please stop asking to get owned in one sided teams.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

Please stop asking to get owned by doing one-sided builds - anywere.

With one sided builds I mean builds that barely have more than 2 different classes in it.
BUT even a build with 4 different primary classes or just 3 different secondary classes is one sided.
Im not saying that a "in classes most ballanced" build (like: WMo MoRa RaMe MeE EN NW [NR EMo] ) is the best.
But its pretty obvious that more than two primary classes of ANYTHING is a stupids idea.

And YES that includes monks. Its NOT the more monks, the better Its the more monks, the more retarded!!!
You do not need more than 1 healer and more than 1 proector ANYWERE and dont even think about inviting "NEED MOKE MONKS!!!" just to waste that good space for another class that you need more because its rare in your build!

ladies and gentleman:
Preventing Damage > healing and protecting from damage.

A team without fast casting can hardly prevent eles from doing damage because theyre just too slow.
A team without Soul reaping can hardly stand longer offensives because it just goes out of energy.
A team without divine favour just goes out of healing energy after some time.
A team without expertise can not interrupt for long.
A team without energy storage can noe cast enough powerfull offensive spells.
A team without Strenght can not do enough melee damage.

however aou still CAN play witout one of the primary classes just by using it as secondary class a bit more.

The big problem with one sided build is NOT that it changes this game into stone-papers-scissors, its that its flexibility is close to zero, so they will never stand more than 0-4 fights unless they get lucky and challenge their inferious all the times.
See, the simple reason why stupid ranger builds are that sucessfull is that "expertise" gets defeated by "divine favour", but theres barely enough skilled offensive monks (and warriors) to storm a ranger stronghold, even if its not hard at all!

The deal is simple, if you see a team that doesnt have all classes in it tell them to fix that or leave, because if they dont fix it they are just rolling the dice til lthey find their superior one sided build!
Mixed builds are so much easier to play by the way, they are just better!
The argument "one sided builds are more fun" or "easier to play" is stupid, if you set your skills so they fit in the mixed build.
And stop ignoring mesmers and necros and stop waiting for more monks and tread every class equal!

The pro in necros is that their energy pool grows during battle, and it grows the more, the worse the battle goes, so you quickly reach a point were a lot of people die like in EoE (and there die more on the team that lack in necros(or rangers))!
The pro in mesmers is that they can make 2 players of their choice almost useless (especially eles (ranger and necros)) so they prevent more damage than their monk could ever protect from or heal!

ComMan

Krytan Explorer

Join Date: Jun 2005

A lot of teams would benefit from not having 4 monks. It's stupid to bring your 3 healers and a prot, get spiked, and then go "what happen!? You monks not heal enuf!"

The point of the one-sided group is to maximize the potential of a single class. Air Eles do spike damage, 4 of them do more. It's that simple. If you're all Air Eles you will lose to a Spirit Group and Mesmers/Rangers/Hammer Warriors are a huge threat to you, but luckily nobody runs those! Unfortunatly, most balanced groups will lose to coordinated spike/spirit/smite/whatever groups.

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

Actually playing with a balanced team is quite refreshing and can work to a certain extent when playing in tombs because most other teams don't suspect to face very good balanced teams. The ones that are good usually make it to HoH and win it too. But when going up against spirits, balanced teams requires tons of co-ordination and strategy to win.

Mithie

Wilds Pathfinder

Join Date: Jul 2005

Rest En Pieces [RIP]

Me/W

UNLESS you know the exact tactic of the opposing team, it's never a good idea to tailor your team towards an unflexible build.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

The point in one sided builds is NOT to maximize a single class.
Because there is no class suport in one sided builds because class supporting only works if there is more than one class!

Now if a ballanced team sees a one sided team, all the "inferiour classes to that one sided build" turn into support for the "superior classes to that one build" and they just laught at it!

thorizdin

thorizdin

Academy Page

Join Date: May 2005

Lords of the Dead

Statements like this are good advice for people new to PvP in GW. However, there are quite a few builds that are much more effective with a focus on a particular class. "Balanced" builds are no better (and no worse) than focused ones from an inherent point of view. A better way of saying this, is that if you have more than 2 or 3 of characters playing the same kind of role, you had best know what you are doing, since focusing this way can (greatly) increase DPS, but it also (greatly) increases your vulnerability to that role's counter.

BurningPants

BurningPants

Frost Gate Guardian

Join Date: Jul 2005

That Other Guild [Tog]

Quote:
Originally Posted by Ollj
The big problem with one sided build is NOT that it changes this game into stone-papers-scissors, its that its flexibility is close to zero, so they will never stand more than 0-4 fights unless they get lucky and challenge their inferious all the times.
Lol Ollj, I think i was in your tomb group last night, you were Orbin Ollj (the necro with well of power), my char was Buy Me. But yeah i've kept telling this to spiker/smiter groups that usually they won't last past the third or fourth fight mostly because they would get owned by a small assortment of single skills or just more skilled players. Quickening Zepher(sp?) will really set those spikers back, yet people continue to run the spike build. Smiters will probably get trounced by Natures Renewal or Rend Enchantments. The balanced build we used in our team(w/e, n/r, r/e, e/mo, me/mo (i think), heal monk, heal monk, prot monk) went up pretty well against some of those teams we fought

The exception being spirit builds, ive tried all those anti-spirit suggestions and I just don't have the skill to pull those off properly.

Mithie

Wilds Pathfinder

Join Date: Jul 2005

Rest En Pieces [RIP]

Me/W

Wait wait wait... by "balanced" are you talking about builds that have a quota of each class, like a mix of rangers/mes/monks/wars or do you mean builds that can stand toe to toe vs. pretty much a good majority of popular tactics?

samarium

samarium

Academy Page

Join Date: Jul 2005

Pillers of Darkness [Dark]

N/Mo

I'm of the opinion that any caster-heavy build oughta have a necromancer in it. Give me a corpse and I can lay a +5 Energy regen on you, or +5 with a much larger health sacrifice (I'm uncomfortable with a 33% sac) if you use your elite slot on Blood is Power instead of Well of Power.

Blood Necro is a monk's best friend. Monks are already masters of stretching their Energy, and we give them even more to stretch.

-sam

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Any trapper group that isn't positively giddy to have a blood necro around is nuts.

Serpents Quickness + QZ + a necro kicking the energy in gear... I can lay over a dozen traps well before the first one goes off. Four rangers doing this... even the aataxes are unamused.

It's actually quite pretty to behold...

Ollj

Ollj

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Mithie
Wait wait wait... by "balanced" are you talking about builds that have a quota of each class, like a mix of rangers/mes/monks/wars or do you mean builds that can stand toe to toe vs. pretty much a good majority of popular tactics?
theres no difference between both.
tell me were one excludes the other.

Mithie

Wilds Pathfinder

Join Date: Jul 2005

Rest En Pieces [RIP]

Me/W

Quote:
Originally Posted by Ollj
theres no difference between both.
tell me were one excludes the other.
Spirit team. Pretty balanced tactics wise, as it can take *most* tactics head on without suffering game impact disadvantage.

Dumachum

Dumachum

Frost Gate Guardian

Join Date: May 2005

Florida

na

R/E

Because spirit teams suffer the same pros/cons from the spirit as the teams they are fighting. Only difference is THEIR team is the one built to expect it which will always give them the advantage.