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Dannzzigg
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Re: GvG Tactics... Wizard's Isle
quote: Pyxis wrote:
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.
On that note, something that everyone should be aware of...
You can not make it to the catapult without drawing aggro from the Footman and one of the Archers down below. If there is no response from the opposition I believe the Rit could definately get the cat' repaired and even fire off a shot or two before he would have to run, but if there is a response from the enemy, the Rit would have to bug out almost immediately. Just remember that you will likely be Crippled from the Archer unless your conditio removal is at the ready.
--- Check out Dylan's Den!

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3/5/2008, 9:54 am
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PeleusDorado
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Re: GvG Tactics... Wizard's Isle
The Rit can have a spirit set up around the corner toward our base so Mend will remove crippled. Might need to find out how far back a spirit can be placed and still be effective for the Rit's purpose.
--- Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)
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3/5/2008, 2:21 pm
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Pyxis
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Re: GvG Tactics... Wizard's Isle
May not even want to bother taking any shots, just having it fixed and ready to fire is probably good enough in most cases. We could then prot up a Warrior to push through after the flag runner runs back towards the base and bomb him.
Against good teams we probably won't be in position to have this option, but against equal or lesser skilled teams we might pull it off.
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3/5/2008, 2:31 pm
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Turgar
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Re: GvG Tactics... Wizard's Isle
I like the hall and the catapult as once the team has been rolled it makes it pretty easy to mop up. Our hall usually just delayed the inevitable on both sides. In this hall only the relatively close matches make it to VOD. It might have to do with the new build also. I wonder if we should not try a split next time we GVG just for grins. It would be good to know how effective it would be and might let us learn a couple of things about out build.
--- Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
Caleb Thadeus D/Mo (PVE Scythe)
Two Open PVP M/D/W
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3/6/2008, 2:06 pm
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Dannzzigg
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Re: GvG Tactics... Wizard's Isle
quote: Turgar wrote:
I like the hall and the catapult as once the team has been rolled it makes it pretty easy to mop up. Our hall usually just delayed the inevitable on both sides. In this hall only the relatively close matches make it to VOD. It might have to do with the new build also. I wonder if we should not try a split next time we GVG just for grins. It would be good to know how effective it would be and might let us learn a couple of things about out build.
I'd prefer to iron out the difficulties we are having with our current tactics before we look to mix things up.
Down the road a bit? I definately would like to explore that option.
--- Check out Dylan's Den!

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3/6/2008, 4:56 pm
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Dannzzigg
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Re: GvG Tactics... Wizard's Isle
Please allow me to rant a bit with some observations about the last few weekends from the tactics caller's perspective...
- Know your role on the team, and play your build to best fill that role. Regardless of what build you are playing, there is a certain role it must fulfill. Know what that role is so that you can be sure to be effective for the team as a whole.
- If you ever find yourself just standing still not sure where to go or what to do, please ASK. I'd rather answer an unexpected question than see a team member just standing idly or spinning circles, confused.
- Communication needs to improve- at times, by having less of it, other times more. During a match, TS calls should really be limited to the tactics caller giving direction, important skill info like "RC is Diverted", gank information like "a Sin and Warrior in our base" or answering questions from the caller.
- Be prepared to answer questions, and quickly. Sometimes the caller will need information from you, like- "what was that spike" or (hopefully not) "where the heck are you?" or "what's your DP". A caller doesn't ask questions out of simple curiosity. It's information that helps make decisions. Not answering quickly (or at all, sometimes) creates what can be deadly delays.
- Please don't second guess your tactics caller during a match, or at least not repeatedly. If you hear something that just sounds like team-suicide, I guess it's smart to ask a question, but when it's answered, don't carry on about it. Sometimes there is an idea or plan that requires quick planning and execution, and the time spent discussing it means the chance to take action has passed. Not to mention the fact that it is insanely frustrating.
- We really need to work on a melee spike. I think next Saturday, we should scrim at least once or twice to allow our frontliners to get into the swing of it. Adding a melee spike to our pressure is key to our ability to actually kill when we need to, not just when the opponent lets us.
- Positioning, positioning, positioning...
