Monday, October 28, 2013

Project Borderlands

Ideal

You have enough forces to cover all maps all the time; therefore prioritizing each of them with your coverage.  But I find reality dictates differently.  I mean it like this, your server may only have enough numbers to cover at least one map or less, or sometimes more, and the same applies to your other two counterparts.

I do hope you won't get to face stacked servers, but what if you do?  I think that is the problem we're trying to fix.

Which Borderlands to Focus On?

You might have pondered this questions before.  You might prefer one borderland over the other.  But I'll let you in a little secret which will help you do better.

You must consider the whole four maps as one big map.

Why you ask?  Because the points from all those maps refer to the total points per tick which you aim to gain as much of at the end of the match.  So, I trust it doesn't matter where you get those points as long as you have more than your enemies.

Should prioritize certain maps?

Yes, because your enemy servers will attack one map more than others.  So, if you see w/c land turns more than others, you should bring your team on a different map to take stuff and fortify.  It doesn't have to be your borderland home.

EB versus Borderlands.

I would prioritize any borderland before EB because you can get bloodlust from a borderland, and you can't get that from EB.

I wish the developers made the bloodlust bonus solely limited to the borderland in which it was taken and not apply to all the maps.  But meh, let's work with what we've got.

This means, any forces that you bring in other maps are extras unless your server has the coverage to cover more than one map at a time, you will have to do lots of map hopping.

CHOICE?

You will make the choice in the end, but I do hope you take this into consideration.

-sov


 

Monday, October 21, 2013

In re: Voip

I find talking in voice programs to be the best way to coordinate with your server, guild, or party.  But there will always be problems like people not getting into your channel or using voice programs.

Why is this bad? 

To win, you must communicate with your team and coordinate.  Typing keeps you busy, but speaking keeps your hands free.  So, those who use voip will always win against those who don't use such.

Solution

Let one volunteer commander lead the people not in voip.  And those in voip can coordinate with the commander in doing the necessary jobs to ensure a win.

Why is this awesome?

The team in voip will do less mistakes, keep coordinated, and will be able to fight with little to no distractions.

Application

You must rally everyone to yourself or a voluntary commander.  You must be on mumble and guide those who are in mumble or let one good commander do that part.  Then you coordinate with the tagged commander or let the one's in voip coordinate with you.

Result

See your PPT rise higher by at least 50 percent.

Wednesday, October 16, 2013

Sov's Ciel Warrior Build

Build 1 - soldier rune build

Build 2 - melandru stance build

Being a commander requires me to be tanky, but at the same time I can be a zerg warrior.  This is an old build w/c I've used prior to and still during the new patch.  The only change is my healing now is greater than before.

The key here is to speed buff your team, and take away negative buffs from them.  To use your warhorn for blast.  And to cc your enemy with hammer skill 3, 4 and your f1.  And use your normal attack in case of doubt.

Your sword will allow you to be mobile - to get in and get out.  It's a very good initiator.  Your shouts will condi cleans and heal your team.

-sov

Monday, October 14, 2013

Combo fields


I will talk about the basics of why it is important to use combo fields.  You will see in the above link the information required.  However, for purpose of simplicity without simplifying things we shall focus solely on three types of fields and blast finishers which you may use either in PVE/PVP/WVW.

The following are the three fields in order of importance in WVW

1. Water
2. Lightning
3. Fire

 And you as a player should cast blast finishers on them.

 The most sought after professions w/c is best used to utilize these are the elementalist and guardian.  The former being the initiator and the latter the finisher.  The weapons these professions use are staff and hammer respectively.  The different magic atunement dictates w/c initiation is made, and the hammer skill 2 blasts it.

If your elementalist casts water, and your guardian casts the blast finisher, everyone around within 360 range will be healed.  And the strength of the heal isn't depended on the elementalist but on the guardian's healing power.

If your elementalist casts lightning fields, and your guardian casts the blast finisher, everyone around within 360 range will receive speed buff.

If your elementalist casts fire fields, and your guardian casts the blast finisher, everyone around within 360 range will receive might.

This is why these fields are extremely important.

When to use these fields?

You use lightning fields when you need your group to move fast from one location to another.  You use fire prior to engaging; so you might want a few elementalists to cast fire fields, then save their lightning for stopping the enemy.  You use waterfields upon gathering after an engage to ensure everyone is healed before fighting again.

So, master the use of these three fields.






Thursday, October 10, 2013

WVW Support Guardian Build: Athena

Athena Build V2

Build 2 - GS/Hammer/Staff

hammer staff medition with healing symbols

I believe this to be the optimal zerg guardian at the moment.  This guardian will take away your troop's conditions, secure boons, and sustain the team.

I find the key is taking advantage of the hammer's mighty blow on your ally elementalist's combo field.  But that is not limited to such, since you can blast any and all fields to support yourself and your team.

Rangers/Engineers work well with waterfields and guardians combos too.

-sov

Sunday, October 6, 2013

Point Per Tick

Table of Contents

What is point per tick?

Why is it important?

How to maximize this?

Point Per Tick

It is the point you gain after killing a sentry and capping it, killing a dolyak, capping a camp, capping a tower, capping a keep, capping a castle, and finishing a downed player when your server has bloodlust buff.

Why is Point Per Tick important?

It is important because the higher your point per tick the higher the bonus buffs your server receives. 

It is important because it shows how dominant your server is against the other servers.

It is important because it also serves as a means of measuring which server should be paired against which.

 How to Maximize Point Per Tick?

