Post by miffic on Aug 30, 2009 7:58:22 GMT -5
Just throwing some stuff on paper and seeing how it goes. Not sure when the next GVG is, but here's something to toy with. Skill templates are not entirely set in, so we'll make changes on the spot as we see fit and depending on how it goes.
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Team build layout and quick reference:
Warrior: OQkjExTc5M81xCYZpYYZKFZBAA
Necro 1: OABCY8xE/SiAj4hQVVCYlgAA
Necro 2: OABCY8xkUldA7EbweQV1WoAA
Ritualist: OACiEyk8INjnW7J21LjV9SuA
Monk (Healer): Owoj0wQ86QkENgaE+D3NRgQgrXA
Monk (Prot): Owoj8wQ86MzEBydVLqQ201k1LA
Flag Runner: OgNk8YNIjusUY16gZFko7Qe10HtA
Infiltrator (one of the following):
Mesmer: OQNEAYsT+4YDeb9gVwCYTbBABA
Assassin: OwNj0Md8IPlZ/n2r7hwsbDsJIA
Ranger: OgMk8EYa2epUVzjhqxv2sReVNhAA
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General strategy:
Infiltrator will *always* split off where possible. If the map is restricting, then the player will join main team as offense/support.
The following strategy is in response to the opposing team.
Full team at flag stand:
Our full team will just push for flag/morale as we *should* have more backline support with the ritualist. Infiltrator should also eventually get to the opposing team's flagger and consequently we win the morale war.
Against splits:
Ritualist will be responsible for attempting to keep the base intact while the front team pushes. Life stealing and support skills should eventually drive them off if they don't have sufficient self heals, flag team should be able to push through.
Spike:
Ritualist swaps to run flag, ele joins infiltrator to gank opposing base to pressure them into falling back and go from there. This would heavily rely on monks, but that's just about the case for any given spike.
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Warrior: OQkjExTc5M81xCYZpYYZKFZBAA
Dole's preferred dev hammer build, but can be changed accordingly. Just really need a front line offensive warrior of any sort (even a shock axe warrior or anything along those lines would do) to spike. Chances are this player needs to call, or a necro will.
Necro 1: OABCY8xE/SiwYQVVCYlwWoAA
Wail of doom necro with rigor and foul feast/plague sending. Needs to co-ordinate spikes with the warrior, rigor on spiking target (if necessary) and wail of doom on the off monk (spike target should be knocked down).
Necro 2: OABCY8xkUldA7EbweQV1WoAA
Corrupt enchantment necro with hexes/conditions. General hex and condition pressure, corrupt enchantment could be swapped for lingering curse.
Ritualist: OACiEyk8YtnYXvMW8E8X9EAA
Anti-pressure ritualist with xinrae's weapon. Allows for backline support and this player will be responsible for falling back to the guild hall if the opposing team splits. Could alternate with ele to run flag.
Monk 1: Owoj0wQ86QkENgaE+D3NRgQgrXA
Player's preference in monking, otherwise builds are provided.
(Healer monk)
Monk 2: Owoj8wQ86MzEBydVLqQ201k1LA
Player's preference in monking, otherwise builds are provided.
(Prot monk)
Flag runner: OgNk8YNIjusUY16gZFko7Qe10HtA
Offensive flag runner. Will join flag team at flag assuming we have flag superiority, can alternate flag running with ritualist.
Infiltrator:
Mesmer: OQNEAYsT+4YDeb9gVwCYTbBABA
Assassin: OwNj0Md8IPlZ/n2r7hwsbDsJIA
Ranger: OgMk8EYa2epUVzjhqxv2sReVNhAA
Slip in side gate, harass the guild hall. Must be played carefully. Ranger probably has most versatility here against varying strategies but the chances are the mesmer is most harassment based (hex offensive, slows and self care). Ranger could also have burning arrow, assassin could also be an alternative build.
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The build relies heavily on warrior and necro co-ordination and monks like always. That's that then.
