Jun 09, 2005, 05:31 AM // 05:31
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#2
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Wilds Pathfinder
Join Date: Feb 2005
Guild: Divine Guardians of the Soul (Soul)
Profession: Mo/E
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1. monk
2. mesmer
3. elementalist
4. necro
5. ranger
6. warrior
End of story
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Jun 09, 2005, 06:24 AM // 06:24
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#3
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Frost Gate Guardian
Join Date: Feb 2005
Guild: Spirits Of War
Profession: Me/Mo
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it depends man, if someone goes out too far for their healer to heal, we'll kill it, even if it's a hero wannabe warrior.
heck, we even beat on non-monks just so the healers blow off some energy/spells.
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Jun 09, 2005, 06:25 AM // 06:25
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#4
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Munchking
Join Date: Mar 2005
Location: Russian Federation, Moscow
Guild: Ladder to Hell (ATM playing with Rus Corp)
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Elemental damage teams sometimes target Warriors before Rangers. Rangers have better armor against Elemental and they have lower DPS than warriors.
Also, teams with a very high offense may target enemy damage-dealers or mesmers first (or when first monk is down) so to reduce strain on their defence or offense.
Overall, Perishiko ReLLiK is right with his priority list.
Last edited by Ellestar; Jun 09, 2005 at 06:28 AM // 06:28..
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Jun 09, 2005, 06:37 AM // 06:37
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#5
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Krytan Explorer
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Quote:
Originally Posted by Perishiko ReLLiK
1. monk
2. mesmer
3. elementalist
4. necro
5. ranger
6. warrior
End of story
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Looks pretty solid. Some teams will switch #1 and #2. That's all I can think of really.
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Jun 09, 2005, 10:59 AM // 10:59
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#6
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Frost Gate Guardian
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1. monk
2. mesmer
3. elementalist
4. necro
5. ranger
6. warrior
Agreed. It does'nt always turn out that way. And as stated above mesmers can be targeted first by some people, but for the most part that's about right, barring any unforseen circumstances.
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Jun 09, 2005, 05:22 PM // 17:22
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#7
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Academy Page
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Quote:
Originally Posted by Perishiko ReLLiK
1. monk
2. mesmer
3. elementalist
4. necro
5. ranger
6. warrior
End of story
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Yep, hes got it right. Truth is its really a tactical decision, a group with a great memser (substitute class of your choice) will prolly beat you while you try to kill the monks, but hey the fastest horse may not always win the race, but thats the one you bet on.
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Jun 09, 2005, 06:31 PM // 18:31
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#8
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Perishiko ReLLiK
1. monk
2. mesmer
3. elementalist
4. necro
5. ranger
6. warrior
End of story
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I think this is only true for the first few encounters. We've played games where we started off targetting their monks, but they had some life bonding and obisidan flesh going. So the next few fights we targetted their warrior first, and it worked.
Other times, your damage is pretty high but your defense is low, so you go for the mesmers so they don't shut down half your already low defense.
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Jun 09, 2005, 06:48 PM // 18:48
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#9
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Academy Page
Join Date: Mar 2005
Guild: gods
Profession: W/R
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Yeah, I always target the Warriors first cuz I have tactics to kill them fast.
But for most teams the list is right.
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Jun 09, 2005, 06:59 PM // 18:59
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#10
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Academy Page
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Quote:
Originally Posted by Vindexus
I think this is only true for the first few encounters. We've played games where we started off targetting their monks, but they had some life bonding and obisidan flesh going. So the next few fights we targetted their warrior first, and it worked.
Other times, your damage is pretty high but your defense is low, so you go for the mesmers so they don't shut down half your already low defense.
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How exactly does targeting a warrior help in this situation? I can understand moving to the protection monk, or maybe taking out another caster first, but why does taking out a warrior help you?
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Jun 09, 2005, 07:18 PM // 19:18
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#11
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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We could actually kill the warriors, then our players wouldn't die as fast and we could wittle down their monks. Trust me, given the circumstances, build used, and opposing team, it was the right choice.
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Jun 09, 2005, 09:12 PM // 21:12
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#12
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Site Contributor
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Air ele spike builds usually target a 'soft' target at random (monk, ele, mesmer, necro), since the biggest advantage to huge spike damage is the element of surprise. If the enemy monks knew who you were targetting, they could totally neutralize the lightning surge/orb tactic with a few spells, hence the random choice of targets. And since everyone and his dog are running air ele builds, you'll often get an unexpected target being hit.
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Jun 09, 2005, 11:10 PM // 23:10
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#13
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Ascalonian Squire
Join Date: Feb 2005
Profession: Mo/
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Targeting isn't about "lets pound this guy first until he goes down". It is about switching quickly to targets of opportunity and bringing things down fast when you do switch. When you hit one guy for 20 seconds with no change, it is essential you quickly switch to another target when adrenaline/nukes are ready. The faster everyone focus fires when you switch, the more time you get between when the damage starts to flow in and when their monks realize you have switched targets.
