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Qualität des Beitrags: Beteiligte Poster: Anonymous Forum: White Darkness Forenbeschreibung: [WD] aus dem Unterforum: GvG-Taktiken Antworten: 1 Forum gestartet am: Samstag 23.09.2006 Sprache: deutsch Link zum Originaltopic: Test Letzte Antwort: vor 16 Jahren, 5 Monaten, 29 Tagen, 2 Stunden, 22 Minuten
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Re: Test
Anonymous - 28.09.2006, 22:32Test
Na ja, generell gesagt ist als Verteidiger Basecamping immer die beste Möglichkeit, als Angreifer jedoch nicht, da Dir sehr viele Inseln als Verteidiger Vorteile bieten, die Du zu nutzen wissen musst.
Hier mal zur Eisinsel:
Quelle: GWGuru by "moriz" and his guild "Heros of Talia [HoT]
Frozen Isle: General Defensive Analysis
Intro
The Frozen Isle is wide open. The map consists of two bases, both of which are on top of an incline. The flagstand is located to the east, on an island of sorts. The largest structure of the entire map is a central platform, which is accessable through three entrances, two of which won't be open at the start of the map. Much of the map consists of a layer of ice. While movement is not restricted on it, characters who stop for more than one second will have their speed reduced by half for about 5 seconds. The map feature four gates: two in the north, and two in the south. The gates control access to the central platform and a side path to the west. The gates are controlled by two switches located on the platform. For both set of gates, only one can be open at a time (the exception to that is at VoD, when all the gates are open). The switches can be used to determine which one opens and which one closes.
While the map appears to be wide open, and favours neither side, it actually favours the defending side slightly. More on that later.
Because of the map's characteristics, this map is often referred as "split-team heaven". There are very little obstacles, and a team can split off in a gazilion different ways to take advantage of the many possible paths into the opponent's base. There are, thankfully, a few places where a skilled team can use to restrict their opponents' movement. This analysis will focus primarily on this topic.
Important Movement-Control Positions
There are four possible points of entry into a base: through the main path, through the two side paths, and through the ice. Because the central platform controls access to both the side paths, it is the most important position on the map next to the flagstand. A single character manning the gate-controls can restrict the movement of the opponent's split by closing the gates in their faces, while at the same time give one's own team better movement across the map.
There are five other important positions. Two on each side of the map:
defenders:
attackers:
And one on the attacker's bridge:
Those five positions allow a single character with gale (or other ranged knockdowns and snares) to slow a split team, either because of the ice surface's slowdown effect or by creating a bottleneck effect, creating a more advantageous situation for one's team.
Bodyblock Positions
Since there is very little obstacles on the map, bodyblocking options are limited. However, there are a few positions which are very important.
First, it takes at least 3 people to completely block the gates:
It takes only 2 people to block the defenders' bridge:
It takes 3 people with absolutely perfect positioning to block the attackers' bridge:
Strangely enough, it takes only 1 person to block a gate switch:
On the flagstand, only 2 people are required to block the attackers' access to the flagstand:
Note: the footprints created by my monk are actually caused by my character rubberbanding from the slope. It is actually very firmly blocked, and the rubberbanding effect can further slow down a flagrunner by confusing him.
It is, however, almost impossible to block the defenders' access to the flagstand:
Lastly, it takes 3 people to block the defenders' hall:
All other positions takes more than 3 people, which unfortunately also includes the attackers' hall.
As you can see, this map slightly favours the defending side by giving them better bodyblocking positions. Everything else appears to be identical.
General Splitting
The Frozen Isle features 3 distinct paths, which do not include the umpteen paths over the ice surface. As such, the ability to split, or react to an enemy split, is very important. There are two ways to go about this: split reactively (reacting to an enemy split), or split proactively (initiate the split yourself). Of the two, splitting proactively is strong, because it gives you the time advantage. However, splitting proactively can be dangerous if your opponent's build is designed against it.
