Shawn... Please tell us all where I have made mistakes. Because, from your explanation, I just don't get it. Perhaps I have missed something.Originally Posted by shawn
Is it fair to say that overall, there is no one build that both kills AND caps better in AB than every other build you could possibly thing of? Can we at least agree that if you spec for killing players, you might not bring the exact same skills than if you spec for capping shrines? Unless you're arguing that AB players are so bad, you could hamstorm them and win, in which case I see no point arguing. In that case, build is irrelevant. But you did say that a good build beats a bad one, so build matters, right?
So a capping build beats a killing build at capping, and a killing build beats a capping build at killing, right?
If you have to choose between running after people, or after running to the next shrine, that's a trade-off right there. You can't run towards both if they are in different directions.
For capping, that's irrelevant. As a splinter barrager capper, I really couldn't care for it. The only thing I had to survive was other players, and I just avoided them. I ran around solo capping. Also, NPCs have predictable attacks, so it's far easier to bring the right skills to counter that. No meta here.
About defending shrines against a team
In the time the team of 2-3 people cap the shrine I abandoned, the 2-3 solo shrine cappers will likely cap 2 shrines (and a third on the way). The more people clump, the less they can cap unattended shrines. In the extreme, if one side moves as a 12-person mass, that means that they can control at most 1-2 shrines at a time. As soon as they leave a shrine, the opposing team can cap it.
Do the math. Of course, there's some merit trying to maintain shrines that you capped, but that brings up some calculation of how much resources for how much gain, hence a tradeoff again. If you leave 1 team to defend a shrine, then that's 1 team that won't be capping.