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Karasu Oujou
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A present for some old friends


So for those of you who remember me, and remember when I was in this guild, might remember why I left. I left because I wanted more competitive PvP experience. I found it in case anyone was wondering. That's actually why I'm posting here. I'd like you all to know I have a bit of a soft spot for you here at Heroes Etc. You introduced me to my livelyhood in GW these days, that's GvG. When I left HeEt I set out for a more indepth PvP experience. And after lots of learning and lots of losses in every GvG hall out there, in every roll, and against some of the best players out there, I've learned a lot. I'd like to share what I've learned with those here. I know you guys try to GvG every Saturday. Dan, this is something that goes out to you. I remember one night late after HeEt's GvGing where you were slightly nerved at some basic mistakes that HeEt had made that night. I remember thinking 'I wish I had the time to try and help my old friends in HeEt learn some more about GvG, afterall, they did get me started on it'. Well I'm shipping off this Wednesday, and I'm going through all my old stuff, boxing up stuff I want to keep, throwing away that I don't, and I made myself a list of things I wanted to do before leaving. One of those things, is to say thanks to those people who got me into GvGing in the first place, that's HeEt. What better way to say thanks, than a guide to help in GvG, so that you can learn from the experiences I've had.

I want to start this by tooting my own horn so you guys know where I'm getting my info from. Since leaving HeEt, I've played in 4 top 500 guilds, played against some of the top teams out there such as rawr, StS, DAii, noGG, NOW, mkay, as well as many others, and also guesting with many of them.

I'm going to start with the basics. The dirt and clay basics. Here's my outline.

General GvG
-Equipment
-Tactics
-Communication
-Know your roll
Frontline
-Equipment
-Targeting
-Spiking
Midline
-Equipment
-Snares
-Anti-melee
-Wards
-Heals
Backline
-Monking guide
-Flagrunning

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6/24/2008, 4:01 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Karasu Oujou
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Re: A present for some old friends


General GvG
-Equipment
This is something that for some reason a lot of people neglect and don't think is that important. It's actually extremely important, and if you don't have the right equipment, you're likely going to lose to those who have the right equipment. First thing is first, every single class in the GvG world should be running Survivor Insignia's and a Superior Vigor rune, with any empty space you have being a vitae rune. There's too much damage coming from too many different sources, at too many different times to run anything except extra health. Extra armor is always conditional, and you can't meet that prereq at all times. Also more energy does not equal energy management. All builds that use heavy ammounts of energy should have some kind of energy management, and that's how you keep casting, not by having more energy. Some builds will run one or two different from that, but even in that case, you're still going to have survivors on as well. Will get into more depth on that in a bit.

Everyone bar none should also have a shield set totaling 10 shields usually(+30 HP/+45 HP (enchanted) and the +10 armor vs Piercing, Slashing, Blunt, Fire, Lightning, Earth, Ice as well as crippling and Dazed/Blind[depends on class]). You should also always have a melee weapon with +30 on it, and either +15% damage -5 energy or +5 energy. This is your general set. Usually you should go in with what you'll see the most common damage of and then change from there. As of this post, the popular thing in the meta is either Slashing or an element other than Earth. If you're a frontliner the blind shield is what you're likely to use the most. This is the set to swap to when you're not doing anything. I put this in my first weapon slot.

-Communication
Communicating everything that's going on around you is extremely important. Calling low targets, targets that are low on energy, when the enemy monk had had his elite or someother important skill diverted or Dshotted. Let everyone else on the team know what's going on. Don't assume that anyone knows anything. Yes, it's possible that one other guy saw what you did, but that doesn't mean that the other six did. You need to talk, and talk a lot. Don't be afraid of being that guy who says everything during a GvG match. That usually means you're doing stuff right.

Usually teams designate someone as a tactics caller, but I've found the best teams don't have that. The best teams have everyone calling tactics. That's something that comes just through communication. It's something that needs to be developed.

