Jul 05, 2006, 04:43 PM // 16:43
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#1
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Fort Aspenwood: Luxon side guidlines for play?
Yes, I do realize that Luxons could win Fort Aspenwood even if half the team is braindead, but what is the bast strategy to take for each profession?
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Jul 05, 2006, 06:12 PM // 18:12
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#2
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Banned
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Ignore players unless they are at half health and carrying amber.
Kill NPCs (including ones on the mines).
Heal turtle.
If you are an ele, flashbang the wise guy interrupting the turtle from the cliff.
If you are necro, bring well of profane just in case kurzick got bonder.
If you are MM necro, bring taste of death and veratas aura (i have to admit tho the only time i saw kurzik player using veratas against luxon mm is when I was that player)
If you are a warrior/assasing/touch ranger, sneak in after amber runner and kill gatekeeper.
Last edited by Ira Blinks; Jul 05, 2006 at 06:15 PM // 18:15..
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Jul 05, 2006, 06:46 PM // 18:46
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#3
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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Necros... enchant removal is a must. Well of Profane and one removal mechanism if there is room. This helps with bonded green gate NPCs during the last push.
I typically go with either a curses/death build or a blood/death build. The blood death is there for massive degen. With blood/death you can put down well of blood. This is amazing at keeping turtles up. You can watch kurzick players corpses pile up around your turtle as you make one well after another.
I usually bring consume corpse. That way if I end up on a team w/o a MM and the Kurzicks _have_ a MM I can take him/her out of the game.
Rangers... cripple shot / pin down is great against amber runners. I've used the tried and true combination of Cripple Shot + Apply Poison + Hunters Shot to get runners low on hp and hope for a kindly warrior to finish my victims off.
You can also go with pure damage to stop enemy casters from doing things like nuking your mines. However I find that pure damage works better as a kurzick where you have more high-ground opportunities.
My overall strategy is to generally stay with the turtles and help the Luxon Warrior NPCs do their thing. They are the damage output for most of the game, while the turtles are the punctuation marks on that damage. I'll also assist in retaking mines since you can't let kurzicks hold the mines uncontested.
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Jul 06, 2006, 06:52 AM // 06:52
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#4
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Krytan Explorer
Join Date: Apr 2006
Location: Australia
Guild: [MMAD]
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I had great fun as boon-prot just following the turtle and the 4 little warrior NPCs from spawn to the inner-most gate and healing them on my way while wammos and MMs pounded the other side getting no-where.
Those little fellas and their big-bad cannon friend sure do pump out
I also found it most advantageous to cuddle up to my big turtle mate and let four angry hammers make short work of the odd assassin that came my way.
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Jul 06, 2006, 06:55 AM // 06:55
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#5
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Krytan Explorer
Join Date: Oct 2005
Guild: Blinkie Ponie Armie
Profession: R/Me
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Play a touchbot--I mean, play a touch Ranger. Bring EoE. The cheap victory is yours and you don't even have to have any player skill!
All right, seriously. You want enchantment removal and something to take down casters fast and easy, given how the Kurzick gates are guarded by mesmers and elementalists. If you are a caster, especially one with longer-casting spells, like eles and necros, bring something against interrupts (like Mantra of Resolve/Concentration, which frustrates my interrupt mesmer beyond belief, lemme tell you :P).
Don't go in alone, wait until you have more people with you. Try to come in from both sides (I've won matches where the Luxons completely ignored the orange/purple side while we were running amber through that side) and protect your turtles and warrior squad (the warrior squad is mean -- they tend to focus fire really well. I know my squishy casters don't want their attention).
Kill amber runners always. I've been owned my times than I care to remember by Crippling Shot rangers (as Distortion is useless vs Cripshot). If you're useless when blind (rangers/wars/sins), bring condition removal. If you manage to break the outer gate and are heading inside, be aware of the balcony and hug the other wall. Yes, we can hit you from up there if you're not careful.
These are some of the big ones from a Kurzick PoV. I think FA is great fun, especially when you face a good Luxon team that doesn't need any crutches (like EoE) to be a threat .
(Disclaimer: EoE is a fine skill, it works as intended, it doesn't need a nerf. I just think it's a lame and cheap way to win.)
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Jul 06, 2006, 08:17 AM // 08:17
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#6
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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As a ranger, bring EoE or Nature's renewal. EoE bombs in the main chamber are a thing of beauty. Nature's renewal majorly screws over bonders.