Splitting Reactively:
This form of splitting is favourable if your build features a strong 8vs8 overall fighting style, and also features one or two few mobile, self-sufficient characters. In this situation, you must keep track of the number of your opponents. For example, if you suddenly notice your opponent's flagstand team is short a few people, you must act fast and send your mobile elements to your base to stall. If your opponent send a Warrior into your base, you might want to send your Air Runner back to counter him. If your opponent send back two Warriors, or a Warrior and an Assassin, you might consider sending back your Air Runner and your Cripshot/one of the Mesmers. Generally with the help of your npcs, you can afford to send back less people than what your opponent is sending, thus giving you the advantage at the flagstand. However, that is not always the case. Basically, you want to force an advantageous situation at the position of your choice, whether it is the flagstand or your base.
Splitting Proactively:
This form of splitting is strong if your build is based on splitting and rapid movement, featuring many mobile, self-sufficient characters. You initiate the split, and try to force your opponents to react to you. It works similarly to splitting reactively, except backwards: you must split off the characters your opponents will have the most difficulty countering. Generally, if you can spare to send in two, you want to force your opponents to send back three, thus giving you the advantage at the flagstand.
Lastly, there's the central platform. If you can spare the character(s) to control it, then by all means do. However, sending in a single character can mean disaster for your flagstand team, so do so very carefully. If you can use the gates to trap your opponent's split, then all the power to you. However, there's no guarantee of success, and your opponent can usually see what you're up to and take out that person.
Conclusion
Battle on the Frozen Isle is all about movement. The team who can best take advantage of strategic positions on the map to slow their opponents will stand the best chance of winning.
Generell bleibt mir zu dem Kampf gestern nur zu sagen, daß AE im Laufe der Zeit immer unkonzentrierter wirkte, da sie wahrscheinlich recht geschockt waren, daß sie nur 2 Kills verbuchen konnten. Als sie dann schließlich den kapitalen Fehler begingen, den Unterbrechungsmesmer von mir herunter zu nehmen und wir dadurch auch die tiefe Wunde wieder setzen konnten, kamen auch die Spikes an. Ferner haben die Monks auf unserer Seite perfekt geheilt und wurden auch durch Tele (mit Mana) bzw Rocksteady (Convert) und die Gruppenheilung extrem gut unterstützt. Als sie sich schließlich vollkommen durcheinander zurückzogen und wir dann auch noch Kills verbuchen konnten, sie dadurch erstmal in Unterzahl am Flaggenstand waren, brach ihre vorherige sehr gute Abwehrarbeit komplett zusammen und es zog erstmal unser Joker "Schilde hoch". Der Mesmer zb hat nicht ein einziges Mal mehr den Schrei der Frustration angemeldet und sich irgendwie nur noch damit beschäftigt, die Monks mit Migräne zu belegen (dann kann man halt Spikes nicht sehen :D) bzw. die eigenen Leute zu rezzen, was mir dann natürlich ein absoluter Genuß war, zu unterbinden^^. Das die gegnerischen Monks dann auch noch die NPC's beim Heilen komplett außer acht ließen, war das Ding für uns gelaufen und wir konnten einen glücklichen Sieg landen. Unterm Strich viel mir auf, daß der Smiter beim Gegner Balthasar's Aura nicht dabei hatte oder nicht eingesetzt hat, was uns in der eigenen Base den Kopf gekostet hätte und lediglich mit Eiferfeuer gesmitet hat. Da mußt Du persönlich demnächst drauf achten, es zu entziehen, dann wirds bei 30 Seks recast schon bitter :-). Sonst war der kleine Alleingang von Shara eigentlich der einzige Fehler, der mir ins Auge gefallen ist aber diesesmal ist er ja nicht down ;)
Ja, ansonsten bleibt mir nur Lob: das Targeting war sehr gut (2 mal ovextended Mesmer down), die Entscheidung, erstmal komplett in die Base des Gegners zu stürmen ebenfalls (hätten wir den Leibwächter nicht gelegt, hätten wir am Schluß verloren).
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