-Know your roll
This is something really important. If you're running something you don't normally play, or you're somehow disorented, ask. Even playing with top level teams I always ask if I'm unsure. Don't be afraid to get laughed at. Usually it doesn't happen, and if it does, it's always just some friendly picking on. For example, if you're playing something like a Rit at the stand, and you're unsure as to who to be putting your Splinter Weapon on, you should ask instead of putting it down on just anyone random.

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6/24/2008, 4:01 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Karasu Oujou
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Re: A present for some old friends


Frontline
-Equipment
There's basically no reason not to be running both a +30 and a 15^50 on every single weapon you have. The prefix is the only thing that should change. Here's what you'll need as far as prefixes as an overview of everything covering almost all builds. Some kind of elemental, shocking, fiery, icy. Ebon is also good to have, but there's not a conjure for Ebon so it's not as used. Vampiric, because when you want to do damage, there's nothing better out there than vamp, and let's face it, as a frontline, you're job is to do big damage. Furous, when you need to build up some adriliane, you need to build adriliane. Sundering, you really only need a Sundering if you're playing something other that warrior, usually there's no point in Sundering for a warrior, as you're either building up adriliane, or you're using it. If you're using it, you should be on a Vamp weapon, if you're building it, you should be on a Furous.

When running a Shock axe build it's usually acceptable to run a radiant on your chest piece so that you get some more energy, exhaustion really hurts. Also you need to run one of the knockdown insignia's. I've forgotten the name and will try to remember to edit it in later. Other than that, rune should be vitae, clarity, restoration, weapon mastery, sup vigor.

-Targeting
You should always be attacking something. It doesn't matter what, just attack it. If you have to just hit C + Space. It's a popular joke on GW, CSpace to Victory. It's more than a joke, it's possible. Be attacking someone at all times. The other thing is knowing what things to attack when you get the chance. If something's unprotted and is low on health, HIT IT! The goal of every frontliner is to DO BIG DAMAGE. If you're not DOING BIG DAMAGE, you're wrong. 60 armor targets are ideal for this because they're soft and easy to kill. Also know what's ailing you're party. If the mesmer is bothering your monks, attack the mesmer. If the ele is blinding the warriors on a regular basis, attack the ele.

-Spiking
This is something I feel I need to touch on because when I was in HeEt, there was no spiking. Let me help you here, on this, because it's really simple once you know what's going on. I'll use today's "balanced" meta game build as an example. Usually the build is a Shock Axe, a Hammer Warrior, a Mesmer, Paragon, and and Ele. Here's what happens. The shock axe calls a target. Now he's going to hit crtl, shift and space so that it's called in the party window. The Para, and the Ele(if he's designed to join in on the spikes) are going to grab that target. The Mesmer depends on the build. Sometimes the Mesmer joins in, sometimes the Mesmer targets a monk. But either way, they grab the target. The shock axe says over TS/Vent "Spike this target in three, two, one" and on one, everything should happen at once. The shock axe, switches to his vamp weapon, turns on frenzy, throws down shock, followed by Eviscerate, then Executioner's Strike. The Paragon should switch to his vamp, and hit the two spear attacks he usually hits, the Ele does his damage in whatever way he choses, the Mesmer either does his damage, or puts down diversion or shame on a monk, and the Hammer warrior knocks down a monk. This means that you're putting out as much damage as possible on one target as well as hopefully taking out both monks. Now, this isn't going to work every single spike. What's going to happen is you're going to pressure the monks. The healing monk will usually have to infuse the target, costing 10 energy and 50% of his health. If you kill the target, good, if you don't, oh well, do it again in 5 seconds. If you don't have the adr ready, do it anyway, you can at least just hit frenzy. The entire goal is to make the monks use energy. Eventually, they'll either run out, or miss a spike. That means you kill the target. That's the goal.

