So do you folks think its tactically better to spread out? Or do you think doing the same "horde around" does it better?
In my experience it seems undeniable that spreading apart and hitting multiple nodes is the better option, as I've experienced many times how "horde-making team" would just circle the map taking nodes one by one... and ultimately losing the match. Its almost hilarious to see the big horde not even meeting anyone to fight for the entirety of the game, and yet simply losing.
No disrespect intended, but a lot of the newbie/green level of players just can't shake that instinct to flock to the safety of numbers, and try to avoid a conflict where you might meet someone 1v1 or 2v2... and then lose and die.
On the other hand, I've also witnessed quite a few opposite cases where some people would just become demoralized due to being ganged up by the horde... despite the fact that overall, the team spread apart would be winning the match by hitting multiple nodes. These people would get scared or demoralized, and then just stop coming out of the spawn... so ultimately losing a match where we could have won, only if they had a little more balls and light-hearted approach to being killed in combat. Geez, folks, it's not as if your character is deleted when you lose...
With 10v10 changes I think there could also be quite a few experimental tactics to be discovered... like the classic, despicable, but effective "spawncamping". A trusty pair of TRs would probably be able to block the spawn and keep delaying the opponents from getting reinforcements, so your own team would have even better chance in hitting multiple nodes as times flows.
What do you guys think? Are there any other new GG tactics/strategies to be considered?
Splitting up, is in my opinion, the obvious way to win.
Two teams - your siege teams - to immediately target the enemy's ''home'' nodes, leaving 1 - 3 players to make a dash for the other 3 nodes. Depending on your team, you can adjust the strength of the siege teams. Tanks, DCs and TRs should be in this group to a ensure a better chance of bogging the enemy down. DPSers that have capped the 3 back nodes can then start arriving at the contested forward nodes and clear them.
Once you have the forward nodes, leave your best node tanks on or near them, 2 per node or if you have good TRs just employ Domination tactics and 1 TR per forward node. Split the remaining players up into groups of kill squads that police either side of the map, so enemy players that jump down from the left and right will at some point run in to them.
The cheap way would be to send your DCs, TRs, CWs and Trappers and spawn camp. Just nuke whatever comes down. Pretty much what was done in old GG where A Luskan uber DC with one or two CWs/TRs/Trappers would effectively prevent the Delzouns from jumping down.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
Splitting up, is in my opinion, the obvious way to win.
Two teams - your siege teams - to immediately target the enemy's ''home'' nodes, leaving 1 - 3 players to make a dash for the other 3 nodes. Depending on your team, you can adjust the strength of the siege teams. Tanks, DCs and TRs should be in this group to a ensure a better chance of bogging the enemy down. DPSers that have capped the 3 back nodes can then start arriving at the contested forward nodes and clear them.
Once you have the forward nodes, leave your best node tanks on or near them, 2 per node or if you have good TRs just employ Domination tactics and 1 TR per forward node. Split the remaining players up into groups of kill squads that police either side of the map, so enemy players that jump down from the left and right will at some point run in to them.
The cheap way would be to send your DCs, TRs, CWs and Trappers and spawn camp. Just nuke whatever comes down. Pretty much what was done in old GG where A Luskan uber DC with one or two CWs/TRs/Trappers would effectively prevent the Delzouns from jumping down.
Would splitting up in pairs for a total of five teams to hit most every node simultaneously work at the premade level? I'm thinking it might be a possible option if there are strong, talented TR players in the team specializing in node contesting. Seeing how there are much more nodes to cover than Domination, even just 3~4 people being stuck at a single node by a TR might be potentially game-breaking.
Would splitting up in pairs for a total of five teams to hit most every node simultaneously work at the premade level? I'm thinking it might be a possible option if there are strong, talented TR players in the team specializing in node contesting. Seeing how there are much more nodes to cover than Domination, even just 3~4 people being stuck at a single node by a TR might be potentially game-breaking.
That was another tactic I thought of, but it may only work at premade level where players are evenly matched. If there is skill and gear disparity, two man teams could be easily rolled by even a single well geared and/or played character who could then move through and clear another node by him/herself.
As for the TR, if a TR in premade Domination can force two people to fight it then you could employ that tactic in GG and it will definitely cause the enemy teams a ton of problems.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
Nodes 2 and 4, the ones where monsters spawn and decide to which side they go, are the most important nodes for Lv60-69 due to the fact monsters now hit tons of damage to the players. One simple tactic is to prioritize securing these 2 nodes first until spawn comes, then proceed to conquer the remaining bases. Even if you start losing after awhile you'll get back ahead, things get much easier for your team and usually it ends in a win.
I think it is better to let the other team farm npcs...
0
torontodaveMember, NW M9 PlaytestPosts: 992Arc User
edited April 2015
I like the 10v10 new GG .. splitting up works much better. if you can have 2 guys defending each point, then you will hold the majority for most of the game. even if they die to a 'horde' they can delay all the action, allowing the 'killers' on your team time to arrive and delay them further.
killers being the superspecced pvp guys who go where the action is (TR's and GWFs and HRs and CWs) ..
in that time, the 2 who are guarding that point have time to get back..
this whole time your team has owned the other 4 points all the while contesting 1.. = win.