As a monk, I run a boonprot and pick a turtle to keep nice and healthy.
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Jul 06, 2006, 09:41 AM // 09:41
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#7
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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As a mesmer, cast Sympathetic Visage on turtles to annoy warriors and assassins.
Imagined Burden, Ethereal Burden and Crippling Anguish are fantastic snares to slow down amber runners.
Ineptitude owns. EVERYONE attacks through it, even casters.
Domination is nowhere near as general purpose as Illusion, but is great if you're concentrating on casters.
Spirit of Failure is fantastic for energy management, and is a great skill to slap on Master Architect Gunther, along with Ineptitude. Instant fountain of energy.
General health degeneration skills cause a great deal of panic and can tie players up whilst they try to get rid of them. Images of Remorse, Phantom Pain, Conjure Phantasm and even Conjure Nightmare will completely focus a monk's attention. And if the monk doesn't focus on them, they WILL die. Handy for those cowards who lurk behind the final gate healing the NPCs.
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Jul 06, 2006, 11:13 AM // 11:13
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#8
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Or read
http://www.guildwarsguru.com/forum/s....php?t=3051000Its a few months old, but most of the tactics there are still solid.
Last edited by Minus Sign; Jul 06, 2006 at 11:35 AM // 11:35..
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Jul 06, 2006, 05:57 PM // 17:57
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#9
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Wilds Pathfinder
Join Date: Apr 2006
Location: In ur base...
Guild: The one true [Hope]
Profession: E/
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As a Rit, I go displacement/shelter/union/disenchantment spirits with Ritual Lord and Boon of Creation. Last slot can be whatever you need, another enchant remover, damage spell, heal.
As a monk, I usually go boon/prot
As an ele, it's not the most effective, but I just love bringing Mind Burn, Immolate, Incendary Bonds and just burning everyone I can find.
Together, with a meteor or a couple fireballs, I also can take out most single targets.
Warrior is my least favorite, I just bring a damage build, usually a bad one because I take the opportunity to try out skills I don't usually use.
Oh, but I almost always take a ranger secondary, regardless of primary, just to bring a pet
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Jul 07, 2006, 09:04 AM // 09:04
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#10
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Krytan Explorer
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Assassins: You've got a free slot where your res sig used to be*. Fill it with Expunge Enchantments - the ability to make a meaningful contribution if there's a bonder is much more valuable than adding another hit to your combo.
Monks: If you have the option, Boon Protting is better than bonding turtles. Boon Prots are designed to keep themselves alive as well as their charge, whereas a bonder tends to bite it if they take aggro directly.
Necromancers: Spiteful Spirit is not as good in here as you think it is. Go bloodspike if you really want to degen people... And if you insist on a Curses elite, make it Order of Apostsy!.
*if it didn't, you're probably one of the people giving 'sins a bad name, take note!
Last edited by Paperfly; Jul 07, 2006 at 10:21 AM // 10:21..
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Jul 07, 2006, 04:20 PM // 16:20
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#11
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Well, I've been using my MM build on my Nec...
It makes winning a bit too easy.
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Jul 08, 2006, 06:46 AM // 06:46
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#12
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Krytan Explorer
Join Date: Oct 2005
Guild: Blinkie Ponie Armie
Profession: R/Me
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Yeah, MMs are fairly godly on the Luxon side, but bring something to keep yourself alive as you WILL be target #1 once we find out who you are :P (please, bring Taste of Death. It's a powerful self-heal, but you're destroying your own army, so that works for me! <g>)
Yesterday, I played as a boonprot on the Kurzick side alongside a bonder monk. Which, again, makes me want to tell the Luxons to bring enchantment removal. The Luxons kept pounding on the Kurzick Elementalist at the green gate from 40% completion on and they couldn't break through. It was actually kind of funny -- bonder monks FTW.
I've been a Spiteful Spirit nec on the Kurzick side and I agree that, while powerful, it's not really the optimal build for this. I personally like a bloodspike necro or a Feast of Corruption spike necro (hmmm... Feast of Corruption. Best capping trip ever for me).
Another general guideline is that when you're casting slow-casting spells (like Meteor Shower for instance), you have GOT to try to stay out of range of the mesmer hiding in the green room. No, you're still in my range and yes, I will interrupt the crap out of you. Move back! Situational awareness FTW.
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