You would need 2 of those rangers on the team for it to work. And you can't blind all my minions either.
The turtles aren't needed to win either. If you kill off all the npcs at the gates, the gate falls on its own it seems.
imo it is pretty useless trying to come up with builds for this. It is a team thing so it would require a team build. Solo builds are usually made for farming.. So farm that faction until ANet figures out they should allow 2 parties of 4...
Impossible for kurzicks?
Don Zardeone
AW Lore
ohhhhh i have met minion masters before...when i go smiting...they are my favorite prey
forget ray of judgement crap, cast scourge healing on his dam minions (at least 3 or 4) and wait for him to use BoM, more than once i have had a laught of it.
RTSfirebat:
when i go with my ranger (wich is r/mo) i take the poison preparation, i have the elite broad arrowhead for monks, and with just interrupting that turtle with savage shot is enough, and when its life starts going to be less than 1/4 i will usually stop using the poison, and just interrupt him, why? the longer that turtle is alive and outside or not moving, the less pressure for the inside of the fort, reason why i dont kill the turtle right away is because of the gank squad >.>, they are still dangerous with or without turtle.
more than once did the two turtles reach gunther, me being the only ranger, i savaged shot/distracted shot the two turtles, and we won from 75% to the end, best part was that the luxons focused on gunther or the monks in my team, but left me completely alone... except for one of that times, where a luxon monk was wanding me, but no one else focused on me.
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forget ray of judgement crap, cast scourge healing on his dam minions (at least 3 or 4) and wait for him to use BoM, more than once i have had a laught of it.

RTSfirebat:
when i go with my ranger (wich is r/mo) i take the poison preparation, i have the elite broad arrowhead for monks, and with just interrupting that turtle with savage shot is enough, and when its life starts going to be less than 1/4 i will usually stop using the poison, and just interrupt him, why? the longer that turtle is alive and outside or not moving, the less pressure for the inside of the fort, reason why i dont kill the turtle right away is because of the gank squad >.>, they are still dangerous with or without turtle.
Quote:
You would need 2 of those rangers on the team for it to work |
RTSFirebat
Quote:
Originally Posted by Don Zardeone
You would need 2 of those rangers on the team for it to work. And you can't blind all my minions either.
The turtles aren't needed to win either. If you kill off all the npcs at the gates, the gate falls on its own it seems. imo it is pretty useless trying to come up with builds for this. It is a team thing so it would require a team build. Solo builds are usually made for farming.. So farm that faction until ANet figures out they should allow 2 parties of 4... |
The Rangers job is to hold to the Turtle advancing, kill off the Support Luxon NPCs that come with it, so already you lost a massive amount of firepower.
Long as at least one team member is running amber to repair the gates it's fine.
Nothing funnier then when a MM Necro gets trapped between the inner and outer gate.
I can't blind your Minons, but I can kill you first
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Lets Get to Healing
Go to Saltspray, im luxon and they seem to own there.
Don Zardeone
Theories, builds, tactics, whatever. I got numbers, try to beat the numbers:
Both teams have the same amount of active people:
Kurzick wins: 0
Luxon wins: 12
Kurzick has more leeches than Luxon (minimum 2):
Kurzick wins: 0
Luxon wins: 0 (haven't seen this happen yet, only been looking at it for 1 day)
Luxon has more leeches than Kurzick (minimum 2):
Kurzick wins: 4
Luxon wins: 0
I kept track of wins/losses yesterday.
As it turns out, Kurzick cannot win if teams are even. The only way for Kurzicks to win is when Luxons have less players.
Tracking was done like this:
I asked if Kurzick has leeches at start, middle and near the end, often trying to trick Kurzicks into answering.
I kept track of who was leeching on Luxon side by checking where everyone is. It turns out half the leeches will not stay at the starting spawn but they will go hide in a certain location instead.
Luxon has a 100% win ratio when teams are even so this map is unbalanced. It's good for my jade farming though, I'll have my armour soon and I'll stop going there.. this is sad, I know...
Both teams have the same amount of active people:
Kurzick wins: 0
Luxon wins: 12
Kurzick has more leeches than Luxon (minimum 2):
Kurzick wins: 0
Luxon wins: 0 (haven't seen this happen yet, only been looking at it for 1 day)
Luxon has more leeches than Kurzick (minimum 2):
Kurzick wins: 4
Luxon wins: 0
I kept track of wins/losses yesterday.
As it turns out, Kurzick cannot win if teams are even. The only way for Kurzicks to win is when Luxons have less players.
Tracking was done like this:
I asked if Kurzick has leeches at start, middle and near the end, often trying to trick Kurzicks into answering.
I kept track of who was leeching on Luxon side by checking where everyone is. It turns out half the leeches will not stay at the starting spawn but they will go hide in a certain location instead.
Luxon has a 100% win ratio when teams are even so this map is unbalanced. It's good for my jade farming though, I'll have my armour soon and I'll stop going there.. this is sad, I know...
Yakumo
Quote:
Originally Posted by Ensign
Quote:
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It's straightforward, a hint of strategy and roles defined. People seem to respond well to it as they're not been told specifically what to do and how to play.
Caged Fury
Had 6 consecutive wins last night...Yay! Go Kurzicks!
We had possession of the mines for the majority of the time, ran amber and kept the gates up. Quick, simple instruction at the start and away we went. The Luxons kept on attacking and we kept on stopping them from achieving anything. Even in a couple of those, the Green gate fell and we had to camp Gunther and Co. The Luxons with their turtle and npc force couldn't do much harm to Gunther, and we held out until the end.
