- Unkim wrote:
- Hi Jason,
Comments:
A) As a warrior prot I have more problems arriving the base than leaving the flag room. Usually a rogue is waiting for me full of CDs and can down me 60-70% quite easy, because when I use my major Cds when he uses his too, use to come a f***ing disarm to laugh about my shield wall...
Hunters dont worry me so much as prot, maybe because I can deal better with them.
B) I really don't feel dramatically the increase of the buff... I mean, if their DPS is high I can die without stacks if they catch me on the way without healer and peeling (Use to happen too much in my oppinion...), and if I have healers and peeling I can survive 8 stacks using major CDs.
For A, yeah as warrior prot you will be having that problem that's why your team should cover for your and move together, you shouldn't be alone doing all the work while the team just screwing around looking for killing blows and topping the DPS chart.
As for B, I have no other way to explain or some sort of proof because it can't really be described in screenshot or words. But I assure you even 4 stacks is enough to kill you before the 5.3 patch coming on. Rogue and mage can finish you in few seconds with their burst and smoke bombs, because the stacking debuff really hurts.
- Unkim wrote:
Questions:
1.- Where should I go in first way? regroup with the team? or go directly to our graveyard? well, I suppose is according to how the group battle is going right?
2.- When I am supposed to start going to get the flag? should I wait leaders command? go directly? stay back at the beginning and then go when the first people die or battle begins? Should I fight at the beginning? (I can really disturb casters/healers...).
1. It depends on the leader's decision and preference, you should report it to him whats happening, for example "you : getting out of flag room, from the east", then the leader should respond, for example "okay xxx, xxx, and xxx you go protect our flag carrier the rest of the team we move through the west and intercept the enemy FC". (this is what I did in the twin peaks when I lead that Tuesday because I prefer offensive and dynamic game).
2. Again, this is depends on the leader's decision and preference. Unless it is a part of the strategy, you should never fight at the beginning. As for Druid's have track humanoids so they can check the radar and see how many ppl on the bases, then determine his path easily. If he assume its only 1 guy he can charge in by himself. For warrior its not that convenient as you don't have that skill. However the leader can and should make a guess how many ppl and what class will defend their base depending on how many people coming out from their bases and the team composition. He then should tell you when you have to go.
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For example : enemy team have 10 ppl consisting of 1 Druid Guardian, 3 Healer, 7 DPS (1 Rogue, 1 mage, and 1 Hunter). With the battleground targets or other add on you can target the enemy even if they're far away and out of sight. The leader can keep an eye on the rogue, ask teammate#1 to watch the mage, ask teammate#2 to watch the hunter.
Observation result :
Rogue : the rogue is mounting and go invisible immediately, most likely he will go to the middle and patrol the incoming area.
Mage : he is mounting and can be seen later on the middle of the map.
Hunter : is nowhere to be seen and never mount his ride.
Conclusion : The hunter most likely is guarding the base and the rogue is patrolling around the area, Decision : sending in the FC and a healer.
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Your movement and path should be determined by the leader, one thing that you keep in mind is you should never hesitate asking for backup or support, some people have some sort of pride being able to handle everything by himself and soloing stuff to increase the size of their e-penis.
- Unkim wrote:
Suggestions:
i) shouldnt we assign the defense and attack group before start the game? and when leader call "split", people know where to go?
ii) what about camp their graveyard? I read somewhere that a lock/mage AOEing the graveyard avoid the to mount and slow their way to reincorporate to battle, that at the end means more kills and control of the middle.
I) Yeah the leader should assign it, its usually either 1 or 2 ppl defending, as for me in twin peaks because of their geographical position 1 hunter is enough, you can see their best position from the picture below. Because with their track humanoid they can see the incoming enemy. The hunter's aim isn't to kill the enemy but to call out for help as soon as possible and slowing the enemy FC down at any cost so the arriving reinforcements can kill him.
ii) As for camping graveyard there are 2 prequisites : 1. the enemy should die, 2. Your lock and mage should be there to camp it.
In order for this "graveyard camp" to happen your win must be winning a landslide victory, so not only they can kill people quickly therefore sending them to the graveyard. But the lock and mage from your team also there to aoe them.
Graveyard camp is more like a follow up of what will be happening if you win the clash in the middle, after the leader see that his team overwhelms the enemy and have the upper hand. He should tell the team to pressure the enemy while slowly moving them to their graveyard. And blocking their path to the leaf item, therefore your team control the leaf distribution completely and the healer won't be out of mana at all.
If the opposite team have equal firepower and the leader is composed this graveyard camp can be a turning point, they can match their resurrect timer so everyone will resurrect together and focus 1 guy as soon as they resurrect and knocking back or cc the enemy healer at the same time.
Anyway, We make strategy and plan to anticipate equal or stronger enemies, that's what a leader and strategy is for. If your team is losing on a direct confrontation then the leader should change the approach and try other stuff. However, no matter how good the idea/concept is if the execution is poorly done, then its no use.