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GvG report: 04/13/07

We ran the Conjuring Cripples build that Wyrm has posted in the thread by that name.

4 of us showed up from RB:

Wyrm - one of the crip war/eles
Moo - mind blast ele
Fox - ZB monk
Hawk - RC monk

We had 4 guests from Amazon Basin (I will list their character names, since I'm not certain of their "real" names):

This Aint Spartaaa - the other crip war/ele
T T Ecko - icy shackles ele
Rad Mesmer - the name says it all... wink
Lively Life - LoD infuser monk (he actually joined after the first 2 matches; I can't remember the name of the first guest in this slot... frown )

Wyrm, Fox, and Moo were the split team, and I went with the AB guests to the flag stand. This Aint Spartaaa was our leader and target caller.

We played 4 matches, and in every case we were the higher-ranked team. The first match was on the Isle of Wurms, the second on Isle of Solitude (but with us attacking), and the last two were on the Isle of Meditation (cue sound of pained groaning...). We won all four matches, largely due to the Awesome Power of the Split Team!

Seriously, I was amazed at how strong the split team must have been. In only one of the matches were we (meaning the flagstand team) even in the enemy's base when the enemy GL went down.

This Aint Spartaaa was a very capable leader - we moved all over the map as the situation dictated, and probably most important, we did a lot of pushing forward as soon as the opposing team started to pull back. We were able to control the flagstand pretty effectively in consequence. (our team was pretty capable, too - we didn't have a whole lot of deaths) Only in one of the matches on Meditation did we get pushed back into our base, and in that case, it turned into a race to kill their GL before they could kill ours. And our super split team did just that. thumbsup

This build is definitely one worth running for a while.
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The main power of the split team was that we went for the knights and bodyguard as soon as possible. Instead of 'wasting' time on all other npc's.

I was mainly suprised by the defensive capabilities of the flagstand team. They were able to hold against the full enemy team for quite long in the beginning of the matches. I have no idea how they did that but i think they lured the enemy group toward the footmen outside of the base to get a lil bit of extra manpower.
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We (the flagstand team) didn't really set out to pull the opposing team back to our footmen. Mostly we were right up by the flagstand, and thus away from our NPCs' support. Having two monks helped a lot, but I also think that much of the credit has to go to the Icy Shackles ele - the other team couldn't move around as effectively, and we took less damage as a result.
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Good write-up, maybe we should make you our permanent writer-upper!

Water hexes are indeed powerful and can be a great asset to both offense and defense.

As Moo said, a lot of the power of the split team came from us not wasting time on archers but instead going right for the main defenses around the enemy GL. While this cuts us short a bit of faction, it does make winning a bit easier, and since most people have gotten to the point of having plenty of faction and skill unlocks, I don't think we really need to take out all of the NPCs anymore unless we're planning to go to VoD.

The conjure war has a pretty massive damage output and I noticed that the few times Demonclaws and I would attack the same target our damage was be able to outpace the healing of just about everything except Restore Condition when we had bleed, cripple, dw, and burning on a target.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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