

As another PvP mod, am I required to Save The Dolyaks? Or can I continue slaughtering the hapless animals for my personal pleasure?

I always love playing with JR, mostly because I have a thing for men with accents.
dansamy is offline   Reply With Quote
Old Sep 26, 2006, 07:52 AM // 07:52   #11
Grindin'
 
Thom Bangalter's Avatar
 
Join Date: Dec 2005
Location: MO
Profession: E/Mo
Default

Quote:
Originally Posted by Wasteland Squidget
I told JR that if he didn't help us convert the forum to a guild cult, I'd make him call strats from flagrunner. From there it was all too easy.
they need to add some sort of active announcement to the gladiator's arena saying "Save The Dolyaks" is playing, and then everyone gets online and goes into observer mode when you're up and flame the other team.

Additionally, someone needs to get crackin' on NUKE T-shirts. perhaps a screen printing of your cape on the back.
Thom Bangalter is offline   Reply With Quote
Old Sep 26, 2006, 08:03 AM // 08:03   #12
Lion's Arch Merchant
 
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
Default

its to much to hope for that "trash picture" of JR-? gwg is swiftly turning into NUKEs private forums... but at least it is public

gg btw!!
sir lockt is offline   Reply With Quote
Old Sep 26, 2006, 08:43 AM // 08:43   #13
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Does anyone have questions about the match itself? Strats that were called by either team that didn't make sense, build queries, or other stuff? While it was a cool fight, a lot of the reason for posting it is helping newer players learn, as JR said on the OP.
Wasteland Squidget is offline   Reply With Quote
Old Sep 26, 2006, 02:28 PM // 14:28   #14
Desert Nomad
 
Legendary Shiz's Avatar
 
Join Date: Apr 2006
Default

Quote:
Originally Posted by Wasteland Squidget
I told JR that if he didn't help us convert the forum to a guild cult, I'd make him call strats from flagrunner. From there it was all too easy.
LOL...very nice e laugh.

My guild faced kgyu a bit ago, they know what they're doing.

I'll probably give the video a check later today, at school atm.
Legendary Shiz is offline   Reply With Quote
Old Sep 26, 2006, 04:15 PM // 16:15   #15
über těk-nĭsh'ən
 
moriz's Avatar
 
Join Date: Jan 2006
Location: Canada
Profession: R/
Default

i've watched it all the way through once. it's pretty nice, especially that final rush at the end.

i couldn't really see much in terms of strategic positioning though, except really general ones. the shift PoV means that i can never quite get a good sense of relative positioning. i'll have to watch the video again slowly to be able to really comment.
moriz is offline   Reply With Quote
Old Sep 26, 2006, 08:28 PM // 20:28   #16
Krytan Explorer
 
stueyman2099's Avatar
 
Join Date: Sep 2005
Guild: Clan W A S D [WASD]
Profession: W/E
Default

I've been having some major problems with my video editing software (really buggy for some reason, almost nothing is going right) I'll probably have the edit ready tonight.
stueyman2099 is offline   Reply With Quote
Old Sep 26, 2006, 08:51 PM // 20:51   #17
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Looking over the video, I can see that the autocamera makes it kind of hard to follow sometimes. As such, I thought I'd write some commentary which should make it a bit more comprehensible.

First off, the builds...

KGYU is running the condition pressure that has become standard for them. A bull's charge and dev hammer warrior put a lot of KD pressure on the enemy monks, while a pair of rangers spread as much degen as they can. KGYU's build is also exceptionally good at flag control, since they can send bull's charge warriors and cripshots ahead to pressure enemy flaggers. Their flagger is a water/air hybrid. Backline is pretty standard, with one boon prot (I think) and one Mo/A blessed light.

NUKE is on a build we came up with for the preview weekend which uses a lot of the new skills. Our W/A is a base ganker with "You're All Alone" and Signet of Malice (stolen from iQ) who is capable of stopping most flagrunners, forcing them to send back multiple characters. At the flagstand we had two Enraged Lunge Thumpers, a Jagged Bones minion necro, and a paragon with a mix of defensive and offensive capabilities. Most people prefer Ferocious thumpers, but with the nerf to IB we've found the fast spiking capability of Enraged Lunge is a bit more effective. The idea behind the build is similar to QQ's dual assassins - force them to send back a fair amount of defense to deal with the base ganker, then put enough pressure on at the stand to force a couple kills. Once either side has taken deaths the minions come up and start spreading bleeding everywhere, which puts heavy pressure on the other team and allows us to force them back. In the backline we have JR on a Glimmer of Light monk and Lima on a standard Mo/A Blessed Light.

