The Importance of Positioning
Beren Stormcaller
So, if positioning such as that has an effect, what about archery types? The different bows have obviously different trajectories, so would this affect what areas are hit? For example, my current Flat Bow has a very high arching trajectory. Since spells like Fire Storm hit the head more often due to the positioning of the origin point of damage, it would be reasonable to assume that my arrows would be more likely to strike the head as well, right?
balinor limad
simon from american idol says:great job dude
skeptical
Has anyone actually verified if the data in the original post is correct? The original poster did not cite any sources to back up the post.
LockerLoad
I've read all the posts here and I have another variable quetion to throw into the mix =)
Does character height factor into weapon physics or does it only affect the models appearance?
Ne1 know, I'm curious.
Does character height factor into weapon physics or does it only affect the models appearance?
Ne1 know, I'm curious.
eventhorizen
Quote:
Originally Posted by skeptical
Has anyone actually verified if the data in the original post is correct? The original poster did not cite any sources to back up the post.
|
The source is guild wars. If you do not already know stuff like this I suggest you play more.
Itbegins
nice guide Rex i always liked it from behind anyway now i have proof it is the most effective.....
another thing thats nice to kno for ones self is that the reduces dmg from physicsal attacks on ascalon armor doesnt stack so just wearing the helmet of that armor does it justice. i believe personally the highest base armor is the best way to go which would be they wyvern set and one pice of ascalon armor.........also isnt it true that putting the run of absorbtion is best in the chest since thats most often hit...
another thing thats nice to kno for ones self is that the reduces dmg from physicsal attacks on ascalon armor doesnt stack so just wearing the helmet of that armor does it justice. i believe personally the highest base armor is the best way to go which would be they wyvern set and one pice of ascalon armor.........also isnt it true that putting the run of absorbtion is best in the chest since thats most often hit...
ifuwerepbandj
Great information guys, really helpful.
I too was wondering about character size advantage. I know it has been asked numerous times but i figured maybe one more question about it would inspire someone with greater technical knowledge than I to do the research and find out. (There should definately be some type of testing arena with a dummy in the game) Anyways I really like making smaller characters because so many are so large and I hope I'm not opening myselfup to more head hits.
Thanks for the information guys even if u don't find out about the height thing.
I too was wondering about character size advantage. I know it has been asked numerous times but i figured maybe one more question about it would inspire someone with greater technical knowledge than I to do the research and find out. (There should definately be some type of testing arena with a dummy in the game) Anyways I really like making smaller characters because so many are so large and I hope I'm not opening myselfup to more head hits.
Thanks for the information guys even if u don't find out about the height thing.
sgtclarity
another genius of gw, 10 point lad
CKaz
I've thought about height/short advantage but my guess is -
the boundary 'box' is the same
your trajectories would be the same
your camera is mounted in similiar/same fashion
the boundary 'box' is the same
your trajectories would be the same
your camera is mounted in similiar/same fashion
asyra cyanne
learned a lot great resource
Jake
good post, very informative, thanks.
down2one
whoah cool...
*evil smile*
can't wait to apply this in-game...
*evil laugh*
*evil smile*
can't wait to apply this in-game...
*evil laugh*
Sean Connery
woops
Arathorn5000
Quote:
Originally Posted by Sausaletus Rex
I have plenty of other little scraps like "How to Manage Energy through Tactics" or "How to Make a Good Build Without Skills" or "Doing What it Takes to Win" or "Leveling" and such - just things I think people need to be aware of and aren't talking about - that I've dreamed up and haven't had time to get back to and, as release approaches I don't think I'll have any time for them soon.
|
Tyroie
My personal intuition says that being hit by a warrior or ranger while running does NOT incur a critical hit. I know how hard a crit hits for, and while I could be wrong, I'm fairly certain I'm right.
Diablo Paladin
i dont understanf 50% of wtf your saying
Racthoh
Interesting, I always attacked enemies from behind and it was actually making me do more damage? Heh, good to know.
Alone)
I've heard this many times over, and tried switching armor and moving myself around to test the shields as well. But I still find no way of confirming if all these is true. I wish there was, but I'm sure the programmers at Anet are not going to share.
As in if having full knight armor will work, or if just one piece will cover you. However, good tips to tell.
As in if having full knight armor will work, or if just one piece will cover you. However, good tips to tell.
NeoDias
What an excellent post. Keep up the good work.
ratatass
Rex wrote this quite a few months back.