Had great team work for those battles, everyone knew what they had to do and did it. Only had one leech in each of those games, and in a couple of those 1 or 2 dropped out. The ones who dropped probably did so due to an error because they were in previous winning battles where they played extremely well.
We had possession of the mines for the majority of the time, ran amber and kept the gates up. Quick, simple instruction at the start and away we went. The Luxons kept on attacking and we kept on stopping them from achieving anything. Even in a couple of those, the Green gate fell and we had to camp Gunther and Co. The Luxons with their turtle and npc force couldn't do much harm to Gunther, and we held out until the end.
Had great team work for those battles, everyone knew what they had to do and did it. Only had one leech in each of those games, and in a couple of those 1 or 2 dropped out. The ones who dropped probably did so due to an error because they were in previous winning battles where they played extremely well.
Minus Sign
Bonders are outmodded for Defense in Aspenwood. Enchant strips are quite prevelant there; easily stripping bonders.
Air of Enchant Boon Prots are more flexible, capable of healing team members and the gates (essence bond does help with mana if you have energy issues with long DBoon heal spams) on single targets like Gunther and the gate eles.
The only 2 skills that can reliably shut down a good Air Booner are Disenchant and Well of Profane. If that well is not followed with a hard hit from the team, some monks can Mend Condition through it and get their bonds up. I've done that once, but only once. You can usually kite away from mesmers during a lull and CoP whatever they've hexed you with. A closed gate makes such very easy.
1 monk or a good duo team, the idea behind defensive monks is to slow down or stall the advance on one side, allowing safe amber runs. Often when I monk, I let amber runners know that everyone has left the area, probably to concentrate on the other gate. That makes their job easier since they now have a safe lane to run through, and helps the turtle killers since they can now focus on only one side, only one turtle.
There is no dispute that the three things that need to happen on Kurzick side are turtle killing/interupting, amber runs and repairing the gates.
What gate guard monks do is let 1 person (or two if you have a team) do that 1/3rd of the game for the team. If the gates don't go down, then the runners don't have to use amber repairing it.
I've never been mocked for offering pre-game strategies. Most players who are there more than a few times know that there is at least one person who just ran into Aspenwood, hit Enter Mission and does not know what he is doing; what he is supposed to do. I tell people what I am doing, ask who is running and who is built for turtle kills. If no one answers, I ask--ASK--those people with run buffs to run amber. Sometimes they say ok. Sometimes they even ask how and I show them if my build allows. Anyone who calls them a noob for asking is instantly retorted--by me--saying "So were you once".
Sometimes they don't. Too often they see a monk and their brain shuts off, declaring "its PvP time!"
They do something else; PvP, duel, Comms. Calling them a noob or ordering them to do something in all chat all CAPS is met with offense. Telling them they aren't helping the team where they are and asking them to do something else sometimes does.
After the match, I whisper those who I know had problems, win or lose. Far from being offended, most are respectful and listen to my advice, since I must know what I'm doing if the Luxons call me out by name in all chat and call me a cheap noob monk, mesmer, whammo, ranger, etc. I ask them what they really preffer to do and offer skills and personalized tactics to help them.
In only one instance has anyone taken offense to this: a whammo who was certain he could tank the Luxon Warriors and kill the turtle by himself. He got his 10k faction and left, and good ridance to him.
Air of Enchant Boon Prots are more flexible, capable of healing team members and the gates (essence bond does help with mana if you have energy issues with long DBoon heal spams) on single targets like Gunther and the gate eles.
The only 2 skills that can reliably shut down a good Air Booner are Disenchant and Well of Profane. If that well is not followed with a hard hit from the team, some monks can Mend Condition through it and get their bonds up. I've done that once, but only once. You can usually kite away from mesmers during a lull and CoP whatever they've hexed you with. A closed gate makes such very easy.
1 monk or a good duo team, the idea behind defensive monks is to slow down or stall the advance on one side, allowing safe amber runs. Often when I monk, I let amber runners know that everyone has left the area, probably to concentrate on the other gate. That makes their job easier since they now have a safe lane to run through, and helps the turtle killers since they can now focus on only one side, only one turtle.
There is no dispute that the three things that need to happen on Kurzick side are turtle killing/interupting, amber runs and repairing the gates.
What gate guard monks do is let 1 person (or two if you have a team) do that 1/3rd of the game for the team. If the gates don't go down, then the runners don't have to use amber repairing it.
Quote:
Originally Posted by Ender
Have you found a way to actually make people listen? I've never been on a team where the so-called leaders are anything other than openly mocked.
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Sometimes they don't. Too often they see a monk and their brain shuts off, declaring "its PvP time!"
They do something else; PvP, duel, Comms. Calling them a noob or ordering them to do something in all chat all CAPS is met with offense. Telling them they aren't helping the team where they are and asking them to do something else sometimes does.
After the match, I whisper those who I know had problems, win or lose. Far from being offended, most are respectful and listen to my advice, since I must know what I'm doing if the Luxons call me out by name in all chat and call me a cheap noob monk, mesmer, whammo, ranger, etc. I ask them what they really preffer to do and offer skills and personalized tactics to help them.
In only one instance has anyone taken offense to this: a whammo who was certain he could tank the Luxon Warriors and kill the turtle by himself. He got his 10k faction and left, and good ridance to him.