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Dannzzigg
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GvG Tactics... Wizard's Isle


What works:

Being very aggressive with the build at VoD, forcing the opposition NPCs to stall long enough for ours to get set up, and then falling back into our NPCs to take advantage of them

Responding to an offensive gank in our hall by pushing even harder on the opposition's flag team, establishing flag control and then pushing on their front door

Using the Catapult to delay/kill the enemy runner to win a Morale boost

Pulling the enemy front door NPCs during a lull in the battle between auto-rez, or when the enemy has begun to crumble from pressure

A Human Mesmer

Crip Shot over Magebane shot for it's important role in defensive support, as well as for aiding the frontline in reaching their targets

Calling targets for the frontline from the Ranger's position

What could be improved upon:

Overall better positioning-
- frontliners need to be more aware of their position in relation to the front door NPCs to avoid pulling them at an inopportune time

- Midline needs to not advance too far and pull our monks in too deep or leave them without the benefit of the defensive support the midline is designed to provide

Better Communication
- frontliners need to call for disenchants, call when blinded, call when blurred. Our frontline was very, very quiet last night

- better coordination between the Mes and the Ranger regarding target selection::: we usually started off pretty good, but never followed up to see if we needed to change or help each other

- Begin building towards using a true adrenal spike to augment our pressure. I feel that is a big component that would mean the difference between wins and losses in a lot of matches. Spikes can either be used as a killing blow, or simply to amplify pressure quickly. Since both of our Warrios are capable of significant spike damage, and the Para, Ranger and Mes can all assist fairly often, spiking every 2-3 minutes is certainly feasible

Last edited by Dannzzigg, 3/3/2008, 7:12 pm


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Pyxis
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Re: GvG Review 03/01/08


Couple things on the enemy runner.

1. We often get stalled by body blocks just long enough for the enemy to get their boost, then they let us through. Would be nice if we could do the same. Our hall is really cut out for this with the choke points at the buildings, and the gates around the flagstand.

2. May be worth it for the Ranger to concentrate on slowing the enemy flagrunner in and out of the stand. This may be enough to give our runner the advantage.
3/2/2008, 10:09 pm Send Email to Pyxis   Send PM to Pyxis MSN
 
Andovar
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Re: GvG Review 03/01/08


I agree with pretty much all that's been said.

quote:

Dannzzigg wrote:

What works:
...
Responding to an offensive gank in our hall by pushing even harder on the opposition's flag team, establishing flag control and then pushing on their front door


Assuming this works as expected, and we roll their flag team at the expense of some of our base NPC's, we should immediately follow up with fixing the catapult and using it to keep their flag team pinned when they rez. (assuming we can get the repair kit out)
We may even be able to just leave one person manned at the pult, and send the rest of the team back to take out their gank. Or maybe just a split response to chase off their gank.

quote:

Pyxis wrote:

Couple things on the enemy runner.

1. We often get stalled by body blocks just long enough for the enemy to get their boost, then they let us through. Would be nice if we could do the same. Our hall is really cut out for this with the choke points at the buildings, and the gates around the flagstand.



I realize that practicing isn't nearly as much fun as actual play, but this is one thing that would be relatively easy to practice. We could setup scrims of 3v1 or 4v1, and practice the body blocking. No attacking, just movement. The runner trys to get to the stand and the other team trys blocking him.
This is a good way to discover little trap points on the map too. Like maybe at the end of the fence, or next to the house.
At the very least it would help us get used to how bunched up we need to be. Sometimes I think we may actually be too close together during our blocking attempts.
 
3/3/2008, 9:03 am Send Email to Andovar   Send PM to Andovar
 
PeleusDorado
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Re: GvG Review 03/01/08


There were several times I was involved in blocking the runner at the fence. Twice we forced the runner to go around the fence and we were able to kill the runner. Other times I was right behind the runner and without a speed boost there was no way to get around to block (so I went back to messing with a monk).

After bouncing around every so often to either try and stop Diversion from getting through, the Blind-bot, and the monks I would lose track of the monk I was originally "assigned". I would look for the green monk and then switch to the non-green monk, but I was not asking the question.

I am still working on NOT casting the ward when it is ready and holding off until I notice we are not under Aegis. Also, still trying to figure out how effective I am in the role. One of the nice things about playing in the midline is not having to hear "Peleus - back up". Another nice thing about the Mesmer was being able to damage my target throughout all the matches.

I should start taking the mesmer into AB more often to become more familiar with the different skills.

It was also fun to play different roles during the matches. I realize that is not the goal of the build, but it was interesting to bounce around a bit. Although it means ripping the party apart every time. Still, in the future, I do not mind changing roles.

---
Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

3/3/2008, 10:19 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
Keegen
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Re: GvG Review 03/01/08


quote:

Dannzzigg wrote:

What works:Responding to an offensive gank in our hall by pushing even harder on the opposition's flag team, establishing flag control and then pushing on their front door

I think this is possibly a good idea but would also caution that the one time this worked really well was in response to a very week gank attempt by the other team. If the same amount of time was spent pushing on a flag team with a well organized gank, we could loose a majority of our NPCs. In this case, is the runner to just keep running or try to heal NPCs?

