27 Oct 2008 at 05:52 - 158
A general long-winded telling of my views on CB.
Generally warriors in CB are bad IMO. There are countless time I've seen warriors run in to 2v3 matches againsts monks, necros or mesmers. And I've seen countless warriors try and 1v1 me as a monk.(Which by the way the monk class is beast. Just enough healing balanced with offense, perfect for CB i think)
But to utilize the warrior effective, you really have to have a good team and be able to pressure and use the warrior in a "spike"/switching called targets. Otherwise with a monk on the other team, Reversal of Damage and Bane Signet can stop the warrior in its tracks. If you bait the monk and switch the target, odds are you'll out pressure the monk and then you've just won the skirmish and can continue capping. Yet, this takes some skills, which most people playing CB lack.
On to the real point of this post. CB is not about capping. If you cap in this game, you will lose. Points accrued solely by capping is terribly slow. Points are given like every 1 minute or something. Most games are won in the first skirmish, because 90% of the points come from kills. In the 3-shrine map, the best strategy with a good team is generally flood the middle because the team will ultimately have no choice, but to attack if they are still believing in the whole shrine capping. If the other team doesn't realize whats happening and splits 3-2 or 4-1, its gg. 5-4/3 will win every time. then you track down the stragglers, who after you roll their teammates, will try to come help but too late, and kill them. leaving you hopefully up 5-0. Then you repeat because now they have to attack with a 5 point deficit. I've had multiple streaks of 30, and there has not been a time where this strategy has failed, not even to people with probably better build matchups. Often you go up 5-0 and they resign. 2 minutes of work and a win.
Now for the 5-shrine maps. The new asuran map is a joke. Who ever controls the middle of this map, controls the top shrine of this map. And who ever controls that wins the match. It really is that simple. From the top health shrine, there are three easily accessible shrines to cap and and also you have the quickest routes to anywhere on the map if you control the top. The energy shrine in this case is a moot shrine. Its the furthest away and you're pretty much stuck with one option, go across the bridge to the middle. So pre-match you have two strategies here. If you think you have a superior build and team, then you can split 3-2 sending one high and one low, sandwiching the team in the middle. This works best with 1 monk/1rt backlines or 2rt or 2 monk backlines as you can split the heals. If the other team splits, you will mostly likely have a matchup in your favor. Either you'll face a split with no heals or you'll face a 3-2 matchup. If you don't think you can win, then you simply skip the cap and run straight up the middle and gank off the other split before the other team can recover. The other method here is to flood the top shrine. If the other team splits and isn't smart, congrats you just wiped their team. If they split and run away, then congrats you can easily cap the top four shrines and force any match up you want.
The fairest map of the three is the second 5-shrine map. (Giant circle with a bridge in the middle - idk what else to call it). On this map you have the same options. Split or ball. If you have 2 healers, splitting is ideal as both splits should have enough to run away if they think they are over powered. With 1 healer. You want to fake a split and gank out one of the oppposing splits. You can either run a 4-1 split and pretty much sacrafice a player in order to gank out their split or you can 3-2 split and fake and swing back around to help the other side because 90% of the time the opposing team while chase the retreating players directly, instead of cutting straight to their teammates.
These probably aren't the best strategies, especially if you get a synced or partially synced, but 90% of time. These will work because, CB is 100% about forcing bad match-ups and wiping the other team, and repeating. In my 100+ games this year, I have NEVER won a game solely because we capped. Capping is completely an illusion to force splits. The only time capping would be useful is if both teams were equal, dead equal, then it would come down to the shrine bonuses. But the others of getting two equal teams, both skill and build, are highly highly unlikely.
Three Best team lineups I've played so far
- 1 Monk/1 Rt/1 R/1 Mes/1 N
- 1 Monk/2 Rt/1 Mes/1 Sin
- 2 Monk/1 Mes/1 N/1 Ranger
I've seen several great Eles and one great warrior in my play. (yes only one warrior stood out) Both could be involved amazing teams. However, the Necro, Monk, and Mesmer, even Ele to a degree, are strongly anti-melee. And to be honestly, probably a bit unfairly matched. But with an appropriate backline, warriors are quick good. Eles have good dmg output, but their lack of overall positive matchups detract from their usefulness from a team.
In short:
Paragons are useless in CB, its not even for debate.
Dervs are eh, but i'd rather have a warrior.
Necros are good anti-melee and general pressure.
Rangers are fair, but it takes a good one to make the build flow with a team.
Eles have great damage, but are weak just like in regular PvP.
Monks/Rt invaluable healing and damage at the same time.
Sins - more than one and they better be splitting and not targeting same person, and you better hope their isn't a monk, mesmer, rt, or necro facing you, otherwise garbage.
Warriors good but have too many bad matchups.
Mesmers are just good esp when played well.
Don't focus on capping. Use it to force splits and matchups in your favor, then roll the other team.
but thats my ten cents.