Post by Mini Warlord on May 2, 2009 21:55:25 GMT
Are you part of it?
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The primary objective of this mission/
I’m going to start this post by slaging off some top guilds (mainly Rebel Rising and Straight Outta Kamadan). So. Humm... where to start...
Stop Flaming is bad, always a good place to start. Stop Flaming is actually the luckiest guy on guild wars and the next level of lucky title (rank7) should be renamed after him. So when you guys get 5,000,000 lucky points you can get the Stop Flaming title ... not that anyone would want that. Without going into great detail I will describe his play style and why he is lucky. Instead of seeing a warrior running towards a target and using guardian on that target he waits for the warrior to leave the target and then gives it a guardian (classic redbar monking), however instead of this being a bad thing.. Like all European Prot monks he is nearly always on a bone dragon staff of enchanting. Then about 5 seconds later the warrior comes back to the target Stop Flaming failed at protting and hits into blocks...
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(Skip this part you will get bored if you are actually interested then read it and enjoy)
Before I go any further with this bitching and slagging I’m going to introduce myself too anyone who doesn’t know me... My name is Damien and my IGN is Mini Warlord... You will have maybe heard about me some bad and good things, seeing as all Prot monks in the current time are terrible. Anyways, my guild history from.... EVER, going right back to my first GvG’s.
I was once a little 13 year old boy and after having gotten to the last mission of prophecies and giving up on PvE and instead taking up Random Arenas I decided to make a guild. This was essentially a 60 member guild that didn’t even know there was an outpost called Team Arenas. I showed them!!! One decided that we were going to GvG because the ladders back then were getting reset every month and tomorrow was the reset day. We were all bad but we played 1 day and got rank 300... Amazing we had no runner and we didn’t use vent or Teamspeak. We were pro: 1 Warrior, 6 Immolate spamming fire Ele’s and a Monk with mending and some other bonds... Even More Amazing!
I decided to give up on my amazing guild I instead joined [ALB] as the 11th member which of course meant I was an officer and occasionally we did something called Guild Battles... GUILD WARS . Well one day they asked me to set up a sister/brother guild for GvG. We played Assassin Banana Split. We failed... So we Played Balanced. We failed... Amazing (I was playing monk for the first time in my life if you don’t count 55 hp monking). I hopped though a couple of GvG guilds as monk and runner. Then started guesting regularly for [WKT] as runner. Eventually I joined them... Good Times of failure and epic buildness. Then there were some more fail GvG guilds and back to [WKT]. (BTW YOU ARE BORED NOW) AND IF you are not bored you should shoot yourself right now. Anyways I then joined [Ud] and failed at monking because I played like Stop Flaming just I didn’t have 5,000,000 lucky points. Then there were all of Mine/Pyro’s Guilds famous one being Pimp My Henchies. Then Shadow Treason [eS] where I met Jamie. Then some guild where I met Zuchico and the angry guy (Syrup). Then Elite Shadow Treason [eS] I’m going to stop here because now I am bored.
More Recently: Gain, BadV(backup), SiN, Holz
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Back to the bitching. You have probably heard that the Rebel Rising Monks all use full Disciple’s armor. The reason they use to back this up is that if you reduce the damage taken by the team you are reducing the amount you need to heal. This is the same principle used behind having a prot monk. The prot monk reduces the amount of damage that needs to be healed. However Poly or Chop Chop The Panda however you want to call him is pushing for duel Heal monks and other stupid builds which will cost Rebel Rising some more Monthly Tournament losses. This doesn’t mean I actually hate Rebel Rising but I think they have gotten into a bad habits from playing rawr Spike which was so defensive there was never really a problem. It amused me to see Seppo Hovi Action Team (European Team) beat Rebel Rising in the swiss rounds of the February Monthly on American servers playing rawr’s build.
All i’m going to say about Straight Outta Kamadan is that they have the biggest silver trim collection and Stop Flaming on their team.