I did find that on several occasion whether at our frount door or in our hall, if I am (as the runner) healing NPCs that are being attacked, the attacker quickly looses interest but usually turns it's attack on me which usually is not a problem if I have NPCs to back me up. emoticon

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3/3/2008, 4:10 pm Send Email to Keegen   Send PM to Keegen
 
Dannzzigg
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Re: GvG Review 03/01/08


quote:

Keegen wrote:

quote:

Dannzzigg wrote:

What works:Responding to an offensive gank in our hall by pushing even harder on the opposition's flag team, establishing flag control and then pushing on their front door

I think this is possibly a good idea but would also caution that the one time this worked really well was in response to a very week gank attempt by the other team. If the same amount of time was spent pushing on a flag team with a well organized gank, we could loose a majority of our NPCs. In this case, is the runner to just keep running or try to heal NPCs?

I did find that on several occasion whether at our frount door or in our hall, if I am (as the runner) healing NPCs that are being attacked, the attacker quickly looses interest but usually turns it's attack on me which usually is not a problem if I have NPCs to back me up. emoticon



If we already have flag control, the runner should stay back to tyry and slow the gank, giving the flag team more time to take advantage of the numbers mismatch.

If we do not have flag control it will be determined at that time what to do. More than likely, we should be able to take advantage of the runner due to numbers so we should be able to afford to leave our flag for a short time.

quote:

Pyxis wrote:
Couple things on the enemy runner.

1. We often get stalled by body blocks just long enough for the enemy to get their boost, then they let us through. Would be nice if we could do the same. Our hall is really cut out for this with the choke points at the buildings, and the gates around the flagstand.

2. May be worth it for the Ranger to concentrate on slowing the enemy flagrunner in and out of the stand. This may be enough to give our runner the advantage.



I did switch to doing this in our last two matches, and I found it particularly effective in helping with the body blocks we did manage to achieve.

Another thought on running, and I would definately like some more opinions on this...

Could we/Should we have the Mesmer take the first flag and attempt to allow the opposition to cap first? We would still have our Rit hanging back after grabbing the repair kit so not only would we be able to re-cap almost immediately after the first cap by the enemy, we would also have our second flag to the stand before they get back to try and take the flagstand away from us. It seems (on the screen, anyway) that we would immediately put the opposition behind at the cost of some stand-time for the Rit.

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3/3/2008, 7:10 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Pyxis
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Re: GvG Tactics... Wizard's Isle


I think this stall tactic should always be attempted. Give them a a bit of time to put the flag in, if they don't bite, then take the flagstand first so we get things in motion. I don't want to stand there fighting them 8 on 7 with our runner hanging back at base, so if they don't take the stand after some amount of time, we should go ahead and take it first.

The amount of time to wait I am not sure of, guess it depends on what type of build we are up against.

Of course if they don't bite and we have a stand off at the flag, that could be an opportunity for the Runner to go through the back door with the repair kit and fix their catapult.
3/3/2008, 11:55 pm Send Email to Pyxis   Send PM to Pyxis MSN
 
Keegen
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Re: GvG Tactics... Wizard's Isle


quote:

Pyxis wrote:The amount of time to wait I am not sure of, guess it depends on what type of build we are up against.

Well at the very least, you could wait the short amount of time it takes the runner to get back into the hall after picking up the repair kit.
If they don't bite and the runner says he ready to pick up the second flag make a decision then.


---
Before you criticize someone, you should walk a mile in their shoes.
That way, when you criticize them you're a mile away and you have their shoes.

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3/4/2008, 1:15 am Send Email to Keegen   Send PM to Keegen
 
PeleusDorado
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Re: GvG Tactics... Wizard's Isle


Running the Mesmer last week, I do not see a problem running the flag out and holding on to until we decide to cap. We were able in several matches to push beyond the flagstand and fight on their side, which would definitely help our chances of capping. It is also easier to block the incoming runner if we are all sitting on the flag stand or deeper.

---
Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

3/4/2008, 9:05 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
Andovar
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Re: GvG Tactics... Wizard's Isle


quote:

Pyxis wrote:

I think this stall tactic should always be attempted. Give them a a bit of time to put the flag in, if they don't bite, then take the flagstand first so we get things in motion. I don't want to stand there fighting them 8 on 7 with our runner hanging back at base, so if they don't take the stand after some amount of time, we should go ahead and take it first.


I agree.
While I like the idea of letting them cap first, I don't like to try and force the issue either. Having the runner away and a caster gimped on energy (because of holding the flag) is not how I want to spend too much time around the stand.

quote:

Keegen wrote:

Well at the very least, you could wait the short amount of time it takes the runner to get back into the hall after picking up the repair kit.
If they don't bite and the runner says he ready to pick up the second flag make a decision then.


That sounds reasonable.
 
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