Message me any time in game.
Spirit Watch Tactics
Message me any time in game.
what you need is a ranger runner with a GS for the leap and the signet speed buff to mitigate the slow effects of the leaps..
from taking orb a ranger can leap up the stairs.. run to the next stairs and then leap up the last stair or home straight..
having a fast/dedicated runner is key to this map..
thats from the running side of things anyways…
Maybe it’s just not balanced and they have better fighters? 4 1 you should get every orb and if you can’t win with having 1 point captured and getting all the orbs(and other team getting no orbs but having 2 points captured) then the map is not balanced and there is no meaning of orbs(if it can’t give enough points to outmatch the 1 capture point advantage the enemy has).
The opening can lead to a very one-sided start depending on how the mid fight pans out. It is very common to send 4 people to mid and 1 to home point then on to Raven or to assist the mid battle. This usually results in one team killing 2-4 of the enemy players and then picking up the orb and moving towards a point. Capping Raven isn’t generally a necessity, nor is it particularly wise to do at the beginning of the match as you want to be on somewhat even-footing (or have a number advantage) for the first mid fight. After the first minute or so strategies vary considerably, but you certainly don’t want to get crushed on the opener, or you can easily get pushed 50-100 points behind the opposing team.
Spirit Watch is a little wonky in that you cannot really ignore the orb and play a 2-point holding strategy, so you need to rotate points frequently. Classes who can reliably travel through the map’s Z-axis (Thief/Mesmer/Ele) make excellent additions to teams as they are able to easily pop up to Raven and neutralize it or capture it. If you’re getting crushed in the mid fight reliably, try to sit down with your teammates and consider a different strategy to keep the enemy team split up and unable to get the 30 points from orb running.
With all the ledges and high ground, I find that ranged dps really helps to crush potential orb runners and people roaming between points. At the initial gate open, if u get 2-3 ranged players on a ledge focus targeting, u can drop people easily and stop orb pickups.
I actually find Phantasm Mes with greatsword zerker to be perfect here. It’s fire and forget and stops orb pickups and does good AoE damage on the team fight.
sipirt watch tactic : Get a ranger and rule over the world
Is there a way to easy pick up the orb if someone of your team gets downed and the orb drops? I don’t want to do revive every time? Pretty anyoing with tons of people around. Orb shoud be priority for pressing F.
sipirt watch tactic : Get a ranger and rule over the world
Only problem is if you get a few matches in a row with 3 rangers on enemy team and no ranger on your team if you solo q. Lol.
Is there a way to easy pick up the orb if someone of your team gets downed and the orb drops? I don’t want to do revive every time? Pretty anyoing with tons of people around. Orb shoud be priority for pressing F.
Okay. For enemy team if they drop the orb: I just save a knockback or launch skill(I think there is a difference and according to wiki only “launch” moves downed bodies) to move the downed enemy player away. Then it’s easy to pick it up and run away of others are still busy killing(only if you are not outnumbered there). That’s an interesting strategy to just let the enemy cap the orb if it’s a weak class/ player that dies fast and no protection nearby(and of course you should avoid to do that stuff). Saving time to pick up since it doesn’t need a few seconds like picking up from Altar. Also if the enemy is running to one of your captured points you’ll have it much easier to get the 30 points and he helped you. Ha ha.
For the beginning I really think 4 orb 1 close point is best cause a lot of players are going to orb… if only a few are there you’ll notice and then most of the time it’s noobs with 3 orb 2 at their close point for achievements waiting to cap instead 3 1 1.
Later I think at least 1 person constantly should try to cap points. Other 4 at orb and as needed a few more switch to cap points(if a lot of enemy at points). If most enemies at orb and they also have only 1 at points(hopefully your 1 capturing guy can kill him 1 vs. 1) then 4 should go orb to counter them and kill their orb carrier or support own orb carrier.
Edit: Also you can go 3 1 1
3 orb, 1 close point. 1 enemy point and no one raven. If enemy has only 1 person there and you can kill him and they get orb they’ll likely go there since it’s there point(if you don’t kill to fast and they manage to capture it first). Now you are in a good position to go down to meet that guy and knock him down… or maybe (more risky) trying to kill him and take the orb. Like knocking him back while still trying to keep him on the wooden floor/ stairs so your team gets more time to put damage on him.
(edited by Luthan.5236)
Everyone seems to have the gist of it. Hold 2 points and send the ranger to get the orb. If he is good he should be able to get the orb even if they have a guy there.
Am I good?… I’m good.
same problem here… seems like im getting worse or more good teams started to play or we just cant play this map