He has not posted since June. So he will NOT keep up the good work.
I wonder what happened to him ? Stuck somewhere in Canada ?
Anybody know ?
Ratatass
He has not posted since June. So he will NOT keep up the good work.
I wonder what happened to him ? Stuck somewhere in Canada ?
Anybody know ?
Ratatass
Legolas Ravenwood
Nice information in a nicely presented way! Great stuff!
I think the diagram of this turn should be this:
==+ ----- The Warrior is in the bottom-right facing the center, which
=X+ ----- puts the shield in the top left zone.
++0 -----
=++ ----- The Warrior is in the right facing the center, which puts
=X0 ----- the shield in the left zone.
=++ -----
++0 ----- The Warrior is in the top-right facing the center, which
=X+ ----- puts the shield in the bottom-left zone
==+ -----
+0+ ----- The Warrior is in the top zone facing the center, which
+X+ ----- puts the shield in the bottom zone.
=== -----
*Note: The lines (-----) were placed where they are because multiple spaces isnt available. They represent nothing to do with the diagrams.
I hope you understand what I am saying
Quote:
As my target turns, I work to swivel around them like so (In an obviously simplified diagram): |
==+ ----- The Warrior is in the bottom-right facing the center, which
=X+ ----- puts the shield in the top left zone.
++0 -----
=++ ----- The Warrior is in the right facing the center, which puts
=X0 ----- the shield in the left zone.
=++ -----
++0 ----- The Warrior is in the top-right facing the center, which
=X+ ----- puts the shield in the bottom-left zone
==+ -----
+0+ ----- The Warrior is in the top zone facing the center, which
+X+ ----- puts the shield in the bottom zone.
=== -----
*Note: The lines (-----) were placed where they are because multiple spaces isnt available. They represent nothing to do with the diagrams.
I hope you understand what I am saying
Storm Chaser
hey rex u should be a college professor or something man, thanks for the info.
Shimus DarkRaven
As per request on page 1, Yes. There is plenty of formations I usually whip my group into in PVP:
1. The traditional Straight line attack: This type of attack works best from a high ledge with rangers, say Yak's Arena with the snow ledge as an example:
_-**-_ <--The Ledge
++++++ <--Players
In the above diagram, all characters are situated in the top left to right edge of the overhang. It works best for R/E's as they can target and pin down the opposing team and firestorm or whatever else you like to do. This formation is alway almost helpful if you have only one monk to heal. It makes his job alot easier. Plus standing above helps hit that head which can cause more damage if their helmets aint up to score. Yay firestorm?
2. The "Flying V" from the mighty ducks movies: Interesting tactics with the warrior flanking the spearhead<usuall a caster or ranger> and left and right back flanks with healers. Example: Ring of Fire PVP map "Kills vs Kills" Here's the diagram:
__^__ - Ranger or caster
^__^ - Warriors or fighter types
^__^ - Monks/Healing types
In the above , you can do this situated around the lake of fire or the river of fire, causing them to have to run across to hit the healers <Works well with one healer <healing> and one healer <prot> to keep spearhead and warriors healed.
3. "The Outposts" --Although unconventional, and dangerous a majority of the time, this works in arenas that would force people into bottlenecks at certain points: IE: The arena in the jungle with the ruins, the bridges are pivotal. Example:
| |__________| | <---Bridges
**<-people here **<--People here <--Two and two, say one healer one fighter or one nuker and one fighter.
It is very unconventional to split your group apart because if this tactic doesn't work, you now have a split group and possible needing rezzes on both sides. This tactic works well however, when they try the same thing. This can make a match even if you judge right.
And Last but not least one of my favorites:
4. "The Desperation pull" <--This is a last ditch effort if your team is being pummeled and they have to come close to finish the job, area attacks rock at this juncture. Say two out of your four person group is down, and one other besides you is up <lets say for the sake of things, it's a monk> And they come in to finish you. A. Have the monk diagonally opposite barely out of aggro range healing you, and pull the rest of the opposing team into you, and with last attempts, fire skills such as cyclone axe and firestorm or Cyclone axe and apply poison. This way it makes healers on their side focus on themselves before healing your opposition, which allows you to attack over and over until the monk is back in the game. Example is the arena down in the desert:
{{EDIT: The ascii map for this always messes up when I post it, so email me if you really want the map at [email protected]}}
The --'s represent the attacking team, the two ++'s represent your last two men. In this case, luring them in is your only choice, or if they're casters, you go to them, but remember always keep your monk to the outside and diagonally out of aggro, this way it forces them to run through you to get to him/her/it.