For world versus world purposes other than the above three, it is important because of the following reasons.

1. The Point per tick timer can serve as a means for your server to rest and take priority targets based on your numbers.

2. The point per tick timer can serve as a means for your server to determine whether something should be defended and how long it should be defended depending on your numbers.

3. The point per tick as referenced to http://mos.millenium.org/na/matchups/map/1036 will easily show you w/c has invulnerability and which is claimed by guilds.

4. When taking a target, be sure to cap it after at Point Per Tick timer less then 5:00 to ensure it double ticks after countdown. And

5. When defending a target, if you have the numbers, hold a land as long as you get to maximize the points per tick.

---

Sov

Thursday, October 3, 2013

Tactics and Strategies


Table of Contents

Basics

Tactics

Promoting Your Server

Taking Opportunity

Fun Facts About Sieges

Tip about Rank skills and what you should prioritize

Basics
 
You must talk to the instructor of each borderland.  The instructor will share basic information of how the game is to be played.

55nlti.png



1.  You must have at least one partner while playing gw2.

2. You must at least be level 30 with rare gear and elite skill to be effective.

3. You must use the following sigils while running with the zerg: sigil of energy, stamina, and restoration.

4. You must have a stacking sigil such as sigil of bloodlust or sigil of corruption.

5. You must eat lemongrass paultry soup prior to engaging in a guild raid or invading a structure when it is defended.

6.  You must have a range weapon to attack those defending in the walls of the enemy, such as riffles, long bow, staff, scepter, etc.

7. You must join the voip of your server.

8. You must listen to the commander.

9. You must have supplies.

10. You must be opportunistic, by which means you should check the environment if it requires you to attack the zerg or use structures and siege weapons to defend against them.

Tactics

Rush tactics are best used during reset or when the enemy is not fast in defending.

1. You must have at least 15 supplies prior to reset day.

2. Your team must use a 3 golem rush to take paper towers, keeps, or the whole map.

3. Your team should use a 5 golem to 8 golem rush if the target is reinforced.

4. Your team must be at least 15 for speed capping.

5. You must have more than one party of 15 for multiple targets.

6. You and other commanders must work together to confuse the enemy.

7. You must have a team of 2 to 5 to cap the blood nodes of your server.

Slow Tactics are best used when the enemy defends or when you do not have the manpower.

1. You must cap the bloodlust first.

2. You must send roaming scouts to check possible targets for combat.

3. You must gather your team of 15.

4. You must use superior sieges for invading and defending.

5. You must aim for stealth and surprise.  Kill and hit first.  Else, run.

6. You must know ninja spots to surprise the undefended structure and take it.

Defending what you own for point per tick and glory

1. You must send thieves to recap the taken blood nodes and harass enemies who wish to cap it.

2. You must use only superior sieges for defense.

3. You must have the second treb skill to hit the enemy zerg to destroy their supply.

4. You must have an omega golem at your lord's keep for contesting.

5.You must have a superior ram and a player with max ram mastery in middle of the lord's room for contesting with iron will.

6. You must have a team of elementalist, necros, and mesmers to delay the incoming enemy with their static fields, wells, confusion, and ballistas and arrowcarts, and trebs to hit the incoming zerg in choke points.

7. You must hide a mesmer in case your structure cannot be defended for an easy cap back.

Open field Tactics

1. You must learn your profession and optimize it for team play builds.

2. You must have a balanced team or numbers.

3. You must find and strike the enemy first.  If they see you, run away, hide, and reposition yourselves for a portal bomb/veil attack.

4. You must know the map terrain and use shortcuts to hit the enemy or position the enemy to be at your mercy.

5. You must be tight as a ball to avoid being focused fired by the aoes which has a max cap of 5.

6. You must learn to double dodge left or right when the enemy attacks with the aid of your energy sigils; so the enemy will waste their skills.  You must count to three before doing so.

7. You must recruit guardians, necromancers, elementalists, and warriors to your openfield team.

8. You must not fear the bloodlust.  The kill or be killed part of openfield combat is all about the element of surprise and speed, and focused Aoe and killing the downed.

9. You must use openfield sieges when you have the opportunity.


Tactics in fighting a bigger server.

1. You must turn the emoticons off.

2. You may take a break from the game.

3. You must ignore the ppt.

4.You must not visit the matchup threads.

5. You must not give up.

Promoting your server.

1. You must advertise your server.

2. You must give information on the things your server can provide.

3. You must donate sieges to active commanders.



4. You must use toughness based and sustainable builds.



5. You must join wvw guilds.

6. You must play at least 45 minutes of WVW.

Taking opportunity

1. You must always attack the server with more land.

2. You must defend when the enemy attacks a primary structure.

3. You must attack the server with more land if it attacks the server other than your own.

4. You must accept that you cannot defend everything at all times.


And finally and most important

You must break the above rules if it is no longer necessary.

Fun Facts about Siege Weapons

1. You using superior AC's can deter a 50+ man zerg.

2. You using superior ballistas in good locations can kill incoming 50+ man zergs who are stuck in elementalist statics.

3. You using superior trebs can kill incoming enemy golems and their invading sieges.

4. You using range sieges such as ac's, ballistas, trebs, catapults, or omega golems can kill enemy defensive sieges.

5. You cannot attack with a golem underwater.

Tip about Rank skills and what you should prioritize

1. You must max siege bunker first.
2. You must put at least one point in build, repair, and supply mastery.
3. You must max defense against guards.
4. You can now experiment on which point to place.

To be updated as needed.