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3/9/07 GvG Report

So we tried out something like the latest build in our "split tactics" thread last night. It still took a while to set up with wyrm/hawk coming a bit late, for SF to get back from AFK, and to find ZoSer Mercedes and Basiner Earendil to fill our last two slots. We finally got going around 9:30ish and had a match on Uncharted, afterwards Earendil had to leave but Seijin then miraculously showed up and schooled Damadmoo in how to play a mesmer. wink

I played the R/Mo leading our split squad with Mercedes as a Discord Necro and Hawk on the ZB monk, so I'm only going to be talking from that perspective. Up to someone else to do the "main" report. tongue Seems we are stuck at our rating of 1000, we won matches against much lower and one fairly even guild, and lost to 500+ ranked guilds, one of whom was gesting members from [cow].

The ranger/discord necro combo proved very effective at quickly cleaning a base of NPCs. It was also strong enough to still kill NPCs against a monk flagger and sometimes even the flagger themselves. We didn't fare so well as a split team though. There were times when 6+ came back to their base to try and push us out, often I was too slow in signaling a retreat or they had a snare such as water ele with them. In the other cases where there were only 3 or 4 which we should've theoretically been able to fight out, Hawk ended up dying pretty quickly anyway.

In the last match I was able to watch on observer, I actually ran when I shouldn't have: a melandru derv, ranger, and water flagger went back to base. When we ran hawk got snared and hit with scythe crits. Instead of that, we probably should have stayed and fought it out. When snared and no way to remove it, the better thing to do is *not* to run while a melee wails on you, since the enemy just gets free crits in that case. Against something slow like a scythe you can even time moving and not moving so you're still when the scythe lands. With no monk on their team, we probably should've been able to prevail. I just sucked at figuring that out because I use TAB too much to cycle through enemies, which isn't very effective when you are surrounded by NPC archers.

Some of our split failure may be partly attributed to Hawk's inexperience tongue with one of the most challenging classes in the game in a solo self-protection situation. (RA/TA practice FTW!) It may be that the ranger needs to bring some cripple to better protect the monk (although shadow of fear should be doing this job in theory), or that as a ranger I need to work on staying close to hawk so I can use mending touch to save her from a spike, or that the necro needs draw conditions or something else. In our more losing matches featuring burst assassins, I felt I had to keep hawk with the main group just to keep the other monks from dying while me and mercedes continued sniping npcs. So in effect most of the time we ended up playing as a gank squad than a true split. Conclusion: more training needed. whip
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Ummm, yeah - it took me a while to figure out to actually use the assassin skills on my bar! I've never actually played an assassin in PvE, so I'm exceptionally n00bish on those skills. As Fox says, it'll take practice, though I'm not so sure that it'll help me a great deal to hang out in RA and practice getting thumped on.

I agree with Fox that there were a couple of instances when we ran when we didn't really need to. And there was at least one other instance when we should have ran a lot sooner.

Finally, the main team seemed to be having a tough time staying alive on its own. I think the main team needs more damage output, and less defense, so that the opponents have less free rein to target our guys - we need to make them spend more of their time kiting around and healing themselves. I'd say swap out one of the monks for a Motivation Paragon. thumbsup Damage plus survival power ftw! Or at least it's worth a try...
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Several things I've noticed in general. Split team was playing too defensive. Main group needs to work on its Aegis chaining. Both teams were letting the enemy flagger go unharrassed more than they should have. I need to make some adjustments to what I do as team leader. Monks need more experience in pressure situations. Flagstand capturing was better, but there were quite a few times when the flagger was just standing at the stand and not doing anything when he should have been with the main group providing heal support. Everyone needs to announce the conditions and hexes on them, even if they can't be removed. People need to condense and make more clear what's happening with them over Vent. For example, if you spot a tell-tale hex that signifies the start of a spike (i.e. Shadow Prison), don't try to say "I've got Shadow Prison on me, I'm getting spiked" - you'll be dead before you finish saying it. Instead, use your number (i.e. 1) and say "watch 1."
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Hawkmoon Wrote:I think the main team needs more damage output, and less defense
Damage output was relatively ok, we had enough pressure kills while it was just us.

Quote:so that the opponents have less free rein to target our guys - we need to make them spend more of their time kiting around and healing themselves.
Um, doesn't exactly work that way. That's mostly what warriors and dervishes are for, anyways.

Quote:I'd say swap out one of the monks for a Motivation Paragon.
Eep? Not going to swap either of the monks that stay with the teams and the other one is the flagger. Can switch the flagger to something more offensive (and I even suggested that, but w/e), but getting rid of one of the standard monks is a nice way to get ourselves slaughtered.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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