Expert advice needed – new PvP team
Well,
1. Your team rotation needs a lot of work. I see a lot of redundant movement. Normally, classes to push far are thief → mesmer → engi → ele. Ele is amazing at big team fight and holding capped point 1v1 or 1v2. But that doesn’t mean you keep capping far and die trying to run away every time. Your team should send ppl to help you hold that far cap and put the fight on their home point. Generally, if you don’t intend to hold far cap then ele should shuffle between mid→home while mesmer/ranger push far. You should watch Backpack’s tips for rotation and team fight: http://youtu.be/6Z-k9OMpJOY
2. It’s good that you guys do make effort to call out for rotation. But it’s confusing and contradicting sometimes. And I see 3 or 4 of you running to the same node at the same time, which is unnecessary. What needs to call out:
- Which classes of enemy are heading to a certain point: If the numbers don’t sum up, there is likely one trying to backcap an unattended node.
- Which enemies go down and are soon to respawn: It means they will zerg far points. If you pressure on far, you need to bring team fight there.
- Calling CC/immobilize, focus and coordinate burst.
- Calling for downstate and group heal. Always try to down inside the point that you capped.
Also, after you win a big team fight, send one to watch the enemy’s camp. You’ll gain an edge from knowing where they will head to after respawn.
3. Mechanical wise:
I wouldn’t try to use Churning Earth every time. You might is very very low (only 9 stacks), CE doesn’t deal much damage and basically asks people to CC/burst you. You need to focus on build up your might to 14+ asap and not double dodge too early in the fight. Also save Armor of Earth at your last resort, instead keep your Aura up. I also think FGS is better for mobility. Your group doesn’t have any high mobile class, FGS really helps to secure the mid point fast and as a safe disengage.
- doranduck, 2016 on Lore in Raids