Skill group tactics: the leap

Skill group tactics: the leap

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Posted by: SkylightMoon.1980

SkylightMoon.1980

I have a question posed to other 15-25 man skill groups out there regarding the first attack of when one group hits another. Its pretty typical to see warriors/greatsword guards leap into the zerg on the first push, especially the commander. However the only problem ive ever had with this is that the leap is about 600 and whenever doing so it creates a separation between the melee who leaped the people still stuck behind, quite a noticeable separation actually. How do other groups counter this? half or 1/3 of my guardians run greatsword because of the leap but mainly because of the pulls, the others run hammer which has great dps but a smaller leap. What tends to happen is the great behind gets caught in that one second where we are separated. Any ideas?

Skill group tactics: the leap

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Posted by: Dawdler.8521

Dawdler.8521

… Dont leap ahead then?

Cant really see what kind of “ideas” you want. Some classes/weapons/builds are less mobile than others, yes. That’s just the game. Warriors leaping ahead of everyone leaving the tail behind to get perma-stunned and slaughtered is a tactical problem. The simplest solution is often to have the slower ranged character circle. If they get caught in the melee push while their own melee train is lol-I-got-a-hammer swinging away at the scattering enemy backline then its a well deserved loss. Another key to avoiding it is obviously stability.

Skill group tactics: the leap

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Posted by: Quick Mouse.7635

Quick Mouse.7635

Leaping can be used very effectively to jump past the head of the enemy group and land in their tail. Doing so out of a water field or into a static will give a personal heal or daze the target. However your driver must use this with caution as this will effectively separate your group into leapers/non-leapers. As a ranged character you have two options at this point: 1) kite around the edge to keep damage focused on the driver 2) dodge/teleport/invuln with your driver. In open field kiting and saving your cooldowns is usually the better option if you’re good at predicting where the enemy group will move. In close quarters and chokes generally you have no choice but to use option 2. Positioning is the most important thing casters can learn.

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

(edited by Quick Mouse.7635)

Skill group tactics: the leap

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Posted by: Jaxs.5830

Jaxs.5830

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

Skill group tactics: the leap

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Posted by: Reverence.6915

Reverence.6915

600 range isn’t much. If you’re a zerg busting group, your ranged (1200-1500 range) should still easily be in range of dropping damage on where you land. Melee shouldn’t be far off either. If they’re not in range, you need more a skilled back line.

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

Try fighting a group of 50 and not call that a skill group.

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Posted by: Brando.1374

Brando.1374

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

25 is a zerg
15 is not a zerg but skill group/zerg busing
10 and under are small roaming gank groups

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Posted by: Mogar.9216

Mogar.9216

Somewhat off topic, by not having real healers and buffers this game forces blobs. With blobs you lose most of the tactic used in group combat, things like targeting, flanking, encircle . If they increased duration of ae buffs the zerg v zerg would be a lot better imo.

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Posted by: styx.7294

styx.7294

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

25 is a zerg
15 is not a zerg but skill group/zerg busing
10 and under are small roaming gank groups

I’ve been accused at running a “mini-zerg” at 5 people. Above 5 people, I have a guildie that quits the group because he says it’s too zergy.

My opinion is when you change from calling targets to calling a leader to follow is when you cross to zerging ‘cause that’s when it changes from a focus on individuals to how well you can throw your group’s weight around.

Gate of Madness

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Posted by: Aeonblade.8709

Aeonblade.8709

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

I would consider anything under 30 to be a skill group imo, but I think that may be the difference in tiers. I would imagine T1 skill groups consist of 40+ people at least just due to the large difference in population.

Anything under 20-25 is havoc/skirmish imo.

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

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Posted by: Oozo.7856

Oozo.7856

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

25 is a zerg
15 is not a zerg but skill group/zerg busing
10 and under are small roaming gank groups

I’ve been accused at running a “mini-zerg” at 5 people. Above 5 people, I have a guildie that quits the group because he says it’s too zergy.

My opinion is when you change from calling targets to calling a leader to follow is when you cross to zerging ‘cause that’s when it changes from a focus on individuals to how well you can throw your group’s weight around.

Excellent line drawing. I usually find it necessary to keep a driver targeted when we get over10 and when we have over ten that is when we start calling ourselves a zerg.

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Skill group tactics: the leap

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Posted by: Quick Mouse.7635

Quick Mouse.7635

Definitions of the size of a group defined as “zerg” “skill group” “havoc squad” or “map blob” is personal but also depends on the server you play on and the timezone you play in.

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

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Posted by: Cogbyrn.7283

Cogbyrn.7283

15-25 is not a skill group and I wish you folks running what is effectively a zerg would stop calling it that.

25 is a zerg
15 is not a zerg but skill group/zerg busing
10 and under are small roaming gank groups

I’ve been accused at running a “mini-zerg” at 5 people. Above 5 people, I have a guildie that quits the group because he says it’s too zergy.

My opinion is when you change from calling targets to calling a leader to follow is when you cross to zerging ‘cause that’s when it changes from a focus on individuals to how well you can throw your group’s weight around.

I actually really like this delineation with regard to group sizes. Cheers.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”