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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

No other node is important ever. Mid or lose guys. Even if other nodes are not defended with the bunker.

Had a nice conversation with someone in game today waiting for a Forest match to start.
I said lets play sides.
He said but we can’t give up mid for free.
I said, but we will give up far for free.

Keep tunnel vision on mid please. If it was mid=win, there would only be one node on the map.
That is why they invented a thing called rotations.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: Supreme.3164

Supreme.3164

Lol, so players that play without tunnel vision still exist..good to know

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Posted by: Midi.8359

Midi.8359

Ye I’ve noticed folks saying this weird “mid and home only” thing too. Usually follow it up with something about unless they zerg mid.

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Posted by: ReaperJr.5967

ReaperJr.5967

Mid is usually a more strategic point. It isn’t a be all and end all though.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

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Posted by: Doggie.3184

Doggie.3184

I’ve run into lotta teams who believed strongly in that and they lost because both homes were capped forever.

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Posted by: Supreme.3164

Supreme.3164

I’ve run into lotta teams who believed strongly in that and they lost because both homes were capped forever.

XD yeah

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Posted by: Syde.5961

Syde.5961

I still get people that think going far is a bad idea in my games…I don’t understand how these people get to diamond+.

Og Salmonder [oT] – Warrior
Stormbluff Isle

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Posted by: chemie banger.9624

chemie banger.9624

Mid is the killing zone. If your team is not the one doing it go to the outers. Suicide 1 or two at mid and they’ll be too busy to look at the score.

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Posted by: RSLongK.8961

RSLongK.8961

So you take time to argue, with randoms in SoloQ, what is the best strategy, in that limited time? not knowing their skill level?
I am impressed.

Main: Warrior|Character counter: 16

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Posted by: PierPiero.9142

PierPiero.9142

it depends on topology of the map . For example in forest i find playing close far quite ok becouse you have 2 exit for respawn and you can give support from close to far and back quite easily . For me it is quite different in legacy , where you are quite often obliged to play close mid . The reason is simple , help close playing close far is difficult and if they take close it is quite natural to rush lord so playing close mid , imho is safer. In temple having mid can help you for 8:30 buff but it is something more psycological than real … and in khylo … no idea… i really don’t like that treb map

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

This was not an argument. It was a conversation. Usually you can look at your composition before a match starts and determine how well a 4v4 or 5v5 is going to work out. Although I did not mention the comp here, we were at a ele disadvantage for a mid fight.

This was in particular about Forest, which as stated above has 2 exits well positioned for close and far. Does not work for every map.

I just need more players to open their eyes that mid is not the end of the game.

@reaper- I think my war has peaked in diamond. Many more dual mesmer comps here. They don’t even do damage, just take up space and rez/stomp. We will see, 15 days left.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: kuritsutian.2987

kuritsutian.2987

I still get people that think going far is a bad idea in my games…I don’t understand how these people get to diamond+.

I think it’s Pro structured team play vs soloQ, casual pug play.
If you have a real team with roles, one whoever captures a point first gets the upper hand, usually all points start as contested and the dispute of them wins….. on a more casual match with no teams, planned roles and no way to communicate it’s hard to maintain this even if you know what you are doing, so the easy strat is secure home and fight for mid for a 2v1 point. That doesn’t mean can take situational advantages such as whole opponent team at your home, etc.

Suddenly in the Forums Everyone is now a Game designer!

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Posted by: Coelho Nat.4697

Coelho Nat.4697

It depends on the match conditions.
Positive aspect of holding mid is that it is closer to home than the far node, so it is faster to move from one to another to help. Negative aspect is that it needs a lot of effort to hold during the match.
In my opinion there is no let’s do only this at the beginning of the match. The team needs to adapt depending on how the enemy team works. If mid is undefended, so it is wise to cap it. The same for far node and so on.

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Posted by: ReaperJr.5967

ReaperJr.5967

This was not an argument. It was a conversation. Usually you can look at your composition before a match starts and determine how well a 4v4 or 5v5 is going to work out. Although I did not mention the comp here, we were at a ele disadvantage for a mid fight.

This was in particular about Forest, which as stated above has 2 exits well positioned for close and far. Does not work for every map.

I just need more players to open their eyes that mid is not the end of the game.

@reaper- I think my war has peaked in diamond. Many more dual mesmer comps here. They don’t even do damage, just take up space and rez/stomp. We will see, 15 days left.

Wow, that’s actually already pretty good. I’m surprised dual mesmers are still a thing though, I’ve been seeing more immortal decap druids.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

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Posted by: Browrain.7346

Browrain.7346

People like to hold mid because it’s easier to reinforce. Holding far all game is tough without good coordination because you have to keep track of enemy spawns.

That being said, there are certainly cases where holding side points in a match is better. Just depends.