As the teams meet at the flagstand, I (the base ganker) set up the vine seed and report that they have no one waiting for a second flag in the base. Ian caps at 0:36, forcing them to cap over us and run a flag, which forces their flagger to go through our base ganker. KGYU has opened with characteristic heavy pressure on our monks and at 1:15ish you can see healthbars starting to get lower. Our thumpers get out of their backline and start pressuring warriors and rangers, which allows our own backline a chance to recover.

At 1:20 you can see on the map that the gank is going well, and two of KGYU's archers are already down without resistance. KGYU recognizes this as well, and sends back Elroy through our vine seed bridge to deal with the gank. Normally the vine seed route is dangerous, but they've pushed us back enough that he can go through pretty freely. Both Elroy and their flagrunner are now in the base with me, something the autocamera spectacularly fails to show.

Meanwhile, at 1:48 Cheep Up Ok has pushed far forward to pressure Rage, who has gone for a spare flag. Our monks get back to save him easily enough, but it forces us to fall back even further. Our backline is now around the curve of Druid's Isle, and it's fortunate that we don't yet have to push another flag through their group. At 2:15 you can see both me and Fighting Polygons losing health as I duel him and Elroy in the base. The camera moves to the base just in time to see me dropping Polygons, returning their flag, and running away. If I'd had more health I wouldn't have wanted to return their flag there, but this method forces Elroy to go back if he wants to cap, allowing me a chance to heal up. I run off to Heal Sig and Elroy goes to run the flag out the vine seed bridge. I run along the wall beside him and continue to spam You're All Alone, keeping him crippled and slowing his progress. We boost as I round the corner, and I see that their backline has been pushed a bit and is well out of healing range, so I go onto the vine bridge to kill Elroy before they arrive. Stuey comes to join me just as the camera decides to watch JR's 1337 monking, but the healthbars show us getting the kill on Elroy and returning their flag yet again.

We keep the fight on the vine bridge long enough for me to push into the base again, then move back before their trapper rocks our face too much. Their backline is still off balance from all the movement and our thumpers take the opportunity to spike out their mesmer. This starts our minion army going and significantly increases our pressure. They attempt to push a flag out the vine seed again, but between minions and pets they have trouble getting through the bodyblock. I 4:45 I'm back at their base's front gate and going to gank more stuff.

At 5:44 they finally get a flag past, shortly after our second boost. We cap over them a few seconds after and the flagstand battle rages on with neither team scoring kills. Left unchecked in their base I've managed to gank all but one of the outlying archers and am working on a knight. After I finish him off I heal up, and see Elroy and Fighting Polygons coming on the map. At this point in the match Stuey error 7s, significantly reducing our pressure at the flagstand. The warrior build I'm on has limited utility at the flagstand, so I decide to try to hold flag control as long as I can and see if I can force them to send back something else. Even without Stuey we might be able to pull off a 5v8 at the flagstand, which would give us the minion pressure to steamroll into their base.

It doesn't work out. I fail to get off some healing sigs due to Elroy's distracting shot. My timer has lagged way off and I'm not sure of the game time, so I die well after res and am left as an observer for a minute and a half. Meanwhile our flag team is unable to pressure KGYU enough without the thumper, so they're quickly pushed off the stand, though we don't break yet. Meanwhile the pressure is hitting us hard at the stand, and forces us even further back. I call the retreat while our monks still have a fair bit of energy, so we manage to avoid any deaths and our flagger goes along the side of the base to cap over KGYU and prevent them boosting. A warrior and their ele go out to meet him and Rage caps, but is killed after the res time in the process. I try to push another flag out at 10:45, but get bodyblocked and pushed hard by their warriors instead. After I get free of the bodyblock I let myself get KDed and wait for Drakin to break out of Bull's Charge and into Frenzy. As soon as he does I tap Rush and head out the back, trying to get out of range before Bull's Charge comes back. I almost make it, but get KDed around the corner and die again. There isn't time to push another flag out, so KGYU is guaranteed the boost here. On the plus side, our flag attempt drew out their entire force and allowed our monks a good amount of time to regen energy.

