Guild Wars: Beginner’s Guild vs. Guild Battle Guide
June 3rd, 2009 | by admin |simple: the frontline is closet to
the enemy team and therefore have the best peripheral vision on what
everyone on the other team is doing. Another reason is usually the
warrior is the one that needs to build adrenaline for damage, and he’s the
best judge of when the damage potential is highest.
Calling in GvG doesn’t just mean broadcasting a target and counting
down, it also means calling for the right damage at the right targets at the
right time. Not every target needs to be spiked, unless that’s the only
option offered by the build. Calling for damage, snares, shutdown, and
positional blocking are also the responsibilities of the caller. The caller
needs to know the potential and skill Guild Wars level of every player on his team,
including his own. Knowing how much damage and how fast they can
come is vital to calling well.
If you need something special on the spike, like a gale or black-out on the
off monk, make sure you call it and give your team as much time as they
need to identify the off target in preparation to do what they do. Always
pay attention to how much pressure you are taking and how well the
monks are mitigating it. Don’t wait until the monks are deep in their
highest energy set before deciding to pull back. If your team identifies a
threat to you, such as a particularly nasty mesmer or a snare ele, don’t
ignore it. Rely on your team to provide feedback on what’s going on from
their perspective and always communicate your intentions.
Remember that dead people are ressurected back at base every 2:00. This
means if you can take out a key target at 1:95, 3:95, or 5:95, just
before the ressurection timer, you can effectively remove that player from
play (his team won’t have time to ressurect him before the timer
ressurects him) until he takes his time to haul ass back up here. If the
key target is, for example, a monk, then you have a good shot at
collapsing their entire team. Be aware of this and make sure your
damage potential is maximum at these key times and make major
pushes or spikes to get Guild Wars Gold that kill and force a “base res”. Adren full at 1:47?
Save it for 5 more seconds.
This works the other way too, when you DON’T want an enemy to
ressurect back at base. An enemy monk is almost dead and out of
position at 5:57? Wait until after 6:00 before you kill him, so his body gets
stranded at out of position land, far away from the rest of his team, with
no chance of ressurection for two full minutes.
Always look for targets that are out of position, over extended, or simply
not kiting. Everyone makes mistakes during a match, but it’s the team
that captalizes best on these mistakes that emerge the victor. If a midline
is out of position - punish him for it. If a warrior is too over-extended,
punish him for it. If a monk is dropping a sig of devo on the front line,
punish him for it. Always be on the look out for mistakes on the enemy’s
part. A mistake that goes unpunished is an opportunity lost for victory.
[b]Section 4: Common Mistakes and How to Avoid Them[/b]
One of the most common mistakes I see when playing with newer guilds
is a bad decision when it comes to dealing with an enemy split. The
enemy has split. You spotted the split. What do you do? Remember that
indecision is just as bad, if not worse, than a bad decision. You don’t
have the luxury to talk it out. You have to make the right decision within a
rapidly closing time window. Every second the enemy proceeds with the
split undisturbed makes your gw gold response window one bit narrower, until
there comes a time when your response becomes too late, and next thing
you know your bodyguard is lying dead with three enemies wailing on
your guild wars gold lord. This is where pre-planning and experience comes into
play. Teams lose to splits because they ignore the split when they can’t
afford to, and when they split more players back than they need to. This
kind of decision comes with experience, but just remember: if the
opposing build is more splittable than yours, always try to force them to
8v8.
Everybody needs to kite. “Oh, but he has snares anyway and will just
outrun me” and “I have Shield of Deflection on me and the other monk is
watching me so I don’t have a to kite” are stupid excuses not to kite.
Even if you’re a warrior - if you’re being wailed on, KITE! Move out of the
way! If you’re a little wary about gw gold losing position from kiting backwards,
then kite forwards or around in a circle. W A S D are the four counters to
more things than you might realize. Incoming orb? DODGE THAT.