Know where you are on your mini-map, where the NPCs are, where the opponent's are and where your monks are. Be aware that whenever your extend past your monk's casting bubble, you are dragging them with you into danger. Also know that even though a single footman is not really a big deal, when he is added to an entire enemy team, he can mean the difference between holding the flagstand or not. If you ever get a bit lost, the easiest answer is to click your monk's name in your party bar and head towards them.
- Know and be well versed in the basics. To use an example from the past, we had a guild member on the GvG team who did not know how to select the called target. I was repeatedly asking him to get on the called target, and he was trying as hard as he could, but having difficulty finding that target. He just didn't know that the only thing he needed to do was press "T" to select the called target and SPACE to attack it. Being able to attack one target while selecting a different one for skills is another example of this. If there is something that just doesn't seem right to you, or something you just don't understand how to do, please ASK.
- And lastly (for now) READ THIS FORUM! I know we all are looking to have fun, but it sometimes takes a little work to do that. By work, I mean taking 5-10 minutes sometime during the week to take part in these discussions, gather info on any tactical or build changes, and to basically stay "in the mix". I really don't think that's too much to ask, most of the time.
I'm sorry if this seems too harsh or too demanding, but I needed to get these things off my chest, for my own sake, and for the sake of those GvGers who share the same sentiments. We are all looking to have a good time every Saturday night, and if we can just play with these things in mind, it will make having a good time all the easier for everyone.
Last edited by Dannzzigg, 3/17/2008, 8:24 pm
--- Check out Dylan's Den!

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3/17/2008, 8:24 pm
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PeleusDorado
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Re: GvG Tactics... Wizard's Isle
I have not been in charge many matches, but one of things I have witnessed (and been guilty of myself in the past) is not staying with the team. I realize there are times when we do split, but these have always been called for. It has been hammered into my head that we are Pressure team and designed to attack as one, but I have still found myself frustrated in the main melee and wanting to kill things off on the side (even if it is an archer of little matter).
As a warrior, it is very frustrating to NOT be able to hit your target. The thing I have to remind myself is energy is being spent to keep me in that state. That energy could have gone to healing someone else or damaging one of our monks. When I, as a warrior, go off on my own not only is my damage elsewhere, my distracting presence is elsewhere.
Anytime I am online and someone wants to work on something just let me know.
--- Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)
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3/18/2008, 9:01 am
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rlangsto
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Re: GvG Tactics... Wizard's Isle
Let's talk roles and tactics:
I could always use more direction:
as a Hammer Warrior:
Primary Goal target a Monk and keep him shut down, when not blind/blurred or otherwise impaired.
If he retreats to far into the back line, then beat on midline until he comes back up.
If my health becomes an issue, I'm targeted or degen'd till I'm becoming concerned.
Head back towards the Monks, target whoever is beating on them until health returns and head back to primary
Else Follow tactics guide instructions for target.
-- Caveat, the current target is very low on health and will go down if I continue for a couple of hits.
Where I need help,
the Catapult is repaired, and I just rez'd,
I'm sent back to stop a gank, no self heals.
I'm on the move and TS is breaking up.
the instructions didn't come through..
I just got to the called target and I'm blind, blurr'd or otherwise playing wiffle ball. (need to call condition more)
Like I said if there are some of this is not what we want, let me know
Thoughts on how to do it better, always welcome.
--- Lestalt
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3/18/2008, 11:42 am
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Andovar
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Re: GvG Tactics... Wizard's Isle
quote: rlangsto wrote:
Thoughts on how to do it better, always welcome.
If there's one thing I would recommend is just be more vocal.
I'm not saying talking just for the sake of talking, but tell us what's going on.
Honestly, I miss hearing the repetitive "blind on 1" that we've heard in the past. Not because it's good to hear that our frontline is constantly blinded, but because I know that if it's called, then it's being taken care of (if possible).
We'll get to the spike stuff eventually, but right now, I think that good communication is the key factor.
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3/18/2008, 6:56 pm
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Dannzzigg
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Re: GvG Tactics... Wizard's Isle
quote: rlangsto wrote:
Let's talk roles and tactics:
I could always use more direction:
as a Hammer Warrior:
Primary Goal target a Monk and keep him shut down, when not blind/blurred or otherwise impaired.
