Rank 1X SneekyTheef (T), Wizzizard (M), Gerdierhn (G)
Builds:http://www.gw2builds.org/user/dangermonkey
(edited by DangerMonkey.3158)
Ok, seeming as there are literally no constructive threads in this sub-forum (And I mean 0, zilch, nada, none, nothing!) I have decided to take this burden upon my self and create the thread that will be an encylopedia for new teams wanting to find new stratergies and discuss/criticize them.
I am by no means a pro stratergist, so I wont be inputting alot my self, but I will edit this thread with some good ones I find. I am going to organise strat by map. I will also post ones I find from other websites and put a reference after the strat.
pls halp teh communitee.
FOREST OF NIFHEL:
The 4 – 1 split: This is the most common strat used in FoN, and comes into play straight from the get go. The main idea is to have 4 of your team head to the futherest point (Henge for Red, Mine for Blue) Then have one player head to the closest point.
The main idea is for your 4 man team to take the other sides buff first (chieftain and svanir) while the one man army takes the point and the other buff (or just sacrifice himself to get the last hit on the buff if its getting zerged). Then all 5 should take the keep and disperse according to which point needs help.
The Take Half the map before anyone notices: In this strat you have 1 player go straight to the closest point, 2 players to rush for the keep and another two players run for the buff. Everyone should have taken it all at around the same time, this should boost you to a good 50 points in the first couple of minutes, as long as you keep hold of both points. After everything is taken you should have 2 players defending each point and 1 player keeping pressure on the other teams close point. Regrouping where ever majority of the opposing team is attacking.
LEGACY OF THE FOEFIRE:
The 4 – 1 split, again!: In this variation of the split we have 4 of the team run to the futherest point again to take it as quick as possible. We then have one person run straight for the middle point. Once both points are taken, we have one person from the group of 4 (preferably a necro, a mesmer or a thief with thieves guild) run straight for the lord, the other 3 joining the lone guy in the middle, to regroup then take their closest point. The reason I go for the middle map instead of my close point is because to the other team, the middle point is more important, sending the bulk of their team to the middle instead of defending their lord. This is a riskier strat, so if the guy backdooring the lord gets compromised, split the team and take all points. You should always be making sure that they HAVE to be somewhere, either trying to take mid or defending the lord. If you happen to take the lord (which is definatley possible) then you can focus on taking all points and defending your own lord. If they decided to go for your lord for revenge only send 2 people to defend, the casters and soldiers are basically extra players anyway.
RUSH LORD ZERG TIME LETS GO: This is the most riskiest strat, and I would not reccomend it to anyone running a tanky/support team. This is for dps teams only.
The main idea is to literally run your whole team from the 0:00 mark straight for the other teams lord, take the gate, take the lord. Have 2 people focus completely on the lord (preferably a couple of glasscannons) while the other 3 burst down the npcs. You should take the lord in under 2 minutes, or its a complete waste of time and the game is lost.
Once the lord is taken (assuming no one came to defend it) send 2 for your teams close point and 3 for the far point (far point will be closer coming from their base.)
BATTLE OF KYLHO:
This is my favourite map out of them all, however I only have one real strat for this map, and its generally for Hot Joins not tourney games.
CIRCLE WORK: I start with mansion if I’m blue, windmill if I’m red. Once I take that point I make a beeline straight for the opposing trebuchet. If there is someone already using the treb, I burst him down with all my cool downs ASAP. Being it’ll the teams first respawn, his respawn time will be around 20 seconds, this is plenty of time to smash the trebuchet. Once the treb is down, I rush straight for the windmill/mansion (which ever one was futherest away from your base), now you should have 2 points (maybe three if your other team has clock) and they will have no treb. as soon as their treb comes back up, rinse and repeat.
RAID ON THE CAPRICORN:
Stupid map, rush ruins, hold ruins, win.
(edited by DangerMonkey.3158)
tl;dr
but i do agree that the pvp forum is currently filled with mindless QQ and very little relevant and constructive feedback
bump for the community!
Ok, seeming as there are literally no constructive threads in this sub-forum (And I mean 0, zilch, nada, none, nothing!)
Making a topic called “STRATERGEEZ YO” will probably get you a lot of constructive feedback.
The 4 – 1 split: This is the most common strat used in FoN, and comes into play straight from the get go. The main idea is to have 4 of your team head to the futherest point (Henge for Red, Mine for Blue) Then have one player head to the closest point.
If the enemy is any decent this will put you at a huge disadvantage. If their closest point defender(s) can stall you for a bit, you will be a street length behind after a minute. While you will cap your closest and their closest point, they will cap keep and kill both NPC’s. I’d always pick your 2nd strat over the 4-1 split.
RUSH LORD ZERG TIME LETS GO:
Theorycraft: If you will kill their lord after 2 minutes, this will give you 150 points. They will cap all points after about 30 seconds (averaged, 1 will be a bit slower if they split for 2 points). This will give them 90 seconds with all three points when you will be in their base. 90 seconds, score tick every 2 seconds. 45 scores with 3 points = 135 points.
It’s less than the 150 you get for the lord, but not worth the risk. Before you overcapped any of the points they will be ahead of you at points.
Being it’ll be his first death, his respawn time will be around 15 seconds, this is plenty of time to smash the trebuchet.
What? Your respawn depends on the time. There is a respawn every 20 seconds, this has nothing to do with first/second/third/etc. kill.
What? Your respawn depends on the time. There is a respawn every 20 seconds, this has nothing to do with first/second/third/etc. kill.
Oh so thats how it works!
Still, him being the first death or so would make it the higher end of respawning
As far as I know the respawn is always at 0, 20 and 40 seconds. (Like 5:00, 5:20, 5:40, 6:00, 6:20 etc.)
So when you know that, learn when to stomp when finishing and when to interrupt stomps when downed to maximise / minimise the respawn time.
As far as I know the respawn is always at 0, 20 and 40 seconds. (Like 5:00, 5:20, 5:40, 6:00, 6:20 etc.)
So when you know that, learn when to stomp when finishing and when to interrupt stomps when downed to maximise / minimise the respawn time.
Awesome, thanks
Respawn times are actually every 20 seconds, but at 18,38,58 seconds every minute. No idea why.
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