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Sometimes when the opening mid fight isnt going well, I’ll break free, take, and hold far on my berserker. That usualy screws up the enemy teams rotations, my team gets a clue, and everybody starts shifting around to our favor :D

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Posted by: brannigan.9831

brannigan.9831

It is generally better to work middle and home though from the start. Why would you suggest far and home instead to start? I am a firm believer in working with what you have and if for some reason you end up with home and far you should work with that but why would suggest home and far from the start. Far is hard to hold because its close to there spawn they can wear you down with attrition a lot. This meta is filled with bunker types to act like you aren’t going to deal with one at far is pretty delusional. Most random teams seem to have at least 3 of the follwing elementalist, Herald, or chronobunker. Sure you should adapt to what happens mid match but my experience is the easiest way to win most of the time is holding home and middle.

(edited by brannigan.9831)

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

It is generally better to work middle and home though from the start. Why would you suggest far and home instead to start? I am a firm believer in working with what you have and if for some reason you end up with home and far you should work with that but why would suggest home and far from the start. Far is hard to hold because its close to there spawn they can wear you down with attrition a lot. This meta is filled with bunker types to act like you aren’t going to deal with one at far is pretty delusional. Most random teams seem to have at least 3 of the follwing elementalist, Herald, or chronobunker. Sure you should adapt to what happens mid match but my experience is the easiest way to win most of the time is holding home and middle.

I can explain this to you in a few points. Typically in a team composition there is a primary team fight bunker and a secondary skirmisher bunker. Team fight bunkers consist of your tempest types or your mesmer types.
Skirmisher bunkers are more so your mesmer types and your druid types.
You are at an advantage if you can get your team fight bunker vs them without a teamfight bunker. So if you give up mid for far, and their team fight bunker stays there, then you are effectively stacking your fights.

Now this does assume equal player skill and recognition. It is not always about numbers. It is just as important about the classes. Sending 1 necro to fight a diamond skin ele matches numbers but does not match classes properly.

So back to the original question, if you can get the enemy tempest to sit on mid while your tempest is with the far team, you should be able to win that fight.
This is still an effective 1-0-4 or lesser split, but with the objective to stack the class fights in your favor.
There is no delusion in class picking your fights. In a match you should be actively attempting to keep the enemy support away from the enemy dps while keeping your support with your dps.

This is the next level of rotations beyond just sending appropriate numbers places.
As a dps spec, should you take that 1v2 against a mesmer and a tempest? YES because that is 2 fewer support specs for the rest of your team to fight.

TLDR: home and middle is a crutch for catering to the lowest common denominator of solo Q, and I accept that. However, that does not mean you should not strive for higher level play. Rotations are > mechanical skill probably like 1.5:1 ratio

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Bunkers for every occasion :o.

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Posted by: Agemnon.4608

Agemnon.4608

You could jump to the other two points easier from mid so it has good lines of communication and in Foefire’s case you aren’t forced to give free progress by getting out of an AoE.

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Only 1 person needs to stand on a node at any given time. When I see multiple health bars go down on my team, it can only mean one thing.
Positioning issues.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: Kuya.6495

Kuya.6495

I absolutely despise the solo q heroes who decide to go far at start. That kind of strat is a liability in a team composed of solo qers with no coms. A 1-3-1 or 1-0-4 is something that you do with a organized team, not some random nobodies. Going home and mid at start is basic and simple enough that even a solo qer should know what he’s doing without needing to be on a com.

Go far if you’re loosing mid, but please, if you’re in a team composed of solo qers, do not go far. Only instances where i’ve seen this work is where a druid goes far and wins the 1vs1 before reinforcements subsequently causing a win at mid and leading to a 3 cap.

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I absolutely despise the solo q heroes who decide to go far at start. That kind of strat is a liability in a team composed of solo qers with no coms. A 1-3-1 or 1-0-4 is something that you do with a organized team, not some random nobodies. Going home and mid at start is basic and simple enough that even a solo qer should know what he’s doing without needing to be on a com.

Go far if you’re loosing mid, but please, if you’re in a team composed of solo qers, do not go far. Only instances where i’ve seen this work is where a druid goes far and wins the 1vs1 before reinforcements subsequently causing a win at mid and leading to a 3 cap.

Far node must be the holy grail to you.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: Syde.5961

Syde.5961

I absolutely despise the solo q heroes who decide to go far at start. That kind of strat is a liability in a team composed of solo qers with no coms. A 1-3-1 or 1-0-4 is something that you do with a organized team, not some random nobodies. Going home and mid at start is basic and simple enough that even a solo qer should know what he’s doing without needing to be on a com.

Go far if you’re loosing mid, but please, if you’re in a team composed of solo qers, do not go far. Only instances where i’ve seen this work is where a druid goes far and wins the 1vs1 before reinforcements subsequently causing a win at mid and leading to a 3 cap.

Have you never seen a bunk go for far? It’s one of the best ways to start a match. It’ll be 3 v 4 at mid for a while, but as long as you don’t go too deep at mid right away then you’ll have your home to back you up, and it’ll be a 4v4 soon enough.

Og Salmonder [oT] – Warrior
Stormbluff Isle