If he retreats to far into the back line, then beat on midline until he comes back up.
If my health becomes an issue, I'm targeted or degen'd till I'm becoming concerned.
Head back towards the Monks, target whoever is beating on them until health returns and head back to primary
Else Follow tactics guide instructions for target.
-- Caveat, the current target is very low on health and will go down if I continue for a couple of hits.
Where I need help,
the Catapult is repaired, and I just rez'd,
I'm sent back to stop a gank, no self heals.
I'm on the move and TS is breaking up.
the instructions didn't come through..
I just got to the called target and I'm blind, blurr'd or otherwise playing wiffle ball. (need to call condition more)
Like I said if there are some of this is not what we want, let me know
Thoughts on how to do it better, always welcome.
You've got the primary role down, and that's a huge plus. Keep that role in mind with whatever you are doing.
Regarding positioning and when to push and when to retreat: There are times when it is perfectly OK to extend past the range of your monks. This would be when your target is near dead, you have not been the target of anything to be concerned about or if we are simply overwhelming the opponent at that time. The big thing I would stress in those instances is to call it over TS- "I'm going deep" so your monks know to NOT cast on you and get dragged into the fray. If you are judicious in your use of this tactic and do it at the right times, you will b very effective and still stay alive. Just keep in mind that it's always possible that a foray deep into enemy territory can be a one-way trip if you are not careful, and do what you can to make sure that doesn't happen. In our current hall, that would mean not pushing into aggro range of the NPCs unless our entire team is prepared to move forward, because even with your heavy armor, you will not last long vs two Footmen, and you will not be able to retreat after the Archer cripples you. There's a lot more to this, and I'd be happy to go over specific details as they come up. I'm just happy to see that you are looking to be involved in the discussion of how we get better as a team.
On the subject of Conditons and Hexes... Get into the habit to call Blind and Blurred as soon as you see them. Watch the duration of these skills though, and if you see (as I expect you will) that Blind is coming off all on it's own rather quickly, then stop calling Blind and reserve your calls for other important Warrior Killers like Blurred, Spiteful Spirit, Empathy etc... I actually have begun taking a test swing or two when under certain hexes to see just how much damage they can do. Empathy, for instance, requires a pretty heavy investment in Domination to really hurt a 600+ health Warrior. If I feel that our monks are not under a lot of pressure and I am not otherwise being harrassed, and the Empathy damage isn't all that high, I'll just let the monks know, "I'm attacking through Empathy"- they can then decide if the situation and their energy will allow them to remove it. I can always stop attacking if I need to- someone else may be in much more dire need of a monk's attention than I.
As for TS breaking up... that's an issue. I know there have been lot's of times when I have asked questions of folks, yourself included, and not gotten an answer. If TS is preventing good communication, then we need to see what we can do about it. I have noticed a significant difference in my TS performance if I load TS prior to loading GW. Maybe this will make a difference for you. ALso, something else to check... Once you load TS, go to the Settings -> Options -> Other -> and click Process Priority: High.
One other thing about your build- the use of it as a defensive contributor... If you are called back to respond to a gank, it will either be with the Runner to support you (unless we have a comm breakdown and the Runner goes right on by, which happened once recently) or as a last ditch effort.
As far as defensively attacking other Warriors who are on our monks, keep in mind that you aren't even trying to kill them, just keep them off your monks for long enough for them to get back some energy. Try to use your knockdowns to keep one enemy incapacitated. Even if you only manage to do this long enough for one adrenaline chain, it can make a big difference to your monks.
As for you other question regarding the Catapult. If you mean that our cat is repaired and the opponent is manning it, your only option is to listen for calls from those who can see the cat operator. Ususally by that time, things are out of hand anyway, so there's not likelt to be much of a difference.
Anyway, that's all I have for now on that topic. This goes for everyone: Keep asking questions! The only way we can improve as a team is by examining our weaknesses and working on them while we play to our strengths.
--- Check out Dylan's Den!

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3/18/2008, 7:57 pm
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