Learning thread: where does the thief go?

Learning thread: where does the thief go?

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Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

I have a question to experienced players about rotations. This will help my team solve this problem and likely guide many team to rotate better.

Here is the situation:
- Mid is uncapped, 3v3 fight with no clear winner
- Close is capped by us, enemy attacks creating a 1v1 fight, no clear winner
- Far is capped by enemy
- We do not know where the enemy 5th is

Where does our thief go and why?

1. Let’s assume the enemy 5th is a thief
2. Alternatively the enemy thief is taking part in the 3v3 fight mid and the enemy 5th is a dps like hambow or necro.

I have some ideas for the answer but I would really like a large variety of detailed replies in order to better understand the thinking behind this choice. Thank you for your attention

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Jekkt.6045

Jekkt.6045

If your close holder is not losing, mid. Capping far is risky, if you have the chance to DEcap thats fine but fullcap is different. Enemy nr5 will most likely be on his way to cap his close. So a 4vs3 at mid would imo be the best option. The mid point has also that psychological factor which somehow causes a bigger feeling of loss than a sidenode when capped/decapped.

At least that’s what i’d do.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Phaeton.9582

Phaeton.9582

If they have a guy on their close and another one attacking your close, all during a 3v3 at mid then it should be fairly straight forward. Make it a 4v3 mid, win mid. The guy on your close should give fair warning if he’s losing, and you need to rotate back. Otherwise your job is to maintain that 4v3 on mid by punishing the opposing team for leaving their close (by nueting if he leaves it).

Of course the enemy team can rotate around that (portal/thief defense, staff ele as seen in some of CMs games), and you may not be the best guy to rotate out of the team fight to help close (nobody to protect the mesmer etc) but essentially what your describing should be as straight forward as above, especially if you can afford to stay 4v3 for a while at mid first.


Phaatonn, London UK

(edited by Phaeton.9582)

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Posted by: Goose.9317

Goose.9317

In almost all situations the Thief should be able to roam from close to mid and vice versa. If there is no issues with either point, try decapping far. You probably won’t be able to full cap it before the cavalry arrives and chances are if you try and full cap it, your other points will be heavily contested and you help would be better placed on the points you have. Decapping is perfectly fine though, just keep in mind that home and mid are always more important points than far because it is easier for them to take back their close than it is for you to take it.

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Posted by: Dahkeus.8243

Dahkeus.8243

If the 5th is unknown, you really want to find out where they are going. Until you do, ideally, you should ask your team which place needs help (I’m assuming this is a tPvP and you’re on voice chat).

- If home can hold out and doesn’t have the 5th incoming, then go mid. The reason is that you already control home and a stalemate there works to your advantage.

- If home is losing and mid is ok, go home.

- If home and mid are both losing, then go mid. It’s easier to regain control of home due to it’s closeness of the spawn point.

- If you’re winning both fights and neither needs help, check out far and decap if it’s undefended, but be on the lookout for the 5th on the enemy team.

Finally, if you’re in a pug and there’s no communication to determine the status of the fights, then go mid. Best case scenario, you help them win mid or at least balance things out if the 5th enemy goes mid. Worst case scenario, the 5th goes home and your home defender loses 2 v 1. In the worst case scenario, you can leave mid once you win the fight and take one of the mid people with you to get home back. Your home defender will rez shortly and you should be able to win back home.

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Posted by: Zord.6130

Zord.6130

Mid Is better, as there is a higher possibility of an already weakened enemy, which you can help bursting down and get the edge.
Assuming you’ve just spawned, I’d go to decap far while trying to keep an eye on mid and on the enemy 5th.
If the enemy 5th goes to your home and is a thief, try ambushing him when he opens on your home bunker.

Powerpuff Girls [PPG]
Trixxi Is Cute – Purple Fhaz: your daily roamer

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Posted by: Ozie.4176

Ozie.4176

.

This guy is like 99% right. Thief should +1 losing situations in this example. From the information you’ve given us there is no clear right answer. But for the sake of an example lets say you have a engi watching home and a necro pushes him 1v1. Don’t wait for him to say “im losing” because he will lose no matter what 100% of the time.

Your job as a thief is to know all match ups and whos favour they are in and rotate to help people in matchups they would lose 1v1.

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Posted by: Pinkcomet.2975

Pinkcomet.2975

our HP bar should help you make a decision.

Guy at home almost full HP.
1 down on mid. etc

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Posted by: Zefrost.3425

Zefrost.3425

What is map is battle of khylo? Does the thief use treb to win mid fight? What if the 5th enemy is heading to their own treb?

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Posted by: nicknamenick.2437

nicknamenick.2437

(soon) Where the mesmer issnt going. :-)

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Posted by: hackks.3687

hackks.3687

A thief probably has the least confusing role in PvP. He only has 3 real priorities in the match:

1.) To pressure and kill the opposing team’s Thief/dps threats
2.) To rotate into even numbered fights to offset the stalemate in your teams favor
3.) To decap the enemies unprotected points

In that order.

Doing so effectively requires understanding your team’s strengths and weaknesses, assessing and prioritizing threats on the opponent’s team, the ability to view the map as well as count to five.

This applies to every map.

Good luck!

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long