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Furthermore, the player does more then just distract the turtle group and take shots at half the enemy team. If you don't have someone healing the turtle he can kill it, then the warriors stay alive and the npc force on the whole side is pretty much permanently disabled, so the kurzick on top can then go screw up the other side. On the other hand, if someone IS healing the turtle, then the ranger is still ahead in terms of strategic value because its stopping the turtle team, its holding back a player to heal the turtle AND can be taking shots at everyone who comes through that gate.
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So for example mentioned a few times above - the Ra's on the ledge - they are line of site and folks often use the same ledge to remove that threat (standing directly beneath them). AoE's are tough to stand in and hex hate isn't something any Ra can do much about. The AoE’s can continue to be useful for output and hex hate can be used for NPC’s and casters too (trying to imply not to build specifically for one aspect but that you can build towards a goal keeping common variables in mind).
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You realize how much room the ranger has to run around in up there right?
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The ranger up there wants you to do that. If by some miracle you manage to hurt him, he backs off for 5 seconds to cast troll unguent or whatever. He still draws the turtle fire and is distracting a whole 1/8th of the enemy team away from the NPC's you actually need to attack. He doesn't have to be attacking you or the turtle to do that.
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The fact is FA has always been unbalanced. Luxons don't win FA, the Kurzicks screw up something and lose. The reason for the decent odds each side had before was because the FA team's are subaverage and screwed up plenty enough times before for the luxons to punch through. Kurzicks have a lot less time to make mistakes now.
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First question I have for you - have you played the Kurzick side? (I'm assuming you have but it would make a difference in the statements your making).You imply that there's a lot of room to move around up on that ledge whereas I would argue that it's relatively limited (please note that I've been both the Ra on the ledge and the caster on the ground). Bow swaps are definitely a plus and a longbow is needed to reach the first gate or the opposite wall created by the stairs to the outer ledge.
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The AoE aspect is a direct coloration to what you're playing. Bringing AoE to certain PvP game types are ineffective but places like FA isn't one of them (HA use to be another example with some of the hold maps but I'm pretty far removed from it now therefore not able to comment accurately). Taking mines and gates are an important aspect and I hope you're not telling me that you haven't seen things like fire ele's running around popping these (when playing the Kurzick side, a savannah heat ele controlling the mines therefore the Luxon spawn points is a great way to stagger the Luxon attack making it less effective. It also allows for the ele player and others to return amber as well as can result in the Luxons focusing on retaking mines or the player themselves). Similar situations can be applied to the luxon side for taking AoE damage too. This also doesn't imply that your entire bar is AoE.
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This one is definitely subjective and a personal opinion (not a fact). My opinion is that the Kurzick’s always had more to coordinate to win (prior to the update). There is need to stop pushes based on a particular side (or both) and actively repair gates while taking/maintaining mines long enough for the weapon to finish (and it only took a few mistakes or a strong last minute push to ruin a long hold.) There is need of several types of characters to effectively do all tasks and does work better when folks are actually communicating (I don’t see it often but matches where folks are team chatting back and forth result in more frequent wins). For the Luxon side, I always found it was necessary to maintain a forward mine for respawn and push with as many folks as possible (with turtle preferable). Go in and do as much damage as possible, rinse and repeat. It again was more effective when folks were talking and pushing a color. The time aspect; again in my opinion, means that the team coordination is much more important.
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Once again too many idiots relying on the turtles for victory. I told you suxon luxons how to win. Touch Rangers with enchant removals, they can hold the turtles in place all they want to all you have to do is kill npc's and get to the green gate. You don't have to kill all those kurzick npc's in the MIDDLE, just down two gates and rush the green gate npc's if enchant removing eles with all their firestorms and fire bombs can't bring down the green gate then you don't deserve to win. If you don't bring enchant removals then you're an idiot.
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I have played the kurzick side. I've won exactly 100% of battles so far, out of maybe 25ish. About half of those are me as a Ranger doing exactly as I described above and the other half are as a WoH monk. I've probably played slightly more as luxon (kurzick is just too easy imo) as ranger, necro or monk. I've played the map inside and out because its one of the few interesting things left in the game, and I can say its too much in the kurzicks favor now. I'm winning about 60-70% of my matches as luxon so far and I think I'm rather lucky to do so most of the time. For kurzick its so easy you would think I was FF'ing.
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I can tell you for sure, no caster on the ground could ever prevent me from holding up the turtle group. You CAN keep the turtle attacking you fairly easily from outside casting range of people below The only possible thing I can think of that could take me down when I've up there is a shadowstepping assassin (dunno if that even works, gates must be open in any case). You don't have to be attacking the turtle every second to draw its fire, as long as you attack it for a few seconds it will stay locked onto you unless you start moving really far away. It doesn't even really matter whether the turtle breaks down the gate once to be honest, as long as you keep the turtle from fireing into the center area clusterf**K your team can hold off enemies until the end of time with their nigh-instant respawn rate.
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I didn't say AoE's were useless in FA, quite the opposite. I just said that using your Savannah Heat against a lone ranger on upper level was dumb. Your post pretty much said "AoE's is a good idea against someone camping the top level".
