Rated PvP team rotation question.

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Posted by: lethotix.2973

lethotix.2973

So I just hit diamond a few days ago and learned that to climb through diamond, you really have to correctly rotate. I’ve seen a few guides on proper rotations but they only vaguely touch the topic. Can any1 provide a goid rotation guide? Last night I played 20 matches with a 50% win rate. The ones we lost I got chided for not rotating right. Also to note the ones I lost were very close so it may be a rotation issue.
I’m under the impression that to rotate properly you pretty much want to try to +1 fight and try to stagger the opposing team to where they can never fully regroup. And if you lose a fight it’s better to disengage and regroup before YOU get staggered. Anyways in all the games ive played everyone else is adamant on not going far. This is illogical IMO. Anytime you can get a decap or a cap shouldn’t be looked over.
On one of the closer point games I was playing the only necro on both teams and they were running a super heavy power comp. It was a classic 1 4 1 and I went mid with 3 others. I was playing super defensive but was the first to be downed. When I respawned I saw we were losing mid. In my mind it would be pointless to go mid and be a free kill and pointless to go home because the rest of the team would respawn and be close to home and easily defend. So I went far and was able to decap AND get the cap. 1v1d and beat a rev and defended against another that came til a teammate came and I was 1v2… I disengaged and went mid all the while we kept home. Mid fight they kill me first again…and through the whole game I kept decapping and capping far for a good amount of time. I only did that if I saw mid was a lost fight. IMO we just got outplayed. The whole team protested that I was at fault. And to never go far. Any tips or constructive criticism would be nice. Sorry for the long post.

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Posted by: lethotix.2973

lethotix.2973

Forgot to mention it was solo q.

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Posted by: Loop.8106

Loop.8106

First of all, in the future you might wanna think about breaking up the text for easier reads.
By your post I’m gonna assume you’re playing necromancer due to being focused down every fight.
As a necromancer in diamond you never want to be alone, ever. Have it as a rule to stick to your ele. He rotates, you rotate and so on. This is especially true vs thieves. If you’re playing the decap roll of a thief / druid / rev or scrapper (kinda) you have to kitten the situation mid for example before you leave far. Did you get a kill? Then its probably safe to go for the decap. You should however under no circumstances leave your team when they are under pressure. I can’t stress this enough. Even if you manage to say, down and stomp the enemy necro. If you leave while your team is under pressure from the remaining enemies you might cause a teamwipe.

If you’re playing ele roll of an Ele / Druid. Follow the damage. Enemy leaves mid to push your close with 3 players? (Rev Necro and Ele) you follow. If they however split with say, Scrapper and ele. Your damage should be able to stalemate it while you outsustain on other points.

Don’t know if this helped but feel free to ask me ingame if you have any further questions.

Edit: I love how the word A_ssess got filtered.

Optimise [OP]

(edited by Loop.8106)

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Posted by: Booms.3952

Booms.3952

#1 gerdian na
0 counterplay

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Posted by: Exciton.8942

Exciton.8942

You should however under no circumstances leave your team when they are under pressure.

I don’t think it is as simple as that.

You need to properly judge if it is a close fight, a won fight or a lost fight. Staying in a lost fight will lead to a complete teamwipe, making it extremely hard to come back. The team will die one by one and respawn one by one and get farmed.

When you lost a necro or an ele in a teamfight, it is almost clear that it is an unwinnable fight and ppl should disengage and regroup.

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Posted by: kdaddy.5431

kdaddy.5431

First of all, in the future you might wanna think about breaking up the text for easier reads.
By your post I’m gonna assume you’re playing necromancer due to being focused down every fight.
As a necromancer in diamond you never want to be alone, ever. Have it as a rule to stick to your ele. He rotates, you rotate and so on. This is especially true vs thieves. If you’re playing the decap roll of a thief / druid / rev or scrapper (kinda) you have to kitten the situation mid for example before you leave far. Did you get a kill? Then its probably safe to go for the decap. You should however under no circumstances leave your team when they are under pressure. I can’t stress this enough. Even if you manage to say, down and stomp the enemy necro. If you leave while your team is under pressure from the remaining enemies you might cause a teamwipe.

If you’re playing ele roll of an Ele / Druid. Follow the damage. Enemy leaves mid to push your close with 3 players? (Rev Necro and Ele) you follow. If they however split with say, Scrapper and ele. Your damage should be able to stalemate it while you outsustain on other points.

Don’t know if this helped but feel free to ask me ingame if you have any further questions.

Edit: I love how the word A_ssess got filtered.

I disagree with almost everything you just said other then OP needed to space it out for better reading.

