A Suggestion For Toughness and Glass Unity!
May 10, 2013 0:08:20 GMT -5
Post by xnuggetx on May 10, 2013 0:08:20 GMT -5
Tonight is the weekly BS WvW event. BS has promoted itself as the Nite crew of FC for many reasons. Mainly it because we are the largest presence in WvW during the NA am period.
As most of you may know BS was not always a WvW guild and for this reason we still have many PVE player's. On a nite like tonite when many of our PVE player's step into WvW with build's considered "glassy" we need to change our combat strategy's to suit.
over the last week i have been wondering how I could integrate "glassy" build's into the "pain train". The "Pain train" has proven to be the most efficient zerg wiping strategy.
I came up with something that i will test with BS tonite:
Start by gathering the player's you have. Ask the player's with over (1750 example) Toughness to stack to the side of you. these player's will form the basis for your "pain train". The remaining player's 1749 or less will form into parties' and either "call target" on a Glassy leader or have another commander turn his tag on. These player's form a group I have nicknamed the "Glass finisher's".
Both group's still follow you're lead stack on you blast fire ect, but when you make a move through the enemy player's the two group's split. Obviously the "Pain train" plow's into the enemy force but the "Glass finisher's" follow shortly behind or form a skirmisher group at the rear.
OBJECTIVE OF THE "PAIN TRAIN"
- Put foe's into the "downed" state or kill them.
- Move as one Unified group.
- Use appropriate "Pain train" strategy. Warbanner's, water field's, Condition removal, CC effect's static field's ect.
OBJECTIVE OF THE "GLASS FINISHER'S"
- Finish Foe's in the "downed" state.
- Pick up stray foe's missed by the "Pain train"
- Use Poke/Ranged damage on foe's
- pick up fallen Allie's
- Hold choke Point's
- If following the "Pain train" use AOE damage on the "pain train" to add DPS to the "Pain train"
In Effect you have turned the Weakness of having "Glass" in the zerg into a strength! If any of the "Glass" get's killed they will not rally foe's downed by the "pain train" as they were not close enough to the downed player's to receive damage resulting in rallying Foe's. Furthermore Foe's "downed" by the "pain train" but not finished will have less opportunity to rally as the "Glass finisher's" will be there to clean them up quickly with high DPS.
There is a lot more I can say about this set-up but it's long enough already and i think you get the idea. the last thing I will say is: Agg used a similar set-up (main Toughness CC force followed by high DPS AOE/Range) and how good where they? Think about it.
1 last thing. if the Glassy player's see the Effect of a full blown "pain train" set-up they may consider it themselves.
As most of you may know BS was not always a WvW guild and for this reason we still have many PVE player's. On a nite like tonite when many of our PVE player's step into WvW with build's considered "glassy" we need to change our combat strategy's to suit.
over the last week i have been wondering how I could integrate "glassy" build's into the "pain train". The "Pain train" has proven to be the most efficient zerg wiping strategy.
I came up with something that i will test with BS tonite:
Start by gathering the player's you have. Ask the player's with over (1750 example) Toughness to stack to the side of you. these player's will form the basis for your "pain train". The remaining player's 1749 or less will form into parties' and either "call target" on a Glassy leader or have another commander turn his tag on. These player's form a group I have nicknamed the "Glass finisher's".
Both group's still follow you're lead stack on you blast fire ect, but when you make a move through the enemy player's the two group's split. Obviously the "Pain train" plow's into the enemy force but the "Glass finisher's" follow shortly behind or form a skirmisher group at the rear.
OBJECTIVE OF THE "PAIN TRAIN"
- Put foe's into the "downed" state or kill them.
- Move as one Unified group.
- Use appropriate "Pain train" strategy. Warbanner's, water field's, Condition removal, CC effect's static field's ect.
OBJECTIVE OF THE "GLASS FINISHER'S"
- Finish Foe's in the "downed" state.
- Pick up stray foe's missed by the "Pain train"
- Use Poke/Ranged damage on foe's
- pick up fallen Allie's
- Hold choke Point's
- If following the "Pain train" use AOE damage on the "pain train" to add DPS to the "Pain train"
In Effect you have turned the Weakness of having "Glass" in the zerg into a strength! If any of the "Glass" get's killed they will not rally foe's downed by the "pain train" as they were not close enough to the downed player's to receive damage resulting in rallying Foe's. Furthermore Foe's "downed" by the "pain train" but not finished will have less opportunity to rally as the "Glass finisher's" will be there to clean them up quickly with high DPS.
There is a lot more I can say about this set-up but it's long enough already and i think you get the idea. the last thing I will say is: Agg used a similar set-up (main Toughness CC force followed by high DPS AOE/Range) and how good where they? Think about it.
1 last thing. if the Glassy player's see the Effect of a full blown "pain train" set-up they may consider it themselves.