Rotation strategy

Rotation strategy

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Posted by: Solstace.2514

Solstace.2514

Always see people complaining that their team mates don’t know how to rotate or get out rotated. So what’s the best strategy?

I find that if both teams are equally skilled, then focusing on holding 2 points works best. Pushing for all 3 usually means your team is outnumbered at 2 of 3 pts. Which if equally matched means your team loses those fights.

My strategy is to try and hold 2 pts for majority of the match. Some maps have additional objectives but holding 2 pts still usually wins the match.

I look to either be in even fights or ideally +1 in the fight. If I die and respawning, I avoid running into a point outnumbered unless trying to prevent cap/decap if near end of match.

Ideally I like to hold mid and home because they’re close enough together to rotate back and forth to support your team mates and +1 fights.

Usually like 1 home 4 mid at start but obviously team composition influences that. Find that 1-3-1 often leads to mid team being outnumbered and potentially wiping. Even if far caps, enemies then rotate numbers to recap it.

What does everyone else prefer?

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Posted by: Ryan.9387

Ryan.9387

Probably the best single point I know is:

Never enter an outnumbered fight.

Ranger | Elementalist

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Posted by: Impact.2780

Impact.2780

Rotate = leave a point and go somewhere else where you can be useful.
Rotate to: survive, kill, capture (priority order depends on role).

Where to go? Depends on role.(in order of priority)
DPS: To be saved, to kill out of position/over-extender, to +1 to quick kill/quick win point.
Team fighter: To be saved, to save ally, to ill out of position/over-extender, to +1 to quickly win/hold a point.
Support: To be saved, to save ally, to secure win in active fight, to support active or soon-to-be team fight.

Of course, if more than two of the above reasons for rotating can be achieved in a single rotation, then that is the best one to make. And this is basics. There are also respawns, enemy positions, counter-rotations, matchups etc. to be considered.

EU | Ímpáct / Impact Warlock / Impact Illusions
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(edited by Impact.2780)

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Posted by: SteepledHat.1345

SteepledHat.1345

Rotate = leave a point and go somewhere else where you can be useful.
Rotate to: survive, kill, capture (priority order depends on role).

Where to go? Depends on role.(in order of priority)
DPS: To be saved, to kill out of position/over-extender, to +1 to quick kill/quick win point.
Team fighter: To be saved, to save ally, to ill out of position/over-extender, to +1 to quickly win/hold a point.
Support: To be saved, to save ally, to secure win in active fight, to support active or soon-to-be team fight.

Of course, if more than two of the above reasons for rotating can be achieved in a single rotation, then that is the best one to make. And this is basics. There are also respawns, enemy positions, counter-rotations, matchups etc. to be considered.

Maybe someone should make a guide so solo isn’t so frustrating.

“Failure to remain calm is the sign of a weak mind.”

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

There is one on Reddit, google it.

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Posted by: PadreNike.1803

PadreNike.1803

Probably the best single point I know is:

Never enter an outnumbered fight.

I would change that to “never enter a losing matchup/fight”, fighting outnumbered assuming you can survive for a long time or even win – most times guarantees the 2 other caps:
Let’s assume you’re on Druid and can troll 2 or more ppl at far and the enemy is stupid enough to try and fight you outnumbered forever, that actually generates 4v3 on the rest of the map in your favor and unless your teammates are complete morons it basically guarantees the other 2 caps are going to be yours.

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Posted by: SteepledHat.1345

SteepledHat.1345

There is one on Reddit, google it.

From the performance of randoms, you could have fooled me.

“Failure to remain calm is the sign of a weak mind.”

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Posted by: Ohoni.6057

Ohoni.6057

I think the problem is, there is no “right” strategy. It’s always different depending on what your team has vs. what the other team has, plus whatever random factors might be in play. There is no strategy you can form in the base that will definitely work once you’re out, and “doing it right” is about adapting effectively to the state of the battlefield.

If you’re being “out-rotated” then that typically means that the enemy has more nodes than you do, and any time your “A-tema” makes an effort to take one of them back, their own team manages to snipe whatever nodes you do own, so that you’re constantly chasing them around, and they usually have at worst a 2-1 advantage over you, even when you do manage to retake a node.

So basically, if you can take mid, it’s usually a good idea to take and hold mid, while holding home. If the enemy seems obsessed with keeping mid, try taking far, and holding far and home. If you can’t fight their strike teams and win, then it’s like playing poker with losing cards, you can beat them, but you need to stay very tricky. Your only hope then is to keep them distracted, pull some of their strongest 1v1 players into match-ups where they outnumber you, but in which you can stall them out for a while over a relatively minor objective, while the rest of your team works to retake the rest of the map.

If you’re defense heavy, you want to snipe nodes when they aren’t looking and then hold them steady. Maybe have 1-2 bunkery characters on each node you control, but you’ll need to have a couple mobile players (like Thieves or Mesmers) that are to distract the enemy team to keep them split up (by attacking secondary objectives, decapping their home node, etc.), or ready to reinforce a team that comes under siege.

If you’re defense-weak then you’ll need to blitz nodes, take them fast, and then largely abandon them, moving to the next, such that the enemy almost never holds any node for any length of time, while your team always has 1-2 active before they can take it back. If doesn’t matter if you only hold a node for as long as it takes them to decap it, so long as on average you hold them for longer than they do.

And also keep in mind which secondary objectives can flip the outcome of the match. On Temple, for example, Stillness basically means that even if you hold a 2-1 node advantage, you’re basically gaining equal points for a bit, so a team that knows when to go for those effectively can really throw off a team that ignores them and just plays a generic strategy, while at the same time if a team ONLY goes for the secondary objectives then they can typically get trolled into gaining very little for a lot of effort.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: messiah.1908

messiah.1908

there is no tactic how to rotate
there is some strategy to follow by
first your class and role – stick with it no matter what. if you are a thief you +1 and rotate to decap or cap. try not to go on even match unless you know you can down fast. try to juke about your location with stealth
if you druid try to hold 1 point even in 1v2 home or far, on mid help with res and bit healing or hold mid if your team change rotations
and so on

now for opening rotation. usually most group send 4 to mid and 1 to home . so try to use it for your advantage. if you think your group had better dmg and cc to kill fast on mid do so. if the enemy team had better sustain on mid send 3 on far for fast kill… and so on

dont try to overextend when you see that your team cannot decap mid. send couple to far and some on mid to prolong the fight while you decap or cap far

dont send support to fight with other sustain or support. always dmg dealer should fight with those. so if dmg dealer come to +1 and you are sustain switch with him if the enemy team also has the same sustain and support and you needed else where

i tried to do video tutorial about rotations but it last 1 hour as there are about 8 team fight variations and about 8 map rotations

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Posted by: Ayrilana.1396

Ayrilana.1396

The single most failure that I commonly see is where both teams fight at mid without gaining futilely while one of the teams was able to hold the outer caps giving them a substantial lead. People get tunnel visions and try to win mid without realizing that they don’t hold any of the other caps including their own home point.