If you go 1-3-1 and the enemy goes 1-4-0 and you 1-1 win that means you have home and far. If people at mid lose they simply need to rotate far to hold. If you win the mid fight you control a 3 cap.

Also i say necro is the best 1 vs 1 class in the game. If you have a necro that is great at 1 vs 1 i say let them find and attack that advantage point.

Lets go back to not leaving a fight, if both teams go 1-4-0 and at mid we kill 2 people and our necro decides to leave when we have the clear 4-3 advantage now with 2 people coming off of respawn. I say go for it, we should win the fight at mid and after 1 person dies from the enemy team at mid one should peel off to go to far to help sustain.

Im sorry i hate when people say this is how you are suppose to do things like your post. On my guild team almost none of us run meta builds and we are winning against meta builds simply because we create the mismatch to control the points we see open. We also change how we play based off of who they target, when your part of a team its easy to to notice these things and adjust.

This is what separates the good players from the very good and understanding when to stay and fight and when you are not needed. In the OP post he said they had the 2 cap, it now falls on his team mates to rotate.

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Posted by: hackks.3687

hackks.3687

Rotating is easy.

1.) Find your teammates on the map who are engaged on a captured point.
2.) Rotate to them

When to leave a fight? You don’t until you’ve secured a numbers advantage for your team. Otherwise you just helped them all die and the team that just killed them is going to come kill you now.

Rotating is ENTIRELY about maintaining personnel numbers and creating advantages either with numbers or with class match-ups.

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

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Posted by: Impact.2780

Impact.2780

Simply put: rotate to…
1) …survive or help an ally,
2) …win via outnumber or favoured matchup,
3) secure or maintain a snowball.

You can theorize all these scenarios based on your comp, your build, your enemy’s comp and builds, who has what on cool down, who is low, who is on respawn for your team, who is on respawn for the enemy team etc.

But what’s the point unless you’re discussing a particular rotation in a match you just had. In practice, you do keep track of these things, but in the back of your mind. They are considerations your mind keeps track of while you play. You already know why you rotate.

Ultimately, you rotate to win points. To win points, you need to survive, and you need your team to survive. The real considerations are therefore those that tell you when to do it.

I could list a whole bunch of scenarios like…

  • We’re not going to win this fight but can sustain it. It’s neutral and we can keep it neutral if our team has favourable matchups on the other points.
  • I’m not going to win this fight, and it is the enemy’s cap or will be soon, but it’s very good to keep this player(s) out of the other fight(s) at the cost of me for the time being. I just need to be sure to rotate out when I still can unless backup comes.
  • If I rotate to help Bob, will be win the point and I get back here without the fight being lost? And if you do anyway…
  • We’re going to lose this fight and go on respawn if we don’t rotate out now.
    The list goes on.

But really, it’s very simple; it’s basically the same set of questions each time; the answer to which, in time, comes to you effortlessly when it’s needed, and without pause to even ask yourself the questions:
1) “Is my action improving chances of winning this or another point?”
2) “If I go there now will I get/keep that point?”
3) “If I leave this point now will I hurt chances of winning it?”
4) “If I stay am I going to die?”

In fact, once you know when you need to leave to survive, and when your team needs to abandon a fight to survive, where to go becomes very simple. If you can’t win, leave, and keep rotating until you can win. This is what rotating to win all comes down to. It only requires slightly more thought to throw in knowing when not to leave when you don’t need to if leaving would be bad for your team, and everyone rotating isn’t the better alternative.

After that, it gets a bit more… debatable, when you try to counter-rotate. That is, momentarily placing yourself in your opponent’s shoes and applying your rotational knowledge to work out where they are likely to go next, and then rotate accordingly, ahead of time to deal with it. These are the rotations that often result in conflicting opinions and then bloated considerations like cool downs, positioning, match timer etc. come into play. But by this point, factoring them in should be pretty easy, especially if you can imagine being in X position yourself, and know your team mate’s capability.

EU | Ímpáct / Impact Warlock / Impact Illusions
http://www.twitch.tv/impact2780

(edited by Impact.2780)

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Posted by: Flumek.9043

Flumek.9043

A) a good xvx
Let your teammate win and DONT HELP HIM, help other side of map.

B) a bad xvx
Run or kite/survive untill +1 DPS arrives. Give up point, you will reclaim it in 4seco ds once help arrives. I repeat, you need to SEND A DPS WHO COUNTERS the target, not a 2nd bunker. Rule of thumb is 30seconds max
Or – just leave – and try make something out of short +1 time, or try a sneaky sneaky decap

C) a good 2v1
Chain CC. Chain CC. BOTH MOVE OFFPOINT TO SECURE KILL. The rest of team plays safe as possible, better kite on neutral than hold and die.
Leave asap, bleed body…depending on teammates health, send support or dps and other to fullcap.

