Jun 13, 2006, 10:51 AM // 10:51
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#2
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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IMHO Cap.
Not only does capping(and holding) give you points, but it also lets you kill people easier. The shrines give great tactical bonuses, NPCs(all of them), shouts/other effects, and most importantly closer resses.
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Jun 13, 2006, 12:44 PM // 12:44
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#3
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Ascalonian Squire
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Do you really get additional points for capping a shrine ? also do u get additional for holding it, ie when holding the shrine u gain x points over time?
what is every1s take on large scale battles, should u try to avoid them and go behind the other team and capture their shrines or will u win faster in joining the "zerg" ?
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Jun 13, 2006, 02:22 PM // 14:22
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#4
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Perfectly Elocuted
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Capping stands gives you more points per kill. It also forces the other team to lose resorces (lives, points, energy, etc) in order to recap them. You will be killing people as you cap anyway. Now there are times when one group may need to stop and defend a key location... but you really can't go wrong if your group spends the entire time capping stand after stand.
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Jun 13, 2006, 05:27 PM // 17:27
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#5
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Krytan Explorer
Join Date: Jun 2005
Location: Atlanta, GA
Guild: Girl Power [GP]
Profession: Me/Mo
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Plus, there's nothing quite so sweet as winning because you have all 7 stands capped.
GG luxons. :P
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Jun 13, 2006, 11:58 PM // 23:58
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#6
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Wilds Pathfinder
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Quote:
Capping stands gives you more points per kill
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It does not give more points per kill, but an extra point every 5(?) seconds per each point capped.
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Jun 14, 2006, 03:28 AM // 03:28
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#7
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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TheRanger has it.
Shrines give points periodically. More shrines gives more points. Shrines are absolutely the key, and it is necessary to understand this to even achieve basic strategies in Alliance Battles. There is essentially no way you can win if the other team has six shrines most of the match to your one shrine, even if you constantly kill the other team and don't die yourself.
Avoid fighting against a stronger force of enemies, unless it's REALLY one-sided and you can survive for a while (for instance, if one guy can distract six enemies for 30 seconds, that's clearly very good, because that means the rest of the map is 11 vs. 6).
Obviously, this can often be ignored when it is 1-2 humans fighting only NPCs at a shrine, since the AI (and one-class-ness of the defenders) can be heavily exploited by even a single attacker.
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Jun 23, 2006, 10:25 AM // 10:25
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#8
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Academy Page
Join Date: Jun 2006
Guild: Wasuremono Kanji Banzoku [EVGA]
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Quote:
Originally Posted by JoDiamonds
TheRanger has it.
Shrines give points periodically. More shrines gives more points. Shrines are absolutely the key, and it is necessary to understand this to even achieve basic strategies in Alliance Battles. There is essentially no way you can win if the other team has six shrines most of the match to your one shrine, even if you constantly kill the other team and don't die yourself.
Avoid fighting against a stronger force of enemies, unless it's REALLY one-sided and you can survive for a while (for instance, if one guy can distract six enemies for 30 seconds, that's clearly very good, because that means the rest of the map is 11 vs. 6).
Obviously, this can often be ignored when it is 1-2 humans fighting only NPCs at a shrine, since the AI (and one-class-ness of the defenders) can be heavily exploited by even a single attacker.
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Yes thank you. What is said here is very true in my opinion. Everygame I have been in where we all as a whole capped we have won. We have come back from losing to a win by working together and using...OMG Strategy. To me ab is not ra, ha, ta, its ab...and ab to me is about capping shrines primarily.
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Jun 23, 2006, 02:41 PM // 14:41
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#9
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Ascalonian Squire
Join Date: May 2006
Location: Wisconsin
Guild: Darkness of Heaven
Profession: N/Me
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I believe in capping/fighting. Its wierd kinda, if its an important shrine, (like res or shout) cap it then kill off any remaining kurzick filth, then move on once you know you have it for good (for good meaning a short while :P) Cap/Fight/Cap is the name of the game for me
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Jun 24, 2006, 04:37 AM // 04:37
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#10
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Desert Nomad
Join Date: May 2006
Profession: N/
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The answer to this riddle lies in the tactics the other players are using in the maps. Observe the fight and there will be signals for you to move to a certain location or continue fighting. When you begin to understand how the enemy moves, counter thier move and quickly strike back. Here is one scenario.
Let us take the Saltspray Beach map as a great example. I (Luxon) usually run a capping build with my teammates during AB's. Often, the Kurzicks manage to take over the middle land slab, bouncing back and forth between both resurrect shrines consuming all luxon forces they encounter inbetween. They play a little game of leap frog. Once a kurzick is injured, they move to the back of thier "tidal wave". There, they heal and move back of to the front, ready as if just spawned. Obviously, when the Kurzick's gain the momentum, it becomes very hard for the Luxon team to overtake the mass of "Zerglings" as so many have well put it. Well, my cap group would always evade the mass and proceed to the ressurect shrine behind thier force that the Kurzicks currently controlled. Since we were a cap team, we would always quickly claim this shrine against our single monk opponent. This was always a mistake that none of us ever saw. The rest of our Luxon force was busy slowing down the Kurzick force, though, to no avail. By controlling two ressurect shrines at once, we effectively split our forces in half, making the Kurzick's run of the middle that much easier. They would cap the shrine that thier mass was initially heading towards, then they would proceed back. My team would then repeat, capping the other ressurect shrine. This process would keep the team divided, and the Kurzicks always had an easy win. To remedy this error, we began attack those points behind the capture points first. This would either draw some of thier player's attention toward us, and we would simply kite, or they would ignore our petty single shrine cap and continue to brawl. Three minutes later, one of two things would usually happen. The Kurzick mass would continue to run the middle, pitting a losing fight against five-seven shrine points every moment, or the mass would have split up to attempt to counter the capping we were doing setting the match almost back to "square one".
Another scenario lies on the first "upperhand" maps (etnaran and grenz). One team often manages to hold off the entire opposite team using the two monks provided at the ressurection shrine closest to the home team's base. To counter this, my team, though a capping group, will now play defense and brawl if this situation is seen approaching. We almost always lose, because we are not meant to brawl, but we have bought time. While the entire Kurzick force was busy squashing my 4 man-2 npc team, the other 8 on the Luxon side were running about capturing all of the Kurzick-held capture points.
Also, if we notice a fantastic capping group who is managing to effortlessly undue all the work that we have struggled so hard for, we stop capping and start defending our caps using the "inner-outtie circle strategy". The first ressurect shrine closest to the hometeam in the first upperhand maps is a great example. Should we see the opposing capping extraordinairs approaching our two innocent little monks, we move as if we are going to fight, though, never leaving the range of our little buddies. The opposing cap group see's this, and usually attempts to avoid the fight, as any smart cap team will do. They are now forced to run all the way back out and around the outter circle of the map to move to another shrine. We would simply take the inner circle and cut them off again, always staying within range of our currently held shrine for aid.
Now, I hope you have enjoyed story time, but the point im attempting to make is that there is no sure answer to this question. Try to assemble a team that can perform at an above average level at both defending and capping. Counter your opponent and strike back, but never get countered. That is victory. Versatility, cunning, and speed win alliance battles.
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