There are just some tactics. There are plenty of more formations I use, but those are the main 4, because even new players to pvp can understand them. I only use complicated attack patterns in GVG or PVP with my guild.
contact me if you want more info, through PM or email.
--Thanks, have fun. -The Shim
1. The traditional Straight line attack: This type of attack works best from a high ledge with rangers, say Yak's Arena with the snow ledge as an example:
_-**-_ <--The Ledge
++++++ <--Players
In the above diagram, all characters are situated in the top left to right edge of the overhang. It works best for R/E's as they can target and pin down the opposing team and firestorm or whatever else you like to do. This formation is alway almost helpful if you have only one monk to heal. It makes his job alot easier. Plus standing above helps hit that head which can cause more damage if their helmets aint up to score. Yay firestorm?
2. The "Flying V" from the mighty ducks movies: Interesting tactics with the warrior flanking the spearhead<usuall a caster or ranger> and left and right back flanks with healers. Example: Ring of Fire PVP map "Kills vs Kills" Here's the diagram:
__^__ - Ranger or caster
^__^ - Warriors or fighter types
^__^ - Monks/Healing types
In the above , you can do this situated around the lake of fire or the river of fire, causing them to have to run across to hit the healers <Works well with one healer <healing> and one healer <prot> to keep spearhead and warriors healed.
3. "The Outposts" --Although unconventional, and dangerous a majority of the time, this works in arenas that would force people into bottlenecks at certain points: IE: The arena in the jungle with the ruins, the bridges are pivotal. Example:
| |__________| | <---Bridges
**<-people here **<--People here <--Two and two, say one healer one fighter or one nuker and one fighter.
It is very unconventional to split your group apart because if this tactic doesn't work, you now have a split group and possible needing rezzes on both sides. This tactic works well however, when they try the same thing. This can make a match even if you judge right.
And Last but not least one of my favorites:
4. "The Desperation pull" <--This is a last ditch effort if your team is being pummeled and they have to come close to finish the job, area attacks rock at this juncture. Say two out of your four person group is down, and one other besides you is up <lets say for the sake of things, it's a monk> And they come in to finish you. A. Have the monk diagonally opposite barely out of aggro range healing you, and pull the rest of the opposing team into you, and with last attempts, fire skills such as cyclone axe and firestorm or Cyclone axe and apply poison. This way it makes healers on their side focus on themselves before healing your opposition, which allows you to attack over and over until the monk is back in the game. Example is the arena down in the desert:
{{EDIT: The ascii map for this always messes up when I post it, so email me if you really want the map at [email protected]}}
The --'s represent the attacking team, the two ++'s represent your last two men. In this case, luring them in is your only choice, or if they're casters, you go to them, but remember always keep your monk to the outside and diagonally out of aggro, this way it forces them to run through you to get to him/her/it.
There are just some tactics. There are plenty of more formations I use, but those are the main 4, because even new players to pvp can understand them. I only use complicated attack patterns in GVG or PVP with my guild.
contact me if you want more info, through PM or email.
--Thanks, have fun. -The Shim
DarkSider84
I highly agree to what you said. It sums it up for a lot of people not understanding the mechanics to the game itself. TY
jules
Thanks for the enlightening post.
I've come across the term 'kiting' in the past few weeks. From what I understand it to be I've been doing it without knowing what it was called in MMOs. If this falls under positioning I'd love to have a similar explaination or guide on it. Thanks. I hope I'm not hijacking this thread.
I've come across the term 'kiting' in the past few weeks. From what I understand it to be I've been doing it without knowing what it was called in MMOs. If this falls under positioning I'd love to have a similar explaination or guide on it. Thanks. I hope I'm not hijacking this thread.
Sum1
very nice info-i think ill try it-
Frank Dudenstein
Very interesting info, well done. However, this info only leads to a much more basic question... you didn't say whether this was for PVE or PVP, because....
If you are talking about PVP, why are you hitting a target with a shield?
And if you are talking about PVE, why hasn't the MM killed the target by the time you repositioned?
Just wondering
If you are talking about PVP, why are you hitting a target with a shield?
And if you are talking about PVE, why hasn't the MM killed the target by the time you repositioned?
Just wondering