Incoming dervish train? KITE THAT. Incoming blurred vision? GET Guild Wars Gold
AWAY FROM THE OTHER WARRIOR! It’s amazing how much stuff you
can kite off. Also, don’t wait until the warrior or dervish is right
next to you before you start kiting. Start moving as soon as you see
that crazy bastard with a hammer running up to you. You might not get
a chance to if you wait for him to get Guild Wars Gold close enough to hit Earthshaker.
Don’t park on one character for the entire game if you want to interrupt
something. Yeah, your team is screaming at you to D-shot Restore
Conditions or divert Blinding Surge, but parking your mouse cursor on
him the whole game just makes you a predictable and avoidable threat.
Once your target is aware of what gw gold you’re trying to do, he can take
measures to defend himself against it and make you less effective. The
monk can kite behind an obstacle before he casts, and the B-surge ele
can just call for a veil 24/7. You becomes a much more valuable player if
you tab around a bit switching from target to target, looking for
opportunities. Perform your secondary role, like spreading poison or go
around denying their monks energy. When you see that animation of the
key skill you’re trying to interrupt flash over the target’s head, quickly
switch and hit D shot, or count down the recharge time and hit diversion
just before the next cycle. Be unpredictable.
Rangers can interrupt everything, including attack skills. Attack skills are
actually usually the easiest skills to interrupt. If you see a warrior
with full adrenaline rush towards your monk, chances are, he’s closing
in to unload. Just when he gets gw gold close enough, just throw him a D-shot or
savage or something, and voila, there goes his damage potential. Don’t
make the mistake of thinking interrupts should only be used on the
enemy’s mid and back-lines.
A lot of teams have trouble with dealing with dervishes because of their
forms. All dervish forms have a downtime. When that downtime window
opens, go crazy and try to take them out. Dervishes don’t have as much
armor as warriors, and without their form, will prove much easier to take
down.
A team pushes position based on how much energy its monks have. If
the monks are low on energy, don’t push too hard. A few ways to allow
your monks to get energy is to have your frontline fall on the enemy’s
frontline and park them with knockdowns and damage if they frenzy.
Sure, you’ll lose a bit of position, but your monks get Guild Wars Gold a bit more breathing
room. When faced with a choice of pushing deep to take out a key
objective and wiping because your monks are low on energy, and giving
the enemy some ground and your monks some recuperation time,
choose the latter. Good communication allows the caller to make faster
and better judgements when it comes to juggling the monks’ energy with
team positioning.
Some teams have a weakest link. Don’t just go around attacking their
strong players when you can dismantle them by exploiting their weakest
link. If you notice a player on the enemy team that’s clearly not very good
at this game, go after him full time. If a mesmer is consistantly out of
position, or if a warrior loves to frenzy constantly in your backline with
reckless abandon, make Guild Ward Gold him your best friend. Call him out to your team
and have everyone watch him for the mistake to happen, then punish him
for it. It weakens their monks’ energy pool, and sometimes their weakest
link can pull their entire team into making one, huge mistake - the kind
you can exploit to win a game.
Don’t infuse an archer or a footman unless you’re pretty damn confident
you’re going to win and just want some freebie points. For that matter, if
keeping an archer alive means you’re going to drain your entire energy
bar, don’t do it. Let the bastard die. Why? Archers Guild Wars Gold don’t kite. Footmen
don’t kite. Knights don’t kite, but it’s worth keeping them alive because
they actually put out decent damage. Remember earlier in the guide what
happens to things that don’t kite? That’s right - free damage. Save your
energy for targets that do (hopefully your team).
[b]Afterword[/b]
That’s all for now. This just a very preliminary version of the guide that I
hope can be expanded upon by input from players much more
experienced than I at the gw gold game. If you have something to add, please let
me know from my contact information below. I know there are a lot of
typos and probably even more grammatical errors in this guide, so any
help you can give to proof read it would be appreciated. I hope you find
this guide wars gold useful.
Contact info:
In-game name: Daek Maelstrom
AIM Screenname - bao6
Thank you very much!
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