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View Full Version : isle of meditation -- what kind of builds enjoy this isle?


Vela
17-08-2006, 05:27
isle of meditation

This is our home at the moment. Purchased mainly for aesthetics around the time when our GvG team slowly dispersed. Then we did sporadic GvGs on this isle with a 5/3 split from get go with some success.

Wondering if anyone has GH in this isle who GvGs regularly. Can I get some cool pointers from people using this isle to its benefit?

Will appreciate feedbacks and thoughts to ponder.

Thanks,

Vela

deathy
17-08-2006, 22:48
maybe 6/2?

melee pressure
melee pressure
rt lord
blessed light
blessed light
e/mo support(capable of running
a/e ganker
cripshot/ganker

he ritualist will mean its very easy to defend both flags(please say i got the map right ^^), while you have 3 character capable of going solo and either running or ganking, these versatile characters will mean that you have always adjuust to other teams, and other guild maps(always useful to have 1 ganker

2 melee pressure characters means you still have a good chance of kill(?^^), and the rt means you can basically survive until vod if you want, when because of the versatility you should definately have npc advantage

could even turn into a adrenal spike, with rt using doom(if you risk it), and ele using gale/orb

the build also works well if you play conventionally, and have just 1 runner, as both the assassin and crip shot have their usefulness at the flag, and would be capable of helping with spkes

just a few ideas, not really meant to give you a build, but a way of looking at what advanatges and weaknesses of the map you want to explot

good luck

(btw, i want to make it clear that i hate ritualists^^)

Aiiane
17-08-2006, 23:29
Split builds love this map - there's plenty of ways to run around and harass without being easily responded to, but there's also the possibility to rain down fire on the other team at the stand from up above on the cliffs. The centralized switch for the upper doors gives an advantage to the team that takes the initiative on splitting up top, because they can easily retreat and block the other team from following. The narrow corridors around the flag make it simpler for the remaining part of the team to take a defensive stance with fewer people.

Vela
22-08-2006, 17:22
Yes, this map is split-lover's paradise and then again, it's sorta not. Is Bloodspike very likely doable here w/o splitting?

Personally, what I like to do is to make 2 completely independent units; one will keep the fight to tower-flagstand and the other will put pressure on the enemy base. The flag runner will be the one in the most advantageous position of running it.

We will try 6/2 w/ Rit lord tonight and see. I like the suggestion. :p

Thanks,

Vela

Jummeh
23-08-2006, 09:43
There are some interesting things you can do with this map, but it pretty much all involves splitting. Although it must be noted that an Assassin can AoD from the top platform down to the tower stand if you need the support.

My guild runs almost identical build as deathy suggested, however with a Me/A+A/E gankers and using boon+b-light.


B-spike will be annoying to come up against, but its not that worrying. As long as the rit-lord has Union up constantly, the crip-shotter will be sitting on the opposing spirit spammer. The b-spike will never gain any great advantage at the flag stand.

We have found 5v8 heavy melee pressure situations much more difficult (when the crip had to go back and get the flag). However, as long as you control the situation, hold them at the choke point / hold them at the gate. As long as your gankers do a good job (which means gank NPC and flagger) morale should be even.

After surviving to VoD, you will just roll though with your NPC advantage.

If the enemy sends one person to come deal with you, a Sin + Crip anguish mesmer will finish that off in seconds.
2 damage dealers, you can get a good few hexes out before dark escaping and healing up, which means that they have pulled 2 (+1 flagger, maybe that flagger is already dead) from the tower fight.
They take a healer out, that means you might even be able to stay and have a even fight, however that means the flagstand only has 1 monk, and the dual warrior mini-spikes can still do a lot of damage.

Ivadene
24-08-2006, 09:04
pfffffffffffft to bloodspike vel :-P