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Next GvG build

FoxBat Wrote:Another thing I thought of. So we start with full team off the teleporter, and the enemy does the same. We do our spike, then run off with the theif towards their backdoor. Say they immediately split off a ranger and a warrior after us. What's the best course of action there?
Keep ahead of them into the base, spike down 2 NPCs at the same time (i.e. no turn taking) and run like crazy back out the teleporter back to monk support. Just remember that the Pin Down from NPC archers (which can cause your demise very easily) is very easy to avoid or trigger while you're behind a wall. Don't automatically use Shadow Prison as soon as you're in range. Move in closer, dodge the Pin Down (which is always their first attack) then spike it down. On the other hand, if you get far enough in so that the warrior and ranger are both out of range of their monks, go ahead and spike them. I'm not sure about needing the speed boost from Tiger Stance, so an option might be to switch that out for Expose or some defense. If you don't think you'll make it then run back to the monks.

Another strategy is to not use the teleporter at the beginning of the match, just have the main team go out the front door and the assassins wait at the back door (note: not going out) until there's a full engage at the stand, then sneak on over to the back door. You may lose time, but if it throws them off and keeps you alive all the better.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Demonclaws. Quit the crap. We heard your opinion more then once already.

Fox Bat:
If we have the door open we can both gank one of the rangers and rush out the teleporter. If they catch us faster then we can both attack the same one. Take it down. And then regen and take out the other one. Or go back with the main group and wait for a new split opportunity.
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I watched Rus Corps run an interesting variant on the recall split. One of their sins brought You're All Alone instead of shadow prison, and used expose and self-heal over an IAS. On Isle of Medititation they typically held recall on the archers near the footmen while working on the NPCs by the upper path. When with the main team they still kept recall on an ally at all times so they could teleport back if in trouble from overextending. When on the mainteam I didn't see the assassins using their combos as rigidly as you'd expect in HA/RA/TA, somtimes they'd only do one half of it and save the other half for later, or start off with black spider and wait for an opportune time to horns of the ox.
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