Figured we had a topic about Grentz (/etnaran), why not have a topic about Saltspray. Plus I'm moderately bored.
Saltspray's a fairly neutral map. I think the Kurzick base area has a slightly higher elevation than the Luxon, but nothing which would go down in the history books as a gamebreaking deal.
There are two shrines in the kurzick and two shrines in the luxon territory. Three shrines are in the middle of the map, at the frontlines.
- Has less NPCs (3).
- Has protective items, offering a damage absorption shield to in the area allies when dropped.
- Has an elevation advantage, making it easier to defend.
- Has two routes leading to the Saltspray roost.
- Has more NPCs (5).
- Has no special items.
- Has an elevation disadvantage, making it harder to defend.
- Has one route leading to the Saltspray roost.
Capturing the Hillside at the outset of the battle is in general smarter than capturing the Shoreline.
Common PuG strategies:
Left team caps Quarry Attack.
Centre teams caps Shore Res Shrine.
Right team caps either Bamboo Defense or Hillside Resurrect.
<Kurzick side; remember, opposite pov>
Left team caps Hillside Resurrect or Waterfall Defense.
Centre team caps Dragon Roost or Hillside Resurrect.
Right team caps Shipwreck Attack.
In general, the Kurzick PUGs use better tactics than the Luxons.
Though pirates are of course still better, yarr.
In general, a lot of PUGs fight on the ramps/bridges. Prime locations to nuke with AoE. The rest of the map is fairly open. Think snares+degen, Crip Anguish or CripShot. NPCs are few, and largely ranged. Again snares work well at keeping them alive while allowing them to deal damage, unless the opponent has a shadow step. Snares are exceedingly ineffective versus the Saltspray Dragon from the Roost, thanks to his shadow step. His spikes hurt (~200-250 damage) and you may wish to have some skills on your team dedicated to disrupting it (something which is thankfully quite easy).
Choice bit of info:
Few people use the passage behind the large tree/rock near the two defense points. Even fewer players (effectively) use the small enclave at the back.
Best build according to OP:
It includes enough self-defense to survive, blows up anyone silly enough to clump, has good mobility and has some snaring.
Disclaimers: build recommendation was based on PUGging. Fear my paint skills.