Apr 22, 2006, 07:35 PM // 19:35
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#41
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Lion's Arch Merchant
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now that may be true for YOUR gvg build, but there are GvG builds that produce a lot more situations where there are 1v1 runner duels, or 1v1 duels involving your runner in general
How to play a flag runner and What flag runner I should use for my GvG build/guild hall are two really different questions.
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Apr 22, 2006, 07:47 PM // 19:47
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#42
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Indeed. In my old guild, we played on the ice map and I specifically designed a flag runner to rock runners 1v1 (stall for boost mostly) while the team built for 7v7 and went straight at the enemy's base to force a confrontation there.
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Apr 22, 2006, 10:23 PM // 22:23
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#43
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: I Excentrix I [PuNK]
Profession: R/
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Quote:
Originally Posted by Greedy Gus
Or, you know, actually watch some observer modes? Ether prodigy kicks out over 5 pips of energy, more than enough to power anything.
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Ether PRodigy kicks out 6 pips of energy IIRC, and when I'm flagging I use it to let me spam heal party or blinds, which is why I was unsure if energy would be an issue or not. My apologies if my views on this are wrong.
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Apr 22, 2006, 10:57 PM // 22:57
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#44
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by Dzan
It's that common situation that makes skills like Deep Freeze earn a spot on the bar of a water ele runner
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Its very build situational IMO
In our build we bring deep freeze on the water ele more because it is a great skill for snaring gank teams that attack our base (typically the water ele will be assigned to base defence against split squads). Basically the ele (who is nominally the runner, although in this situation someone else takes over) holds the gank team off for as long as he can together with a monk, and as soon as he sees it getting frantic he asks for help.
The rest of the team comes back, and when we get to the right sort of distance we tell him to freeze the enemy squad. Needs to be timed perfectly, as too early and they will get away, and too late they will see us coming and get away.
Deep freeze can often trap three or even four of these guys who then get caught 8 v 4 or 8 v 3 which is a really nice situation for us. Almost always this tactic alone will kill AT LEAST one ganker on every run, and very quickly turns teams off the idea of splitting, forcing them into 8v8. Needs alot of mobility in your team though, and in our build we have multiple speed boosts spread around for exactly this reason.
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