Nov 16, 2005, 02:29 AM // 02:29
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#1
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Academy Page
Join Date: Jun 2005
Guild: SL
Profession: Mo/Me
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Flag Runners Worth the Space?
Flag runners for GvG have become pretty common. My guild is currently split on to whether they are worth wasting a space on. I think they are if you pull a R/E as a runner/trapper. but they aren't wasting an entire space on. Since my guild is split I figured to take it to where else but guildwars guru. So, my question to you... are flag runners worth it? why or why not?
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Nov 16, 2005, 02:51 AM // 02:51
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#2
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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i think a flag runner should double as another role, in your case traper.
having a whole skill bar devoted to it is kind of overdoing it but having a devoted flag runner is key to a long, stretched out fight. i've been in some long ones before and without a flag runner the morale would of shifted to favor the other team.
espcially important if it goes all the way to victory or death.
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Nov 16, 2005, 02:53 AM // 02:53
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#3
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Desert Nomad
Join Date: May 2005
Location: Near Your House
Guild: I Used To Own [ IUTO ]
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a Flag Runner can change the condition of a match from
Zero to Hero
it can change the whole match so yes i think it is worth the space
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Nov 16, 2005, 03:02 AM // 03:02
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#4
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Frost Gate Guardian
Join Date: Aug 2005
Location: Quebec
Profession: Me/E
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Yes and no.
For quick-burn groups (groups that either win fast or lose fast), a flag-runner is useless.
For most groups, a flag runner is a good idea; as your flag runner's skill will often be able to change the balance when fighting an about evenly matched team. However, if he his not able to do anything else than flag-run, you will lack a fighter and be defeated quickly against an evenly matched team.
For a group geared towards long fights (3 monks and more, as well as at least 2 fighters/rangers), a good flag runner is absolutely essential, else you'll lose an attrition war. If you have such a group, build the whole strategy around keeping the flag until you are owning the other team so much you can push through without even looking.
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Nov 16, 2005, 08:02 AM // 08:02
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#5
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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GvG is won on two things, flag control and tactics.
if you control the flag then you are getting morale boosts every 2 mins, your rez sigs are being recharged every 2 mins also, allowing you to play much more aggressively than the team that isnt in control of the flag.
As we discovered against XoO last night though, even controlling the flag is no subsitute for clever tactical play and experience.
But yes, have a flag runner, it will against guilds ranked over 500 win you the match almost on its own, and against higher rank guilds will keep you in the game for much longer giving you the chance to win every so often
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Nov 16, 2005, 12:25 PM // 12:25
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#6
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Frost Gate Guardian
Join Date: Jul 2005
Location: Finland
Guild: Mul On Mese
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We are now 9th (Mul On Mese), because good flag controlling.. It's very important thing..
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Nov 16, 2005, 04:48 PM // 16:48
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#7
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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I miss the old days when my guild was more active, but life chomped into it...
Anyways, Flags > all... A smart team with good tactics coupled with flag control will beat a team with equal skill in tactics but no flag control. Now if you're fighting a team that's smarter than you and you control the flag, they kill your GL, who cares right?
But the fact is, if your team knows how to hold the line [preferably at the flag stand], then winning a battle becomes much easier.
I say bring a flag runner with 2-3 speed buffs and 5-6 snares. This will allow him/her to stop their runner AND hinder people on their team. I never really see flag runners as high damage types, hey, all they do is run right? But if they can disrupt the debonkers out of the enemy team's ability to move, then hey, you don't have a flag runner, you have a guerrilla warfare specialist...
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Nov 16, 2005, 10:00 PM // 22:00
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#8
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Academy Page
Join Date: Jun 2005
Guild: SL
Profession: Mo/Me
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I agree completely with the long fight flag runners are necessary but the guild who is agaisnt flag runners claims: "if they have a flag runner then it will be a flag battle and no one will ever have morale" I counter with "if we dont have one then the flag war is a bit one sided isnt it...they have the morale" they dont seem to understand anyone want to add some other points
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Nov 16, 2005, 11:01 PM // 23:01
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#9
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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They are absolutley essential. End of story.
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Nov 17, 2005, 07:51 AM // 07:51
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#10
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Jungle Guide
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Quote:
Originally Posted by Eonwe
They are absolutley essential. End of story.
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Listen to this guy...he might possible know what he's talking about.
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Nov 17, 2005, 10:09 AM // 10:09
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#11
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Cowbell Boy
Join Date: Apr 2005
Location: Great Lakes, IL
Guild: Treacherous Empire
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Quote:
Originally Posted by One and Two
Listen to this guy...he might possible know what he's talking about.
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He has no idea what he's talking about... I've never even heard of this "Idiot Savants" guild.
Flag running is for sissies, plain and simple. Kill them and get it over with like a real man.
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Nov 17, 2005, 11:02 AM // 11:02
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#12
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Kriegar you act like you're half decent or something.
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Nov 17, 2005, 05:30 PM // 17:30
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#13
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Krytan Explorer
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Quote:
Flag running is for sissies, plain and simple. Kill them and get it over with like a real man.
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Damn straight.
If you can't win with horrible moral and no rez sigs, then you should go back to WoW.
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Nov 17, 2005, 05:48 PM // 17:48
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#14
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Cowbell Boy
Join Date: Apr 2005
Location: Great Lakes, IL
Guild: Treacherous Empire
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Quote:
Originally Posted by Eonwe
Kriegar you act like you're half decent or something.
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You can ask around in Competition Arena or Thunderhead Keep - people who MATTER know and respect me.
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Nov 17, 2005, 05:58 PM // 17:58
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#15
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Frost Gate Guardian
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Build your teams to have 7 and be able to defend against 8, and leave a spot for a runner.
On the runner, make sure there are plenty of speed boosts, anti conditions, anti hexes, and the ability to both snare and quickly solo an enemy flag runner if possible.
By doing this you will prosper.
Also, note that your team can try to hinder/kill the enemy runners when they try to cap, it doesnt have to be just a cap fest, killing the enemy runner and returning flag nearly always gets a +10% morale boost.
Worthless Player
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