Edit: Fixed ranger and flag runner build so template code works.
----------------------------------------------------------------------
Team build layout and quick reference:
Warrior: OQkjExTc5M81xCYZpYYZKFZBAA
Necro 1: OABCY8xE/SiAj4hQVVCYlgAA
Necro 2: OABCY8xkUldA7EbweQV1WoAA
Ritualist: OACiEyk8INjnW7J21LjV9SuA
Monk (Healer): Owoj0wQ86QkENgaE+D3NRgQgrXA
Monk (Prot): Owoj8wQ86MzEBydVLqQ201k1LA
Flag Runner: OgNk8YNIjusUY16gZFko7Qe10HtA
Infiltrator (one of the following):
Mesmer: OQNEAYsT+4YDeb9gVwCYTbBABA
Assassin: OwNj0Md8IPlZ/n2r7hwsbDsJIA
Ranger: OgMk8EYa2epUVzjhqxv2sReVNhAA
----------------------------------------------------------------------
General strategy:
Infiltrator will *always* split off where possible. If the map is restricting, then the player will join main team as offense/support.
The following strategy is in response to the opposing team.
Full team at flag stand:
Our full team will just push for flag/morale as we *should* have more backline support with the ritualist. Infiltrator should also eventually get to the opposing team's flagger and consequently we win the morale war.
Against splits:
Ritualist will be responsible for attempting to keep the base intact while the front team pushes. Life stealing and support skills should eventually drive them off if they don't have sufficient self heals, flag team should be able to push through.
Spike:
Ritualist swaps to run flag, ele joins infiltrator to gank opposing base to pressure them into falling back and go from there. This would heavily rely on monks, but that's just about the case for any given spike.
----------------------------------------------------------------------
Warrior: OQkjExTc5M81xCYZpYYZKFZBAA
Dole's preferred dev hammer build, but can be changed accordingly. Just really need a front line offensive warrior of any sort (even a shock axe warrior or anything along those lines would do) to spike. Chances are this player needs to call, or a necro will.
Necro 1: OABCY8xE/SiwYQVVCYlwWoAA
Wail of doom necro with rigor and foul feast/plague sending. Needs to co-ordinate spikes with the warrior, rigor on spiking target (if necessary) and wail of doom on the off monk (spike target should be knocked down).
Necro 2: OABCY8xkUldA7EbweQV1WoAA
Corrupt enchantment necro with hexes/conditions. General hex and condition pressure, corrupt enchantment could be swapped for lingering curse.
Ritualist: OACiEyk8YtnYXvMW8E8X9EAA
Anti-pressure ritualist with xinrae's weapon. Allows for backline support and this player will be responsible for falling back to the guild hall if the opposing team splits. Could alternate with ele to run flag.
Monk 1: Owoj0wQ86QkENgaE+D3NRgQgrXA
Player's preference in monking, otherwise builds are provided.
(Healer monk)
Monk 2: Owoj8wQ86MzEBydVLqQ201k1LA
Player's preference in monking, otherwise builds are provided.
(Prot monk)
Flag runner: OgNk8YNIjusUY16gZFko7Qe10HtA
Offensive flag runner. Will join flag team at flag assuming we have flag superiority, can alternate flag running with ritualist.
Infiltrator:
Mesmer: OQNEAYsT+4YDeb9gVwCYTbBABA
Assassin: OwNj0Md8IPlZ/n2r7hwsbDsJIA
Ranger: OgMk8EYa2epUVzjhqxv2sReVNhAA
Slip in side gate, harass the guild hall. Must be played carefully. Ranger probably has most versatility here against varying strategies but the chances are the mesmer is most harassment based (hex offensive, slows and self care). Ranger could also have burning arrow, assassin could also be an alternative build.
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The build relies heavily on warrior and necro co-ordination and monks like always. That's that then.
Edit: Fixed ranger and flag runner build so template code works.