Aug 10, 2006, 12:51 PM // 12:51
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#2
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Oxford - England
Profession: R/
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If you split against a good team in Ta they will just ignore you and just destroy the rest of your team 4 on 3. Unless there is a reason for them to go for you (as they would if you split in GvG and were killing their NPC's) they will just ignore you and kill the rest of your team even faster. Team/Random arenas, like Ha is build for a strait fight (ofc excluding altar matches/relic runs in ha). Just take it as a strait fight and try to beat your opponents head on.
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Aug 10, 2006, 06:46 PM // 18:46
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#3
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Lion's Arch Merchant
Join Date: Apr 2006
Location: GvG go go!
Guild: Fail Less [noU]
Profession: R/Mo
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there is a term for you 'strategy', it's called over extending which can do many things such as force your monk to overextend to heal you, force your monk to split healing between 2 groups of your team thus adding stress to him, or it can cause you to die in such a way that will force your team to move out of position to res you if you die.
I think this style of play makes you a liability to your team.
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Aug 11, 2006, 09:49 AM // 09:49
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#4
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Frost Gate Guardian
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I dont understand - why would you actually want to seperate yourself from your team???
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Aug 12, 2006, 05:30 AM // 05:30
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#5
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Forge Runner
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IF you fought good teams they would snare and spike you down while your monk runs to save you, and then repeat on the rest of your team. The monk would then be extremely pressured and an easy target to break.
There's a reason why there's no such thing as a split team in TA.
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Aug 12, 2006, 02:40 PM // 14:40
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#6
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Frost Gate Guardian
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The only good reason i can think of to split would be in priest matches and, say, the majority of ther team was far away from the priest then you could get rid of him quickly and then stop their 2 minute res
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Aug 12, 2006, 08:06 PM // 20:06
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#7
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Forge Runner
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Quote:
Originally Posted by Miss Filth
The only good reason i can think of to split would be in priest matches and, say, the majority of ther team was far away from the priest then you could get rid of him quickly and then stop their 2 minute res
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If you can afford to send off a damage dealer, of which you usually only have one, and fight them 3v4 while he takes care of the priest... then you should be rolling them either way. IF you're an equally matched team... generally they'll just roll you 4v3 and then go take your priest out.
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Aug 14, 2006, 10:15 PM // 22:15
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#8
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Frost Gate Guardian
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There is much more important reason to splin than u named:
every 1 attacks mesmers,and since i have good melee-ranged defence,that explains pretty much
if you have 2 warriors backup...its impossible to kill them before i join group from back side,
it all also depends on route
monk heals harder,but i need no healing since as i said i got good defence,so thats actually better idea than staying in group
Purpose of doing this is : Monk mesmers and necromancers wont be in first lines ,they will always run to backside and stay unreachable
Since as mesmer i would be spell caster i dont need to run much,i can make a shortcut to blind area and cast spells from the corner,this way im unreachable for warriors,and rangers both,only hexes could be nasty
Last edited by White Head Yeti; Aug 14, 2006 at 10:17 PM // 22:17..
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Aug 14, 2006, 10:23 PM // 22:23
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#9
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Forge Runner
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Quote:
Originally Posted by White Head Yeti
There is much more important reason to splin than u named:
every 1 attacks mesmers,and since i have good melee-ranged defence,that explains pretty much
if you have 2 warriors backup...its impossible to kill them before i join group from back side,
it all also depends on route
monk heals harder,but i need no healing since as i said i got good defence,so thats actually better idea than staying in group
Purpose of doing this is : Monk mesmers and necromancers wont be in first lines ,they will always run to backside and stay unreachable
Since as mesmer i would be spell caster i dont need to run much,i can make a shortcut to blind area and cast spells from the corner,this way im unreachable for warriors,and rangers both,only hexes could be nasty
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I'm assuming your warrior/ranger defense is distortion. Distortion does nothing against the majority of snares, and what happens when people get smart and diversion your distortion or something. It's generally better to stay with the group.
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Aug 15, 2006, 01:49 AM // 01:49
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#10
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Academy Page
Join Date: May 2006
Profession: Mo/Me
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By overextending you'd just make the opposing team reorder so damage dealers face you, or they'd rush your 3man-team and destroy them as pressure on their monk would be low.
People always going for mesmers is some kind of random RA myth. Assuming such things is dangerous. You're playing against thinking human opponents, not computer AI.
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Aug 15, 2006, 03:53 AM // 03:53
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#11
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Ascalonian Squire
Join Date: May 2006
Profession: W/
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Quote:
Originally Posted by TheOneMephisto
...and what happens when people get smart and diversion your distortion or something.
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Distortion is a stance.
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Aug 15, 2006, 07:39 AM // 07:39
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#12
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Berzerk
Distortion is a stance.
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And can also be Diverted.
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Aug 15, 2006, 07:48 AM // 07:48
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#13
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Banned
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Like any other skill.
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Aug 15, 2006, 07:49 AM // 07:49
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#14
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Ascalonian Squire
Join Date: May 2006
Profession: W/
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..now I look like a dick...
Forgot I keep getting my attack skills disabled in AB by Diversion also.
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