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Everything you list is pretty much unneeded for kurzicks. Running amber is really unimportant (except for all caster's getting a hold of one in the first 30 s, that gives a nice advantage). The reason being that 1 amber = 3 NPC's. In the time it takes any character to run amber a luxon can take down twice that number of NPC's, so its a losing proposition when you should be protecting npcs. The turtles are very easy to disable (either by holding them up or just killing them and letting warriors run around like noobs), once you do that its an 8v8 in the center area where the kurzicks respawn at the battle field and the luxons respawn 10 seconds away. Assuming two teams of equal strength, kurzicks will never lose that fight.
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Whoa - wait a sec. You're winning more than half of your matches and concerned? I'd say you are adapting and overcoming what you're up against quite well (nice btw).
I do question the win percentage on the Kurzick side (or maybe I'm a worse player or have poor luck because I'm sure not coming up with a 100% win ratio on the Kurzick side ) |
. But really I have yet to have a fight that was truly close on the kurzick side. On the other hand the majority of luxon fights is won in the brink of time. The worst that has happened as kurzick is that the inner gate get breached, but luxons still didn't manage to get near the target. As long as you spam the hell out of calling the luxon turtles even the dimmest kurzick teams will get the idea to go after them sooner or later, and once you get at least 1 turtle out of the picture I've never had too much troubles. When I'm luxon the way kurzicks lose are either by ignoring the turtles or by splitting their forces up instead of defending together. Thankfully, the kurzicks do that often enough to allow me a comfortable chance of victory of about 2/3 matches. The good thing about the luxon side is that 1 or 2 good players if they get going can generate a lot of inertia and get their turtle group inside the first 2 gates in around a minute. Unfortunately its partially luck, if the kurzicks manage to stall you a minute more they usually have enough to for their side to retreat and have their whole team ready to defend inside. The first 2 minutes of the game really are critical because of this.|
Two things there - It sounds as though there isn't any pressure (other than a sin) that can move you from the ledge and that just doesn't sound right. Casters and Ranged are your only concern prior to the gate falling and then after it's down (or opened) it becomes a free for all (as to who can pressure you). I just go back to your 60-70% win ratio - folks have to be dealing with this on some level since the final push through green is often supported by the turtle groups (overwhelming numbers again). The second comment is in relation to the gate being down. I've always found that once folks can advance through the 2nd gate, it's rather difficult to stay at that ledge. Folks push past down the stairs to green gate or to the center npcs. With players pushing to the center, you can get separated from your teammates (basically poor positioning). If they can pressure you directly and you move from the turtle's aggro, it'll advance through the 2nd gate. If they attack green directly there's always the possibility of loosing a gatekeeper or two in the process making it difficult to stay at that ledge.
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I did imply it is useful for moving them. So for our Savannah Heat example, the AoE range is nearby (2nd ring) therefore ample enough to cover a good portion of the ledge. I'm assuming you're gonna move out of it and that the caster will continue to pressure you causing you to retreat/heal or stay on the turtle and risk respawn. All I'm trying to suggest is that you don't need to kill them as much as you need to move them (allow the turtle to pressure the gate or a chance to move). This also excludes other aspects such as snare for when the person moves away/back to aggro the turtle, castable blocks on the turtle, shutdown and so on (I know it's impossible to cover all aspects in one toon but they've all been common factors I've run into making the turtle shutdown more difficult).
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I do disagree with the amber aspect in that you can continually wear down and separate assaults (trapping players or separating them makes them easier to deal with). I've found that as long as I can maintain a mine and don't have to continually re-take it before running amber, I can often return it in time to repair the gate they just broke (so it often feels like they would break say outer purple, I'd fix it, I'd grab more amber, they'd break it down again and I'd be returning just in time to fix it again – using movement buffs of course).
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More so though is that it's a spawn point which is even more valuable than the amber itself (at least in my opinion). Using the "U' map allows me to determine where a majority of them will be spawning and which side will need more support (or fixes). It also plays directly into the staggered attacks I've mentioned a few times. Based on the Savannah example for the Kurzick side, I'd toss as much hate into all 3 mines trying to control/maintain them and rinse/ repeat so that most folks would spawn in the far back (or spend their time chasing me/taking mines instead of pushing). This amplifies your comment about final pushes at green gate (10sec reinforcements vs. 25sec) or amplifies how difficult it is to maintain pressure. Limited numbers are easier to deal with.
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The comment about a 10sec time frame to get back to green relates to the comments made about team pushes versus staggered pushes. You're right - if you respawn and get back into the Kurzick base and the team has been held off/ minimized, than it's best to wait for the next wave (although most folks keep throwing themselves to the fire). The 8vs8 aspect is all good if it stayed that way - generally though you've got the 2 turtles, 10 Lux Wa's and the 8 players (once you're at green, folks don't come out much to aggro turtles for the reasons mentioned above about team separation/ bad positioning and overwhelming numbers/odds).
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Especially when they try to reach the Commander to send new turtle squad.