It's clear at this stage that our only chance of winning is if we make it to VoD, but it's equally clear that we probably won't survive against 8 minutes of KGYU pressure in 8v8. Rage picks up the flag and their offense all aggros onto him, which gives me the chance to rush out past their team unhindered. I don't have a flag, but I do present enough of a threat to their base that they have to send some people back to deal with me. Rage attempts to run out again, which once again draws off their offense and relieves the pressure. At this stage we're essentially trading flagrunner DP for NPCs - while Rage will accumulate a lot of DP, we'll be able to hold at the front gate to our base and not lose too many archers or knights. Rage gets KDed at 13 minutes and killed again, but they make the mistake of sending only Elroy back to deal with me and I gank him without trouble. At 14:31 we get pushed back a bit and their warriors start taking out archers.

At 15:18 you can see that they've sent back both Elroy and Polygons to deal with me, which reduces their pressure a fair amount. I don't have a chance in hell of killing either of them, so I run in a big circle around the map to keep them drawn off as long as I can. Meanwhile, KGYU has ganked most of our archers, but the corpses fed our minion army well and they're under a suprising amount of pressure. Polygons and Elroy finally kill me at 16:49 and they both head back towards the battle. Polygons gets into Heal Party range and reduces the pressure on their team pretty quickly. Meanwhile, they've managed to drop one knight, leaving us with a single knight, an archer, and a guard.

I get up at 18 minutes and call a spike on Elroy once I've built adren, since he's still at 5% DP and has extended a bit far. Kit and I manage to drop him at 18:30, while they kill our last Knight at around the same time. With only 1 minute until VoD, we decide to rush their monks and force them to pull off our archer and bodyguard so we can avoid any last-minute deaths. We pressure Norad primarily because he has RC, which makes him the only one really vulnerable to You're All Alone. At 19:50, Kit manages to bodyblock Cheep, forcing them to spend a fair amount of energy healing him. VoD hits and they try to retreat to their NPCs, but Aestus stays behind to heal Cheep and both are killed. We push out and Norad is deep frozen, then crippled, then slain. The remains of their team pull into their NPCs, but with both monks down they have no way to defend their lord. We push through the vine bridge, going for the quick kill. They see what we're doing and go for our lord, but the match is already a lost cause as we have a headstart and a party speed buff in the form of Aria of Swiftness. Their lord is at 50% health before they reach ours, and the game ends at 21:24.
Wasteland Squidget is offline   Reply With Quote
Old Sep 27, 2006, 04:24 AM // 04:24   #18
Wilds Pathfinder
 
romO's Avatar
 
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
Default

Quote:
Originally Posted by Wasteland Squidget
In the backline we have JR on a Glimmer of Light monk
Why didn't you just bring rof and save your elite spot for something useful? Glimmer of light at 16 healing < rof at 6 prot.
romO is offline   Reply With Quote
Old Sep 27, 2006, 04:42 AM // 04:42   #19
Grindin'
 
Thom Bangalter's Avatar
 
Join Date: Dec 2005
Location: MO
Profession: E/Mo
Default

Quote:
Originally Posted by romO
Why didn't you just bring rof and save your elite spot for something useful? Glimmer of light at 16 healing < rof at 6 prot.
that's arguable. ROF can be nailed by a wand and get little return. Glimmer is raw healing. Of course, you're tommy so I'm not going to argue.

Last edited by Thom Bangalter; Sep 27, 2006 at 04:49 AM // 04:49..
Thom Bangalter is offline   Reply With Quote
Old Sep 27, 2006, 04:57 AM // 04:57   #20
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Quote:
Originally Posted by romO
Why didn't you just bring rof and save your elite spot for something useful? Glimmer of light at 16 healing < rof at 6 prot.
I'm not the monk guy in the guild, but I think it's because Glimmer of Light works better against spread damage pressure, which most teams are running. RoF only really becomes efficent if the person is still taking hits, while GoL allows you to counter degen, top people up after the warrior has switched targets, ect. RoF only really becomes efficent if it's triggering for the full damage every hit, which doesn't typically happen. RoF doesn't work really well as a primary heal when it's not supported by boon, and boon is much tougher on the energy than GoL. JR might have more to say on the subject though.
Wasteland Squidget 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 08:01 PM // 20:01.


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("