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Solaris
02-08-2006, 14:15
I was making a gvg build and was thinking of the possibility of getting two flag runners.
One flag runner would be a crip shot ranger while the other will be a e/mo with hp,extinguish,deep freeze,armor of the mist,blindig flash maybe?
Like the guides say at the start the crip shot ranger will take the flag while the ele would go for the repair kit and bring it to base and wait for the respawn. As soon as the flag respawn the ele takes the flag and the ranger runs back to base for the next respawn done by the ele.
The point is that while the current flag runner is at flag stand waiting for the right opratunity to cap he assists his team by crippling +spreading poison pressure/blinding warriors.
This way you would keep a good flow of flags being brought into the flag stand and steel get support.
Do you think it would be a good idea?
Thank you for your time,
Nadav

ZiegDivine
02-08-2006, 14:39
2 min after cap before a morale boost is enough for one runner to handle running flags. In gvg you don't really want a player standing around waiting, because that already gives the other team an advantage. If you want to have 2 runners, I'd say go for one primary runner, and if he gets killed/DP'ed out/whatever, then have the back-up runner run the flags.

In order for the ranger to help, he'd have to put the flag down, and take out his bow. That makes is tempting for the other team to return the flag. Granted you have somebody at base already to run the flag back, however that's taking time out of the gvg to do a meaningless task, one that could be avoided.

Parker Bsb
02-08-2006, 15:34
To be honest I'd rather design a build with alot of people able to flag if needed.

There is no need having 2 specific runners tho - but if your build has several members with speed boosts then you can easily double up if the situation arises :wink:

Wet One
02-08-2006, 17:26
its nice to havea lot of running options... like if you go up against a team that has plague touch warriors... your crip shot ranger is pretty much usless because they will just touch it back off onto your own team so in that case it would be better to have the ranger run 100% of the flags... because you will need the support of the ele...

Where as if you are facing a team with taint and you dont have extinguish or something you will prolly want the ranger up there to d-shot the taint to take the pressure off your monks.... etc etc... having versatility is always best... and there is nothing saying that your runner has to have a speed boost... its best to send the most "innefictive" player for the team that you are facing to run flags

Aiiane
02-08-2006, 17:59
One build that I often fall back on as just a general "solid build" uses an offensive cripshot ranger, and a defensive prodigy E/Mo - both of them have the capacity to run flags, and oftentimes the e/mo will hand them off to the cripshot - having the capability to run flags is different from being a dedicated flag runner. :smiley:

tarutaru
02-08-2006, 18:08
Personally, I do not see the point in devoting an entire character in a GvG build to a flag-runner. Instead, I see it much more pertinent to examine your team as a whole, and look at who could take out one skill for a running skill, and another for a run-support skill.

In my experience, I usually tend to like running "surprise" builds. Meaning ones that people haven't seen before, and like to catch them off-guard. Keeping this in mind, in my builds I barely even designate a flag-runner. Yes, there is someone to take the flag in the beginning, but after that we just tend to full-on pound the other team into a retreat. Then, and almost only then, do we send the first guy back to re-cap the stand.

But then again, that's just how I like to organize a team build. For those going for pressure and slowly pushing back, a more devoted flagger might be needed, for sure.

Final point in take: 2 runners is not needed, imho, period.

bob the unbuilder
08-08-2006, 08:39
You don't build 2 chars with the sole purpose of running flags. If you're falling behind on the flag race, you have your runner meet, say, a warrior halfway and have the warrior run the flag while the runner goes back to take the next flag, that doubles your flag running rate.

You run the flag in with your warrior because you want to put the flag on the guy the least attractive (in terms of dealing damage to) character. Especially if you're falling behind in running, the other team will try to force a morale boost, and that usually means bodyblocking and lots of pressure on the flagger. The extra armor on that warrior will really come in handy.

Xpiher
08-08-2006, 19:03
I tend to agree with the other post about this. Its better if you have 1 dedicated flag runner and 1 or 2 flag runner supports. The easiest way to do this is to have a your warriors take sprit or a similar running skill. Alternatively, you can have an ice ele for the snares and take the water running skill. This not only lets this character run the flag but also give him kite and def.

Selene Raseth
11-08-2006, 22:28
Why not just have the first flag runner be any caster in the group? You don't really need running skills for the first cap, usually there is a large brawl before any capping is done. So having a run skill for that portion is kinda senseless. Maybe have someone with a slow down hit their runner after they cap first, preferrably both hex and condition, then have the actual runner come out for the second one. Make sure to prevent the enemy runner from capping too quickly, even if body-blocking is the only real way. If they don't dual run in the beginning, alot of the larger maps will guarantee a morale boost off of that alone, with little loss on your side. Just make sure the monks are ready though.

Ion The Sudden
12-08-2006, 04:00
True, dual flag runners would keep a constant morale for your team, but It laks the defence. its basicly 6-7 at the flag stand, your team being the 6. :rolleyes: your gunna have a hard time even holding the flag stand that way. anyways gl with your build and hope that helps:wink: