Jul 28, 2006, 02:14 PM // 14:14
|
#1
|
Ascalonian Squire
Join Date: Mar 2006
Guild: Fugitives of Kurzick
Profession: W/
|
Flagstand NPCs in GvG
Lately my guild spends more time debating GvG mechanics instead of GvG'ng and the subject of killing NPCs came up.
We were in a pretty tight match the other night, with the other team having a slight DP advantage, because of killing overextended warriors. The advantage was slight, maybe 15dp on a couple of warriors.
We were fighting on warrior's isle and had them `pushed' most of the match. That is, we (front-line) were on `their' side of the flagstand. Our frontline was positioned roughly between the flagstand and the first NPC.
Anyway, we had drawn out two of their footmen. We killed them, and I pressed the issue that we should kill them because the match appeared to be going to VoD.
The subject of kiling footmen came up later in our forums. I think that if you fish out the footmen, they are just as much an opportune spike target as an actual person. The opposing view is that you let the footman run loose and spike real people.
I think killing NPCs gives you a good tactical advantage, because it allows you to keep the pressure going on their side of the map. And if you go to VoD, it gives you a slight advantage. The advantage is huge, if it allows you to capture the trebuchet when the henchies begin their VoD march.
Opinions?
ju
|
|
|
Jul 28, 2006, 02:31 PM // 14:31
|
#2
|
Re:tired
Join Date: Nov 2005
Profession: W/
|
If you were only just pushing a team back, then it sounds like it was a fairly evenly matched game. In which case pushing up to the point where you agro Footmen can add just enough pressure for the other team to break your offense. They are pretty easy to kill and you made the right decision in doing so, partly because the game appeared to be going to VoD, but mostly because of the pressure they add to your Monks.
|
|
|
Jul 28, 2006, 06:23 PM // 18:23
|
#3
|
Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
|
IMHO killing front gate NPCs is an important thing to get done as quickly as possible.
These guys are really useful to fall back into when you are under pressure, or while you wait for someone to auto rez. They are also quite a nice shiled for teams splitting off to attack the other side's back gate. You cant follow that attack squad without passing through these NPCs, one of whom has pindown.
personally, as soon as the battle reaches the point where these guys get aggroed, and you have the other team under pressure, I will always kill these NPcs as a priority
|
|
|
Jul 28, 2006, 06:30 PM // 18:30
|
#4
|
Academy Page
Join Date: Apr 2006
Guild: Plz Check Your Connection [Err7]
|
When you reach those npcs, kill them and let the warriors build up their adrenaline on them before spiking another target.
|
|
|
Jul 28, 2006, 08:34 PM // 20:34
|
#5
|
Lion's Arch Merchant
Join Date: May 2005
Location: Maryland
Profession: Mo/
|
Healing NPCs who aren't listed in your party window isn't that easy... thus, killing the NPCs should be able to be accomplished without much difficulty, and will reduce the amount of damage you take as you continue to pressure into the opposing teams base. I can't see much reason not to kill those NPCs as quickly as possible.
|
|
|
Jul 29, 2006, 07:34 AM // 07:34
|
#6
|
Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
|
I must agree with above... NPCs in war island are extremely strategic. They can be used in numerous ways. As a monk I will do my best to keep them alive, for an early NPCs disadvantage there can be destastrous later.
Of cours during VoD this are the first NPCs engaging in battle, but also for tactical movement they are awesome.
We ran several splits on war island and as the defensive monk I often camped with my team at the NPCs. You can hold out there a long time, even if they decide to press on with a full team.
Same advantage you can get in Meditation hall, where 3 npcs are stationed at your upper gate. When countering a split or sin gank...it is often enough to send back one healer to counter 3-4 opponents. Of course this healer should be strong in self-defense and against a good split eventually you will fail, but the advantage the rest of your team has at the flag stand should be enough to turn the match.
The other way around, pressure on the monk increases dramatically when fighting near the enemy NPCs...so its a sure good thing to waste them first... especially if the match is even...
Be careful when a team is falling back there without severe casulties... not all steps back are in fear of the opponents... A good team can exploit the 3 NPCs extremely well...
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 09:43 PM // 21:43.
|