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6/24/2008, 4:01 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Karasu Oujou
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Re: A present for some old friends


Midline(casters, paras/rangers should just read the warrior section above and use that.)
-Equipment
You will need the shield set I mentioned above and a one handed weapon that has a +15% damage, -5 energy mod on it as well as +30. This is the set you go to when you're not casting, or you're about to die. Remember when you're rezzed, you get x% of whatever the energy set you had on when you died. That means if you come up with 35% energy in a set with say 40 energy in it, you're getting 35% of that energy, but as soon as you swap into a bigger energy pool, you've got that 35% plus whatever energy was hidden when you were in the previous set. This means you've got more energy. Almost all midline depend upon energy, so this is big.

The next thing you need is a 40/40 wand set for every skill line you'll use a skill for. If you're casting air magic spells, you want a 40/40 for air, if you're casting fire and water spells, you want a 40/40 for fire, and a entire different 40/40 set for water. This way you gain the maximum benifit from your weapons. Now someone's going to ask what a 40/40 is so I'll mention it here. A 40/40 is a wand and focus combo with two 20% chance half cast time and two 20% half skill recharge. The mods you'll need are called wand wrapping of memory, appitude not attitude, focus core of appitude, and Forget Me Not. Usually each roll will require two of these, if you need more I would suggest finding the two you need most because if you put another on you'll be spending a lot of time weapon swapping in your inventory.

The final thing you'll need is a high set, This is a wand and focus combo that gives you an extra 30 energy at the expense of 2 of your energy pips. Here's the trick, if you need to use your highset, you cast in it, then swap out of it as soon as you've cast the spell. This way you're barely losing any of your energy regen while still keeping the extra 30 energy for you to use.

Armor should have the runes you need for your class, vitae, sup vigor and survivors on it. Radiants and attunements on your armor do not help you manage energy. Don't use them.

-Snares
One midline job out there is to snare the enemy so they move slower. The question is what to snare. There's a few key things to snare. The first is warriors. If the warriors can't move they can't chace their targets, if that can't chace their targets, they can't hit them. Warriors are also known for moving out of the range of their monks, so if you catch them in that position, they become easy pickings for your frontline. Another good thing to snare is enemies who are running way. If you're beating the enemy back, snare one of their stragglers so you can kill him specifically. Snaring monks is also good. You remove their ability to kite, make harder to heal those who are outside of cast range, and generally cause havok. As a monk myself I hate it when I get snared because the only time I'm not moving is when I'm casting. Snares make me move slower which annoys me, making me more likely to make a mistake.

-Anti-melee
Blind, Blurred Vision and many more hexes are what make up Anti-Melee for the midline. The best time to drop it in is when the warrior in question is attacking. If you're really good you can catch him in the middle of an attack skill. Hit them then and you're likely ruining a spike, which means the monks spend less energy, which is in turn good for your team as a whole. Not much to say on this because I don't play it very often and I'm not on the other end of this very often either.

-Wards
They're mostly out of the meta these days, but still useful sometimes. The best place to put these things are in choke points. That way your team can use them to their fullest advantage at a strategic point. They're usually just spam fodder so there's not much to say other than where to cast them, the when is on recharge basically. Again, don't play with them often so not much to say.

-Shutdown
This is something I'm not good at, and I'm going to honestly say that I shouldn't try to teach you how to do this because I don't play it at all and am not very good at it. This is interupting and otherwise annoying the monks so they can't do their job.

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6/24/2008, 4:01 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Karasu Oujou
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Re: A present for some old friends


Backline
The backline has two things in it. Flaggrunner and healers. These days, there's nothing that heals more than monks, so there's no point in other healing.
-Monking guide
Monking is something that has an extremely vast ammount of info available already. It's the most ask about class to those who know how to. I'm not going to write a guide when there's a good few thousand guides already out there. I'm just going to point out the key things of monking really quickly in a few words and point you to the guides. Key things, preprotting, infusing, kiting, high set useage, energy management, equipment. Ok, now the guides:
(Warning anything on teamquitter might have language)
http://www.teamquitter.com/phpBB2/viewtopic.php?t=2844 Tommy Equals Ftw is the best monk in the game, but don't just read what he has to say, I suggest reading the entire thread.
http://www.teamquitter.com/phpBB2/viewtopic.php?t=1893 Good discussion about catching spikes.
http://www.guildwarsguru.com/forum/showthread.php?t=10222589 Divine Ambassador is Tommy's monking partner and one of the best out there as well. Again, read the entire thread.