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Now getting back to Green Star Revolution there are some things that will need to happen for you guys to get top 100 and then get a silver trim. You will need to understand the all the different strategies used by top 100 guilds, You will need to understand the term build wars and you will have to know how to avoid it, but most of all you will have to understand every part of the game and be able to quickly add numbers together and have some basic arithmetic Also a good thing is to have quick reactions, these can easily be practiced using reaction tests.
www.fetchfido.co.uk/games/reaction/reaction_test.htm (This is one I use from time to time whenever I have nothing to do or feel like improving my reactions. I also play some shooter games to practice accurate mouse clicking which helps me reduce the amount of miss clicks I make in general). EVERYONE will need to have perfect equipment and shields ect...
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Let’s start by setting you guys up with your new ‘Guild House’ and sort out your builds.
Right the ‘Guild House’ is actually your guild hall but it sounds epic so we will call it a ‘Guild House’. You guys must choose a map that is in the current Tournament rotation. Don’t choose a map you guys are used to playing on; in fact choose the or a map you guys are not used to playing on. Choose a different map for Green Smurf Revolution (also in the map rotation). The reason for this should be pretty obvious really... You should also try to have different builds for nearly all the maps so you can use map advantage.
I will use the current map rotation as an example. (Warriors, Frozen, Weeping stone, Jade, Corrupted)
This is actually a pretty even rotation. On Warriors you should try to take advantage of Euro Balanced (Snares play around on the map), No Honor (Lingering in the footman ball area and the stairs in base) and possible Hex Way (Visions of Regret and Lingering for ball area). On Frozen you want to go for Euro Balanced (Snares are always useful for dealing with a split) and No Honor again, doesn’t matter too much if you take a necro or a Mesmer but No Honor against No Honor which is popular on frozen the team with the necro has the advantage. On Weeping stone you want to go for a less caster based build... If you ask me playing hexway which is popular is stupid on this map because of the spores (Duel Ranger and Triple Warrior could be cool). On Jade If you can’t or don’t want to spike No Honor with a necro is your best option. You can shut down their spikes with your ranger and bane signet/faintheartdness will shut down their caller and ranger. On Corrupted I’m going to have to say Full on split or Euro balanced and possibly No Honor.
If in doubt run Euro Balanced or No Honor Balanced with the necro... It’s generally more balanced then the Mesmer version even though you will lack shut down. However if you somehow are absolutely sure they will not play No Honor you can play with the Mesmer or just play Euro Balanced.
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Next I’m going to make you all aware of some basic things about guild wars. That’s Right GUILD WARS! .
You are probably aware that you hit critical hits when hitting people in the back and when you hit moving snared targets. You also need to know that PvP Strength shields are bugged... I mean who wouldn’t want to take less damage in an important match. I advise you all to set up PvP characters for the first and final battles of an Automated Tournament or against any strong opponents. Remember that being offline and changing characters is always a good thing for hiding from enemies and avoiding build wars. Another point about damage and armor is the damage application and condition application. I’m not sure exactly on the percentages; when you get hit or a condition is applied to your character there is a 35 %( aprox) Chance of it being applied to your chest armor, a 25 % (aprox) Chance of it being applied to your legs which leaves 40/3 for your gloves, feet and helm each. There were and are a lot of rumours involving high ground and being hit from above always being applied to your headpiece. (If anyone has some more about this for me to add and learn from please do shout out).
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Well I guess I’m going to mention this now and you probably won’t have thought about this before but I think it’s important to use and train peripheral vision or whatever it is called (Being able to pay attention to something that you are not focusing your vision on... an example is watching red bars in the corner of your vision).
The players that can do this best must be the monks, I mean if you spend 28 min doing anything you must be better at it already... Monks are supposed to be doing this throughout the whole game (keeping an eye on party bars while watching the field). Something that can make it easier for monks is the interface of course; which also leads me onto my next point... Everyone should have a bigger compass so you can accurately judge balling and notice stuff that is splitting with a lot more ease, you should all also try to make your interface more compact (closer together). I will use mine as an example (I have my skill bar, health and energy bars all towards the right of my screen so these are closer to the party bars and my weapon sets). The point is that the faster you make each move, the better.
