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CALLED IT! CALLED IT!
So yeah. And back to our scheduled program:Mod: "OMG DISCUSSION ACTUALLY HAPPENING KILL THREAD KILL THREAD REDENGINEGORED (/yeah it's really weird)"
Actually Conquest heavily promotes splitting to cap as many points as possible/maintain+use treb. You'll probably find yourself solo quite often.(and GW1 & GW2 are not about going SOLO against anything, whether PvP or PvE)
It is the choice of the team to split up 4:1 (like Izzy said in a recent interview I just could not find right now), it is not mandatory. Therefore I don't see the need to go solo (you being able to hold off everything every time), but be sustainable alone for a longer time (forcing the other team to e.g. divert a second attacker to take you down faster). Those two things are slightly different.
In PvE, you have the dynamic events, which either do not show up at all (the big ones need a minimum of a few players to be there to trigger) or scale to your ability (e.g. tone down your own level in starter areas). If you still fail at those events, you did something "wrong" (e.g. attacking a foe that has one-shot kill abilities at melee range "with a dagger").
Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
* Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."
I don't see the distinction. To 'go solo' means 'to be seperate from a group in a conflict'. It doesn't mean 'constantly being seperate from a group'.
For example, if you're a red Necromancer, and your fighting with a holding team on Windmill keeping the shrine from the enemy team, it could be very beneficial to split off solo and cap clocktower. Tactically, this is a smart choice and the decision between splitting off or holding is precisely what Conquest is all about. You could have a build which is otherwise intended to hold, but the decision to split could still be the right one. And the decision not to split and let you cap could be the right one from the blue team, circumstances depending.
And this is a fairly extreme example, I could also have said: "A quick entry/exit thief who ganks squads of one to two enemies".
So no, GW2 PVP is definitely also about going solo to somethings.
(Tbh, I could even imagine GW2 PvE being about going solo. Personal story focuses on solo adventuring, and events like 'masquerade as a pig and find truffles' are solo-oriented. Bigger events could very well have specific tasks for which to split off from the main group to hold chokepoints against waves of weaker minions etc)
And just for the pain: that'd be perfectly viable on a necro, ele or ranger. But yes, generally, that'd be a bad idea :pIf you still fail at those events, you did something "wrong" (e.g. attacking a foe that has one-shot kill abilities at melee range "with a dagger").
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pfft self-fulfilling prophecy
Yes, agreed.
I think smaller splits will be more frequent, like 3:1:1 or 2:2:1 or 2:1:1:1 even. You have up to 5 places to manage at a time (3 control points to maintain, plus 1 special mechanic to use on your side and break on the opposite side).
Or the event involves something that you class is terrible at, e.g. escort quests in WoW were relatively easier if you were capable of healing, and frustrating otherwise.
== Alaris & clone ==
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You can tell the quality of life of people by what they complain about
Well, that's the weirdest spam I've ever seen.
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If the last profession is not a Mesmer, the following combo will ensue:
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+
+
=
...
I have been playing DC Online of late, and have to say, a Psionic is really fun; would love to see invisible mental skills associated with the final profession (whatever it may be).
If I could pick an enemy off the ground and throw them, I would be more than content.
Last edited by Смерть; 01-12-2011 at 06:07. Reason: added stuffs
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."