-Flagrunning
As the flagger you have three very specific, and very different jobs and you must do them all, or you must give the responsability to someone else. The hard part is that means you've got to be in three different places at once.

First job running the flag. The flag must make it to the stand and get into the stand every time the enemy has their flag in the flag stand. You also want to try and gain an advantage somehow on this flagging so that your team gets a boost. That means if you've got a flag in the stand, and you've got nothing better to do, go back and get another flag so that you can plant that one as soon as the enemy plants theirs. Here's the hard part about this job. Know when you're not going to make it and don't try. If you're not going to push through and cap the flag, don't try. Don't die for nothing, that just puts your team down one player and doesn't accomplish anything.

Second job defending your base. You're the only person making regular trips back to your base, so you also have to check and make sure you're not losing NPCs. Your job is to heal them and make sure they don't die.

Third job heal your split. Chances are anyone who is split back from your main team doesn't have a self heal so it's your job to keep them alive if you split against them.

Other good reads:
http://www.teamquitter.com/phpBB2/viewtopic.php?t=3573
http://www.teamquitter.com/phpBB2/viewtopic.php?t=2353

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6/24/2008, 4:02 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Karasu Oujou
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Re: A present for some old friends


I just wanted to add an extra thank you at the end of this. HeEt introduced me to GvG. I love it, absolutely love it. To all the folks at HeEt who made it possible for me to find this great game and great pass time, thank you.

Also, I will be here until midday Wednesday when I leave to deploy. I'll be out for 10 weeks and I will answer any questions to the best of my ability up until then. I won't have net access for 10 weeks so I can't answer questions during that time :P . Anyway, good luck HeEt with your GvG, I hope to come back and find you guys on the ladder!. emoticon

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6/24/2008, 4:06 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Greentongue
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Re: A present for some old friends


Thanks for taking the time to post this.

There have been some life altering (birth) events since you left. We are looking forward to when those settle down and the old schedule can resume.
=

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6/24/2008, 6:47 am Send Email to Greentongue   Send PM to Greentongue
 
Karasu Oujou
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Re: A present for some old friends


quote:

Greentongue wrote:

Thanks for taking the time to post this.

There have been some life altering (birth) events since you left. We are looking forward to when those settle down and the old schedule can resume.
=



Ah well congratulations to the lucky ones then. emoticon My prayers will be with you.

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6/24/2008, 11:54 am Send Email to Karasu Oujou   Send PM to Karasu Oujou
 
Keegen
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Re: A present for some old friends


Wow! Thanks for taking the time to post this!
It should be helpful when we finally get back to GvGing.

Best wishes on your deployment! Be safe.

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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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6/24/2008, 1:50 pm Send Email to Keegen   Send PM to Keegen
 
Andovar
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Re: A present for some old friends


Thanks Karasu, it is appreciated.

I just wish we had the time (myself included) to regularly play GvG. I honestly believe we could be a ladder team in we could get the consistency. Unfortunately we can barely get 8 to play on a regular schedule, let alone in the same roles.
It really is tough to do. I'm pretty much convinced that you have to be a dedicated GvG guild to be truly successful. Most of us HeEters like to dabble in all aspects of the game. So I don't know if we'll ever get there. But like you, I do love it. It definitely is my favorite aspect of the game.

Anyway, good luck to you, and be safe.
 
6/24/2008, 8:10 pm Send Email to Andovar   Send PM to Andovar
 


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