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Watching the field is coming next. Obviously the monks should be doing this but what I’m saying is that a Fast Cast Snare should be watching what the Domination Mesmer is doing so he doesn’t accidently get diverted, Rangers should be watching for skill animation, Warriors should be looking for targets close together so they can play Ping Pong with the Prots thrown out and look for targets that are not on shield sets near them... Well you get my point, being aware is important and the best way to achieve full awareness is to watch the field. This then ties in with what I was saying about peripheral vision. If we are all concentrating on the stuff I just mentioned we are going to need the help of the interface to notice splits and react to balling.
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My New Build for you all. (Serious balanced)
W/E: Eviscerate, Executioner's Strike, Disrupting Chop, Bull's Strike, Shock, Frenzy, Rush, Resurrection Signet.
W/Rt: Magehunter's Smash, Crushing Blow, Hammer Bash, Bull's Strike, Power Attack, Enraging Charge, Flail, Death Pact Signet (PvP).
R/Mo: Crippling Shot, Distracting Shot, Savage Shot, Apply Poison, Mending Touch, Natural Stride, Needling Shot, Resurrection Signet.
Me/Rt: Power Block, Power Leak, Power Drain, Diversion, Shame, Shatter Enchantment, Inspired Hex, Flesh of My Flesh.
N/E: Lingering Curse, Gaze of Contempt, Enfeeble (PvP), Faintheartedness, Defile Defenses, Rip Enchantment, Glyph of Lesser Energy, Resurrection Signet.
The backline can change and if requested I could put up the bars I think should be used in this Meta. For the moment just use Mo/Me monks and a E/Rt runner I guess.
How to Beat Dangerous Pumpkins Part 1:
Following the basic assumption that Dangerous Pumpkins typically run hex way or some sort of variant the build and players are going to be broken down for weaknesses.
The Dangerous Pumpkins warriors’ use their elemental conjures at the opening of the gates. Dangerous Pumpkins play hex-way and honestly it’s better to go for the 8v8 against Dangerous Pumpkins and I will not break down beating anyone by splitting because I’m a euro and I will be the first to admit that euro’s and myself are bad on split. If you want to split find some burger makers and some Koreans. My point about the conjures is that they will not have conjure up for very long after the engagement into battle. Their objective is to put an instant pressure about and they can’t get striped at start of the game because their conjures are nearly recharged already. The necromancer in this build will most likely be on the warriors anyways with a 10 second recharge on strip. Necromancer can obviously wait and rip a conjure and then the other one later or if taking a lot of pressure probably both. The necromancer using both his enchant removals is a tricky decision for the necromancer and what I’m going to say is that all monks are bad like really bad so it will not be needed anyway. Instead the necromancer should focus on not getting Power blocked and getting good amounts of hexes on their midline and a lot of weakness and faint on their warriors. Defile can be used to break hex breaker for the Domination Mesmer (Co-ordination required). Only break a hex breaker if see the monk trigger it or it will be useless, also don’t play around breaking hex breaker when you are getting wiped unless you are on an isle like nomad where you are often in a do or die situation. I know what you are all thinking this is turning into a necromancer guide... Well actually I just brought in the Mesmer give me a break! .
You also all my be thinking why would I put inspired hex on the Domination Mesmer, well now that there is no aegis the enchantments like conjure and stuff like that can easily be striped by the necromancer as he has better recharge times on his enchantment removal skills. Obviously Gaze of Contempt is a spike enchantment removal. Well Shatter will be recharging a lot of the time. If somehow their Prot monk is amazing then save both for a spike gaze start and get the kill with shatter on panic low health enchantments. Please can someone help me start a guild wars appeal for communication between the midline? Thank you . The only midline I havn’t mentioned in this is the ranger. Well the ranger needs to push the flagger on the way to and back every time as far as he safely can, AND I MEAN EVERYTIME. If we are ahead on boosts we will have lots of weapons and be ahead on flags all the time. When he isn’t pushing the flagger and even when he is he should still be trying to spread poison. I would say have poison on 4 targets and every time on the Poison is on the Prot monk it will cost 10 energy to remove so that is your priority target , which means you can d-shot guardian as well and on spikes you can still savage Word of Healing and stuff. This isn’t much of a guide for beating Dangerous Pumpkins anymore is it? LoL ^^ I will take a break here.