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Jun 10, 2005, 07:03 PM // 19:03
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#14
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Academy Page
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Quote:
Originally Posted by Vindexus
We could actually kill the warriors, then our players wouldn't die as fast and we could wittle down their monks. Trust me, given the circumstances, build used, and opposing team, it was the right choice.
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OK ill take your word for it, but it was VERY unusual circumstances then hehe. That would definately be a large exception to any targeting strategy.
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Jun 10, 2005, 07:39 PM // 19:39
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#15
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Frost Gate Guardian
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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Well the way my team generally seems to work:
1st - a monk gets killed, not all of them, just one monk.
2nd - any vulnerable target, generally mesmer/necro (damn those wards!)
3rd - monks get finished off
4th - rest of the team dies depending on weakness.
I find it varies past taking first monk out. Sure elems are weak, but the ones with wards are right awkward to kill if there are a couple of them. generally, you take out whats the biggest threat to your team's survival. If you don't kill the healers, you cant kill anyone else, so they are biggest threat initially. If a mesmer/necro starts shutting your team down, they become the biggest threat. Air ele build - think about who you target then? it changes depending on who you face, although when i fight PUGs then you guys have the right order.
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Jun 10, 2005, 09:25 PM // 21:25
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#16
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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I agree totally with the monk/mes/ele/necro/ran/war order everyone else has supported, if your team is at all normal and balanced. If you have a solid, balanced team, its the way to go.
However, when using the air ele nuke, which is becoming somewhat common (and annoying), a different order is usually better. This involves some reverse phsychology, but nothing too complicated.
The nuke is usually strong enough to kill any enemy they want in one shot, it doesnt really matter who they target. Especially if your team is crazy and went overboard with 6 eles and 2 monks. In PvP, monks dont usually bring res, since if they ever try to use it they will be brutally denied. In essence all monks do is make people die slower, which is not a problem for the insta-kill nuke. So it is much better to take out enemies that can actually deal damage (wars, eles) or present a threat to your monks (ranger, mesmer). Ironically, the main target is usually the wa/mos that you know have brought res.
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Jun 10, 2005, 11:42 PM // 23:42
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#17
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Academy Page
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I actually like to target a necro or mezmer first - their AC is softer so they take damage faster, which puts a greater strain on their monk to keep that one alive. It also prevents that mezmer/necro from doing their highly disruptive tricks on our team.
Once the enemies monks have had the pressure to heal others put on them, and some of their enchantments have started to fade, they become a lot more vulnerable.
From there - it is all about being able to swiftly switch targets to the most opportune enemy. This will usually be a soft target to start collecting quick kills.
At this stage, you are trying to get their team to use up their rez signets.
Once you have dried up their rez signets, the deaths become pernament, and you gain the numerical advantage (which doesnt make victory sure, but it does help)
Anyway - I find it is helpful if you have most of your team able to work on one targeet at a time, but some of your team able to work on several enemies just enough to be disrupting them from interfering with your kill pack. And yes spiking someone with 200 damage is disruption just as much as casting a traditional disruption spell. Killing them is also disruption :P better because it also leeches out a rez signet from their team.
What is truely beautiful is when they have used all their rez signets, and they are down to using their regular rez - I love one shotting the newly rezzed
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Jun 11, 2005, 02:54 AM // 02:54
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#18
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I've seen it done in several orders.
Some say monk first, since the monk can keep people alive the longest and give the warriors some nice enchantments. But then you've got protection and smiting monks.
Some say necros and mesmers first, because the first have a lot of annoying hexes and the other can shut down the monks. But how do you know that the mesmer isn't an anti warrior one?
I've heard someone say go after the rangers first because they can get the monks from a distance.
You can go after the el's first because since they have weak armor, their quick loss of HP means the monks have to give them attention. They also have a lot of firepower and it is good to off them quickly. I've even heard someone say go after the warriors first to draw the other monks healings away from the monks and the fact that the warriors will be terrorizing your monks.
Keep in mind that every class seems to have something they are weak against. Another thing to consider is res signets and since anyone can carry one, anyone can bring one ally back into the fight. Finally, you've got to realize that some people make some use of their secondary class to confuse things even more. Consider a W/Me with backfire, energy tap, or some interrupt. While you are "ignoring him" since he's a warrior and going after the Me/W, he's just backfired and tapped your Monk and if you aren't lucky, he cast illusionary weapon to boot.
The trick IMO, while orders should be in the back of your mind, is going with the flow of things. In a way it is like knights and bishops in chess, the one is consdered 3 points, but people consider the other 3 or 3.5 (some consider the knight 3.5 and the bishop 3 in early game and then switch them once the board opens up). But then again, I've never had a 30 win streak in the arena.
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Jun 11, 2005, 03:12 AM // 03:12
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#19
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Krytan Explorer
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I think that he has the right order as far as what people WANT to do, but it doesn't always work that way. Enemy positions SHOULD affect what you do. But there are always people who will charge that Monk regardless of the 5 hammer wielding warriors waiting to knock you down and kick your ass long before you get into range, AND have rez signents just in case you do kill that monk.
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