Jun 16, 2006, 09:53 AM // 09:53
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#1
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Wilds Pathfinder
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Attention People Who Do Alliance Battles
Learn how to cap points! Capping points are essential at winning Alliance Battles. For each point your team has capped, you gain a point to your score every 5 seconds. If your team kills every ememy that spawns and you have not died, yet the other team controls all points, you will still not win.
If you do not want to cap points and just kill people, then go over to Random Arenas, Hero's Ascent, or even Fort Aspendwood/Jade Q.
Thank you.
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Jun 16, 2006, 10:00 AM // 10:00
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#2
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Ascalonian Squire
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O'rly?
Just a small hint for your rant here, a single team of 4 capping points is all that is needed to win 9/10 Alliance Battles. No matter how good or bad the rest of the team is. So if you're getting angry about your team not capping points - go cap them yourself.
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Jun 16, 2006, 10:06 AM // 10:06
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#3
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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I think this thread should be closed before the forest fire begins. Really now there are a lot of people who don't know how to play Alliance Battles, please voice you concern online.
Can a Mod please close this?
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Jun 16, 2006, 10:56 AM // 10:56
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#4
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Academy Page
Join Date: May 2006
Profession: Mo/Me
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Is it really 5 seconds? I thought it was 3.
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Jun 16, 2006, 12:13 PM // 12:13
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#5
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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Quote:
Originally Posted by TheRanger
If you do not want to cap points and just kill people, then go over to Random Arenas, Hero's Ascent, or even Fort Aspendwood/Jade Q
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Alliance fights are just the new random arenas, essentially. But nice post, regardless.
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Jun 16, 2006, 02:20 PM // 14:20
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#6
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Banned
Join Date: Nov 2005
Guild: The Licious Fame Farmers {TLG}
Profession: W/E
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If u really want to win for faction points...try faction farming quests on luxon or kurzik side.
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Jun 16, 2006, 02:59 PM // 14:59
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#7
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Darkness Within
Profession: Mo/Me
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Quote:
Originally Posted by Sacho
Is it really 5 seconds? I thought it was 3.
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It's actually 7.
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Jun 16, 2006, 05:44 PM // 17:44
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#8
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Academy Page
Join Date: May 2006
Profession: Mo/Me
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Do they all run on different timers then?
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Jun 16, 2006, 06:37 PM // 18:37
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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No, they all give out points at the same time.
And, er, I don't see why this would turn into a flamewar. The most offensive thing said, I think, was that a mod should close the thread down. ;-)
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Jun 16, 2006, 07:07 PM // 19:07
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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I see someones been with a couple too many bad groups...
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Jun 18, 2006, 06:04 AM // 06:04
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#11
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Melbourne , Australia
Guild: Crazy Clan[CRAZ]
Profession: W/
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Capping from my limited experience is the name of the game, but the way the maps are, imo bottle -necks are to great advantage for the oppossing teams.
3 ele/mes and say a monk/rt control a bottle neck while team xx caps points of value , i think also that warriors need to stir up some stuff earlier on to try get a slug out going on, then move back to original capp methods. From what i have seen of my sore losses majority have been controlling the mid shrines while a small roving team caps and recaps always on the move and never risking getting caught in one spot for too long.
Just thought I'd add to the thread while capping is a good thing spreading too thin from my xp has caused a gradual loss.
W/mo and 3 rangers with ability to res the warr has worked ok too for cap groups.
I could be way off and please set me straight but just my ideas
In the learning -->> http://gw.gamewikis.org/wiki/Alliance_Battle
Last edited by Aisius; Jun 18, 2006 at 06:07 AM // 06:07..
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Jun 21, 2006, 05:08 AM // 05:08
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#12
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Shadows of the Dragon
Profession: W/N
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Quote:
Originally Posted by Lady Kalvam
O'rly?
Just a small hint for your rant here, a single team of 4 capping points is all that is needed to win 9/10 Alliance Battles. No matter how good or bad the rest of the team is. So if you're getting angry about your team not capping points - go cap them yourself.
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If that was true then when my guild is the ONLY team capping points and everyone else is just fighting we should be winning, right? then how come 9/10 we lose?
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Jun 21, 2006, 11:39 AM // 11:39
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#13
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Ascalonian Squire
Join Date: May 2006
Location: Kentucky
Guild: Morituri Nolumus [Mori]
Profession: W/
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Quote:
Originally Posted by Lady Kalvam
O'rly?
Just a small hint for your rant here, a single team of 4 capping points is all that is needed to win 9/10 Alliance Battles. No matter how good or bad the rest of the team is. So if you're getting angry about your team not capping points - go cap them yourself.
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Simply untrue. If one team is all that is capping, they are still encountering enemies (npc's guarding shrines), which takes time to kill. The other two teams on your side are most likely stuck fighting 3 teams from the other side, which by all means equals a high death rate, making it easier for opposing team to take shrines as well as fight you.
There simply isn't much logic in your statement. Only way it could conceivably work is if both teams ran the same idea (2 fighting/1 capping), and even then it's a crapshoot. I play to cap with the occasional fight simply to get a group out of the way, and I generally try to take out groups that I feel are not very well put together.
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Jun 21, 2006, 12:43 PM // 12:43
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#14
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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^ That's the way to do it.
You won't win every match if you go around and just cap all the time, because more often than not, there's another group of 4 doing the exact same thing on the other side.
There has to be some level of fighting as well as capping; people just need to pick their fights better. This means not charging into that big group of 7-8 people with minion masters ...
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Jun 21, 2006, 10:02 PM // 22:02
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#15
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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You want to pick fights that you win by a little bit (so you aren't wasting energy, so to speak), and run away from everything else. The only major exceptions is when a *very* small force can distract a much larger force. If a single runner can get four people chasing her for one minute, that's clearly a big win (while the matching three people on the runner's side do something more useful).
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Jun 23, 2006, 10:32 AM // 10:32
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#16
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Academy Page
Join Date: Jun 2006
Guild: Wasuremono Kanji Banzoku [EVGA]
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Quote:
Originally Posted by knockturnal
Simply untrue. If one team is all that is capping, they are still encountering enemies (npc's guarding shrines), which takes time to kill. The other two teams on your side are most likely stuck fighting 3 teams from the other side, which by all means equals a high death rate, making it easier for opposing team to take shrines as well as fight you.
There simply isn't much logic in your statement. Only way it could conceivably work is if both teams ran the same idea (2 fighting/1 capping), and even then it's a crapshoot. I play to cap with the occasional fight simply to get a group out of the way, and I generally try to take out groups that I feel are not very well put together.
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Good point here. Though a single team, example a me/e spike team can desimate shrines in seconds. The point still is that while you do this your other teammates should cap as well, i hate nothing more than being the only team capping and then getting rushed by 9+ enemies to lose what my team just accomplished
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Jun 24, 2006, 04:48 AM // 04:48
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#17
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Now in Alliance Outposts:
FULL OF THESE:
"Touch ranger Looking for SMART CAPPING GROUP"
etc.
And in Alliance battle All chat, all you hear is:
[Insert Faction thats losing here] ARE IDIOTS!@!!!@!@!!!!!! CAP THE POINTS!@!@!!!!!@!@!!!!shiftone!@!!
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