Tactic based on battlefield setup
really wish i could sticky this… but a bump while jonesing for some feedback is the best i can do.
Don’t lose hope, spitball ideas until something works and remember the only law of tactics and strategy: If it’s stupid, but works, it isn’t stupid.
Pop it in the tactic thread which is stickied already maybe
You can’t organize a large amount of randoms to that extent. Someone gets hit, panic sets in and half the group is running all over the place. Unless by a brilliant stroke of luck you get a huge load of players with the discipline and enough commanders who have a solid strategy.. it just won’t work.
Right now you still have a lot of people wanting to try and later on that amount will only go down because all attempts are futile and the days after launch motivation will go and with that the organization.
1) All turret people need to be in a party who has the dragon as its marked target, keeping that thing targeted with so much else going on was impossible on my own, and I missed many shots with skill #2.
you can lock target without being in a group now, just to help those that don’t know this yet
Actually i think the amount of leadership involved isnt much more than what it takes to knock over a tower in wvw, maybe a BL keep… also part of the time factor would include (hopefully) a mostly androgynous plan that is spread and used across many servers. I don’t expect this to work first few times, there will basically always be someone having first time issues, but i envision it being at least where enough still know what’s going on to get it done.. grenth is the current best example of this, but when the right people run the karka queen or you get that orgainized party of 5 or so carrying the zerg to victory during the escort phase of balth, they make it look real easy
I made a very short version to copy & paste to the map chat. Any suggestions?
edit: made it shorter
<<Basic Strategy>> Turrets are crucial. Each side Turrets need 10+ defender. The DPS zerg should stack between Teq and turrets, NOT at its feet, this allows turrets to remove poison and buff the zerg.
<<Turret skills>> 1:damage Teq (low priority), 2:prevent Teq from going invulnerable (use this every CD), 3:save zerg/yourself from poison, 4:buff zerg damage, 5:protect/regen zerg
(edited by Nanunu.1403)
Let me give you EB’s way.
- Skeleton crew guarding the turrets and holding off the risen while killing them slowly
- zerg behind teq’s legs
- turrets constantly buffing the zerg, getting rid of poison off the zerg (and each other), and getting rid of Teq’s stacks.
That’s the strategy we used, and it got us to phase 2 with 3 minutes left on the clock.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Nanunu that’s the plan in a nutshell lol
Ryu, it sounds like EB is working on the same basic structure, but the zerg is more focused on the dragon, i’d be interested in trying it both ways tbh, i hear the timer stops during the megalaser phase (just never seen it, so its all i have to go on), and it would be easier to organize one big zerg clump if they all stayed together, same effect..but my only concern then is that the fingers have massive health pools
Actually i think the amount of leadership involved isnt much more than what it takes to knock over a tower in wvw, maybe a BL keep… also part of the time factor would include (hopefully) a mostly androgynous plan that is spread and used across many servers. I don’t expect this to work first few times, there will basically always be someone having first time issues, but i envision it being at least where enough still know what’s going on to get it done.. grenth is the current best example of this, but when the right people run the karka queen or you get that orgainized party of 5 or so carrying the zerg to victory during the escort phase of balth, they make it look real easy
Knocking over a tower in WvW is fairly straightforward, something everyone can handle. A lot of people just run behind a commander and spam autoattack.
Nanunu that’s the plan in a nutshell lol
Ryu, it sounds like EB is working on the same basic structure, but the zerg is more focused on the dragon, i’d be interested in trying it both ways tbh, i hear the timer stops during the megalaser phase (just never seen it, so its all i have to go on), and it would be easier to organize one big zerg clump if they all stayed together, same effect..but my only concern then is that the fingers have massive health pools
It does indeed stop at the 2nd phase. Just avoid failing it, unless you like seeing a giant tidal wave 1-shot the entire zerg (and I mean no downstate 1-shot).
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Added a link with credit to sticky. Very nice strategy. gonna see how it works.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Actually i think the amount of leadership involved isnt much more than what it takes to knock over a tower in wvw, maybe a BL keep… also part of the time factor would include (hopefully) a mostly androgynous plan that is spread and used across many servers. I don’t expect this to work first few times, there will basically always be someone having first time issues, but i envision it being at least where enough still know what’s going on to get it done.. grenth is the current best example of this, but when the right people run the karka queen or you get that orgainized party of 5 or so carrying the zerg to victory during the escort phase of balth, they make it look real easy
Knocking over a tower in WvW is fairly straightforward, something everyone can handle. A lot of people just run behind a commander and spam autoattack.
A tower probably wasn’t the best example he could have used, but the organization is similar to WvW in general. Sure, the zerg is just meant to autoattack or use whatever other abilities the commander calls out… As well as knowing to dodge the enemy’s front line at the start of an engagement, stay stacked for when the commander calls out waterfields and other group mechanics, and to respond to any other calls the commander makes. Along with the cooperation on TS3, I think BG’s success came largely from the fact that the person Commanding them was a WvW commander and not just someone who lead a farm train in Frostgorge, and he organized them and they listened.
Oolune :: Engineer — Arrow Of Oolune :: Human Ranger -- Shadow Of Oolune :: Human Thief
Box The Turtle :: Human Warrior — Bolobuns Of Steel :: Human Guardian