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Nodes 2 and 4, the ones where monsters spawn and decide to which side they go, are the most important nodes for Lv60-69 due to the fact monsters now hit tons of damage to the players. One simple tactic is to prioritize securing these 2 nodes first until spawn comes, then proceed to conquer the remaining bases. Even if you start losing after awhile you'll get back ahead, things get much easier for your team and usually it ends in a win.
After lots of GG this weekend, I can confirm that holding 2 and 4 is an excellent idea.
Cap 2 and 4 and leave a good TR there. Why? As long as the TR is in stealth and on that node, you cannot cap it and the NPCs will do a ton of damage. I died twice trying to fight a TR on node 4 because of the NPCs before I caved in and told my team to stop going there.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
0
icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited April 2015
I think SW should be able to summon Goku into the fight, and the fireball from Goku should be able to oneshot everyone on the screen unless you are related to Chuck Norris.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
I think SW should be able to summon Goku into the fight, and the fireball from Goku should be able to oneshot everyone on the screen unless you are related to Chuck Norris.
I didn't play much GG mod 5 to be honest. It was a lag fest for me. Now it is smooth and I love it. Really more 1v1's than ever can happen in domination.
As far as TR's holding nodes in stealth....they are not nearly the threat they used to be in pvp. Aside from getting 1 shot when running between nodes, it is fairly obvious when a tr is on node in gg and fairly easy to clear them out (unless your an sw).
I'm far from any kind of expert and would be into any premade with an actual strategy. Pugs just seem to be a matter of happening to have the right combination of people constantly capping and others constantly tying up the other team/contesting.
Indeed! In old 20vs20 GG I was many times contesting enemies homenode solo with my TR, sometimes versus 5+ people. That's at least 5 people who can't help anywhere else, results in big advantage of our team!
@mirrorballs: What I've also seen many many times is to split up into two groups:
G1: 80% of players run on the right side in horde from node to node and clear everything up due to amount of players.
G2: rest of TRs/some good DC/CW go left side, cap nodes and block the enemies from passing through.
G1 will help G2 when they cleared the right side.
When both groups done their job well, you will stand right in front of enemies spawnbase. The few who haven't gave up, and jump down won't be a problem.
I don't favor this way of winning, it's simply boring! 3-4min slaughtering and afterwards afk. It's like a lose for both sides!
Then don't do the slaughtering! Let the other team farm npcs. If they start capping then attack but if you clearly have the win then let them get something out of it.
Nixon the TR
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
Comments
Two teams - your siege teams - to immediately target the enemy's ''home'' nodes, leaving 1 - 3 players to make a dash for the other 3 nodes. Depending on your team, you can adjust the strength of the siege teams. Tanks, DCs and TRs should be in this group to a ensure a better chance of bogging the enemy down. DPSers that have capped the 3 back nodes can then start arriving at the contested forward nodes and clear them.
Once you have the forward nodes, leave your best node tanks on or near them, 2 per node or if you have good TRs just employ Domination tactics and 1 TR per forward node. Split the remaining players up into groups of kill squads that police either side of the map, so enemy players that jump down from the left and right will at some point run in to them.
The cheap way would be to send your DCs, TRs, CWs and Trappers and spawn camp. Just nuke whatever comes down. Pretty much what was done in old GG where A Luskan uber DC with one or two CWs/TRs/Trappers would effectively prevent the Delzouns from jumping down.
Would splitting up in pairs for a total of five teams to hit most every node simultaneously work at the premade level? I'm thinking it might be a possible option if there are strong, talented TR players in the team specializing in node contesting. Seeing how there are much more nodes to cover than Domination, even just 3~4 people being stuck at a single node by a TR might be potentially game-breaking.
That was another tactic I thought of, but it may only work at premade level where players are evenly matched. If there is skill and gear disparity, two man teams could be easily rolled by even a single well geared and/or played character who could then move through and clear another node by him/herself.
As for the TR, if a TR in premade Domination can force two people to fight it then you could employ that tactic in GG and it will definitely cause the enemy teams a ton of problems.
killers being the superspecced pvp guys who go where the action is (TR's and GWFs and HRs and CWs) ..
in that time, the 2 who are guarding that point have time to get back..
this whole time your team has owned the other 4 points all the while contesting 1.. = win.
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
After lots of GG this weekend, I can confirm that holding 2 and 4 is an excellent idea.
Cap 2 and 4 and leave a good TR there. Why? As long as the TR is in stealth and on that node, you cannot cap it and the NPCs will do a ton of damage. I died twice trying to fight a TR on node 4 because of the NPCs before I caved in and told my team to stop going there.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
You mean on that node?
Oops. Thanks for pointing that out.
They seriously need Goku.
As far as TR's holding nodes in stealth....they are not nearly the threat they used to be in pvp. Aside from getting 1 shot when running between nodes, it is fairly obvious when a tr is on node in gg and fairly easy to clear them out (unless your an sw).
I'm far from any kind of expert and would be into any premade with an actual strategy. Pugs just seem to be a matter of happening to have the right combination of people constantly capping and others constantly tying up the other team/contesting.
Then don't do the slaughtering! Let the other team farm npcs. If they start capping then attack but if you clearly have the win then let them get something out of it.
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.