D) a bad 2v1
leave it. LEAVE IT. LEAVE IT.
Example is thief or dh, whos power dmg simply takes too long to kill some bunkers. Force decap and leave.
Leave that fight, call it a stalemate and make something work on other 2 nodes….or send a better +1dps like necro for this case.

E) a good 1v2
Let your bunker troll them, win other side of map

F) a bad 1v2
Teammate is beyond saving once support gets there, and even then its 50/50 again. Let your teammate stall as much time as possible before dying ON POINT. You push the other side of map meanwhile. Best example is necro, no invuln so no point in fighting a 2v2 with low hp necro, let him plague and sacrifice him. He can even retake node if good 1v1

G) teamfight aka 3v3+
Chaotic aka more RNG risk
Anyone can randomly fail and die
Nobody can die or permarezz with bunkers present, trio bunker can 3v4 or 4v5 for minutes
They often take too much time
You can send 1 person into stalemate on far, just to break them up
Usualy let your bunkers troll outnumbered, while your dpser make quicker kill

Class roles.

Ele- healbot, can maybe get 1x rezz
Druid, scraper- rezzbot, staller, good 1v1
Necro- + 1 instakill, -1 instadie, 1v1 better assaulter than defender
Rev- mobile +1er, a good one with support can permadodge
Condi mes – a more mobile necro with less dmg but portal + moa, only assault
—-
Thief – cant xvx, only +1
Warri – a condi 1v1 or +1er, runs out of steam in teamfight
Dh – noobkiller but also runs out of steam, can 1v1 squishies

Matchups
70/30 – good mu
50/50 – stalemate, nobody dies
50/50 – somebody will die
30/70 – bad mu

I think this is a good summary of “rules” or mentality for team to follow. The rest is mechnical skill aka how you actually fight.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

(edited by Flumek.9043)

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Posted by: bubby.5798

bubby.5798

i would highly recommend watching the video booms linked https://www.youtube.com/watch?v=jvPb2jY19oU

just for credibility the commentator is backpack (pro player)

p.s. it really helped me and my team learn rotations! we even started winning tournaments and are in the pro leagues now! good luck man

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Posted by: Shylock.4653

Shylock.4653

i would highly recommend watching the video booms linked https://www.youtube.com/watch?v=jvPb2jY19oU

Backpacks video is great. For some more basic info you can watch this.

http://qqmore.net/video-guide-rotation

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Posted by: Jourdelune.7456

Jourdelune.7456

You should however under no circumstances leave your team when they are under pressure. I can’t stress this enough. Even if you manage to say, down and stomp the enemy necro. If you leave while your team is under pressure from the remaining enemies you might cause a teamwipe.

THIS!

But more generally speaking, this guide is really simple:
https://www.reddit.com/r/Guildwars2/comments/49ftqf/conquest_pvp_basic_point_rotation/

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Littlefeather.8623

Littlefeather.8623

So I just hit diamond a few days ago and learned that to climb through diamond, you really have to correctly rotate. I’ve seen a few guides on proper rotations but they only vaguely touch the topic. Can any1 provide a goid rotation guide? Last night I played 20 matches with a 50% win rate. The ones we lost I got chided for not rotating right. Also to note the ones I lost were very close so it may be a rotation issue.
I’m under the impression that to rotate properly you pretty much want to try to +1 fight and try to stagger the opposing team to where they can never fully regroup. And if you lose a fight it’s better to disengage and regroup before YOU get staggered. Anyways in all the games ive played everyone else is adamant on not going far. This is illogical IMO. Anytime you can get a decap or a cap shouldn’t be looked over.
On one of the closer point games I was playing the only necro on both teams and they were running a super heavy power comp. It was a classic 1 4 1 and I went mid with 3 others. I was playing super defensive but was the first to be downed. When I respawned I saw we were losing mid. In my mind it would be pointless to go mid and be a free kill and pointless to go home because the rest of the team would respawn and be close to home and easily defend. So I went far and was able to decap AND get the cap. 1v1d and beat a rev and defended against another that came til a teammate came and I was 1v2… I disengaged and went mid all the while we kept home. Mid fight they kill me first again…and through the whole game I kept decapping and capping far for a good amount of time. I only did that if I saw mid was a lost fight. IMO we just got outplayed. The whole team protested that I was at fault. And to never go far. Any tips or constructive criticism would be nice. Sorry for the long post.

“was the first to be downed. "

“pointless to go home because the rest of the team would respawn and be close to home and easily defend.”

That.

Crazy Leg