well, its not new .before 221 i play s-110. it was usual thing. even we have 2 guild. and those 2 join gb.depends on whom we fight we change our guild.and when very strong opponent we got suport from others guild they send there good ply to us . becouce we hate that guild.
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Originally posted by d07.RiV View PostHow do you block now though? I've never had issues getting to the enemy WT, just keep clicking ahead so I don't attack anyone, until I can see the ward attack button.PatrynTwistedS130 Dragonmar
"If you can't take brutal honesty then you are speaking to the wrong person""Touring S130....one guild at a time"
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The trick to "blocking" a player is to NOT wait for them to come to you. You have to get away from your WT, at the intersection to the pathways. As people are running in, you need to be a step ahead of them, moving towards your own tower. This actually compensates for the lag differential in where the two players are and will allow you to lock in when you then click on them.
That being said, blocking is a fairly useless tactic. A smart guild will run their big guns in packs with a lot of mid-levels around them, making it all but impossible to click on them. And once you've got enough players (specifically Archers & Mages) with > 80k BR, the Ward Tower falls fast. You don't even need to bother holding the inner towers. In my guild we've got 6 players that are capable of doing 1,000,000+ damage a run. I myself have hit the Ward Tower for as much as 1.48 Mil in a combat. Similarly, each one of us can destroy the chariot before it reaches our Ward and does damage. It's just a slug-fest lacking much strategy other than moving in packs, clicking within the treeline to move so that you don't accidentally click on an emeny and always having one big-hitter off the Ward to pick up a Chariot if it spawns. That's it.
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Originally posted by Zorich View PostThe trick to "blocking" a player is to NOT wait for them to come to you. You have to get away from your WT, at the intersection to the pathways. As people are running in, you need to be a step ahead of them, moving towards your own tower. This actually compensates for the lag differential in where the two players are and will allow you to lock in when you then click on them.
That being said, blocking is a fairly useless tactic. A smart guild will run their big guns in packs with a lot of mid-levels around them, making it all but impossible to click on them. And once you've got enough players (specifically Archers & Mages) with > 80k BR, the Ward Tower falls fast. You don't even need to bother holding the inner towers. In my guild we've got 6 players that are capable of doing 1,000,000+ damage a run. I myself have hit the Ward Tower for as much as 1.48 Mil in a combat. Similarly, each one of us can destroy the chariot before it reaches our Ward and does damage. It's just a slug-fest lacking much strategy other than moving in packs, clicking within the treeline to move so that you don't accidentally click on an emeny and always having one big-hitter off the Ward to pick up a Chariot if it spawns. That's it.PatrynTwistedS130 Dragonmar
"If you can't take brutal honesty then you are speaking to the wrong person""Touring S130....one guild at a time"
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Originally posted by FarrelBrown View PostYou just described our current tactic almost exactly except instead of running in packs a lot of us use Wolf Morph cards so we present a smaller target. I haven't quite gotten to the 1 mil+ damage per Ward Tower attempt but I'm close.
The biggest trick I've learned when it comes to hitting the Ward Tower is to swap out an Astral for Illusion. I have mine at L8, and when it procs on the big hit, it's truly awesome. The Ward Tower has to start re-building it's rage to do the big-hit again. Outside of that, I usually do 700k - 900k outside that proccing, being I'm a Mage. I rely on Thunderer to slow the Ward - which isn't nearly as efficient as the Archer's DF, AP, AP sequence in terms of DPS. If Thunderer was 100% to slow for 2 Rounds as opposed to being 50%, I could routinely do 900K+ w/o Illusion proccing on the big hit.
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Originally posted by Zorich View PostWhat class are you FarrelBrown?
The biggest trick I've learned when it comes to hitting the Ward Tower is to swap out an Astral for Illusion. I have mine at L8, and when it procs on the big hit, it's truly awesome. The Ward Tower has to start re-building it's rage to do the big-hit again. Outside of that, I usually do 700k - 900k outside that proccing, being I'm a Mage. I rely on Thunderer to slow the Ward - which isn't nearly as efficient as the Archer's DF, AP, AP sequence in terms of DPS. If Thunderer was 100% to slow for 2 Rounds as opposed to being 50%, I could routinely do 900K+ w/o Illusion proccing on the big hit.PatrynTwistedS130 Dragonmar
"If you can't take brutal honesty then you are speaking to the wrong person""Touring S130....one guild at a time"
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Originally posted by DeathRiver View PostLucky you Farrel for getting into the top 10 for Tower damage... I hate my guild's archers...PatrynTwistedS130 Dragonmar
"If you can't take brutal honesty then you are speaking to the wrong person""Touring S130....one guild at a time"
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Originally posted by DeathRiver View PostLucky you Farrel for getting into the top 10 for Tower damage... I hate my guild's archers...
I found I could put up a decent fight for #1 if I went all out tower attack...Originally posted by CreamySaucepanYou are just a freakozoid... Monster of Frankenstein meets Jabba the Hutt... Frabba the Huttstein... :POriginally posted by CreamySaucepanBehind every fat Space Slug is a blood thirsty sociopath urging it on.
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