|
Post by eriond on Apr 6, 2013 22:09:52 GMT -5
Okay folks, we need to start spitballing ideas on how to counter AGG, as i have watched them just mow over everyone time and time again when they are in their zerg. Heck even taking time to train people a little on how to use fields and know how to counter certain classes.
Couple things i noticed: -Like us when we do do the stacking (which is getting a little rare now) they have constant boons. We need to strip them, deny them. -When they push they tend to push all the way through, like a train until they reach a destination. Stack up than they run on straight through again. -When they siege a keep, they tend to keep the people busy, while the rest of ET/their zerg will bash on the other doors/walls and break them to ensure they have free reign.
anyone else notice things about them? or have ideas about how to counter?
-Edit: found this video. Hope it helps
-Shows proper usage of the fields, and of Guardians staff wall
|
|
|
Post by Cosmic on Apr 7, 2013 0:00:28 GMT -5
They have for the majority of the fight at least 6 different kind of boons. Some times even more. Conditions disappear quickly.
|
|
|
Post by Remnant Militant on Apr 7, 2013 1:08:41 GMT -5
I haven't seen them fight, but from the looks of it we will need more guardians with walls of reflection. They are forward casting fields (based on the video) which means they will blast as they go. I would suggest that we practice rolling through the zerg slower and tighter, and do forward walls of reflection to break them. Once 5 or 6 go, throw the walls and break those 5 or 6 as soon as possible. One wall up and then throw another right before the first goes down. We can use staff elems to stun them a bit, but from what I see they run stability as well; so this may not be as reliable. Point is, we need to be able to dissect them in groups while sticking tighter in ours - zerk builds will fall quickly and we will need to ensure we have more supportive builds in order to last the 25 stacks of might plus fury. Retaliation can also go a long way but unfortunately the stack time is rather low.
|
|
|
Post by isquen on Apr 7, 2013 3:02:40 GMT -5
Go figure, guardians being a leading supportive pain in the ass. One day my time will come... yess...
Actually, I *can* recommend something right now. Have more mesmers running Null Field or more AoE damagers such as Staff Eles/Well Necromancers/Grenadier Engineers using a Superior Sigil of Nullifcation in their weapons. Occam's Laser!
Makes me kinda wish that projectile finishers through dark fields were "remove boon," not "lifesteal." Oh well.
|
|
|
Post by Wuze on Apr 7, 2013 18:27:59 GMT -5
Stability is fairly hard to keep up continuously, though guardians can grant 8 seconds of group stability every 30 seconds. Other than that there's not a ton of ways to get it in the game, particularly for a whole group. I think a lot of people blow their best crowd control at predictable times, which makes stability feel more effective than it is. You can, however, dodge roll through a lot of crowd control -- line/ring of warding, static field, etc. Crowd control is very underused though in general -- knocking people around messes up their usual sequences and gives you the initiative in a fight.
Couple of other random ideas to throw out: 1) poison fields as a counter to water fields: poison is really nasty when you depend on healing; 2) retaliation as a counter to aoe damage -- light fields are easy to generate and I know guardians can grant it to a group directly; 3) keep your feet moving -- a lot of this stuff works because people stand there like bowling pins. Amost everything in this game can be cast on the run.
Another possibility is to look into the various "turtle in one spot" abilities in the game. They're generally unpopular because nobody ever stays in range, but given the discipline to do that there may be something there.
|
|
|
Post by Irony on Apr 7, 2013 20:13:45 GMT -5
T1 tactic: use necro wells. Use them absolutely everywhere
|
|
|
Post by xnuggetx on Apr 7, 2013 20:37:44 GMT -5
The Total of 3 time's we wiped them (Agg) while i was in the group was relatively simple, but it was a mistake on their end that cost them.
We were running in they saw us and quickstacked for counter. As we approached they dropped stun fields and counter charged. We used Ring/line of warding and dogged left to avoid there stun CC. Placing our own AOE CC where they had just charged too. Moving from the left we counter charged and moped them up.
a few thing's where essential to us here:
1. We avoided their initial CC and countered with our own. 2. There was very little PUG's with us to rally them. 3. In our eventual charge we prevented there insta rally abilities with CC and quick downing. 4. the Warding preventing there charge was essential to the success of the fight. 5. We charged them, we got the drop on them. they always have the drop on us but not in this case.
|
|
|
Post by Irony on Apr 8, 2013 17:10:51 GMT -5
Feign into them and pull back so they waste skills, then push around into their side if possible. If on even ground it usually always works.
|
|
|
Post by rikkity on Apr 10, 2013 8:15:03 GMT -5
if you have the advantage of being able to sneak 3 people around out of their initial sight you could set up an arrow cart w/ a warrior or a ballista w/ someone w/ mastery
wouldnt bother if the terrain is really open and visible
|
|
malegryne
Hunting for Eldritch Abominations.
Posts: 24
|
Post by malegryne on Apr 10, 2013 13:35:30 GMT -5
I have a few ideas on this one: 1. Warding, Null Field and Stun Field combos - box the bastards in. 2. A small skirmisher group (Thieves, most likely) to hit from their sides and rear 3. AoE Blind.
Those three should help us to peel the boons off, and stop their zergball counterattacks. At least long enough for us to even the odds ... using Thieves to skirmish and flank allows us to pick off a guy or three, then shadow-return back to _our_ zergball.
|
|
|
Post by bassdrop on Apr 18, 2013 7:02:54 GMT -5
They have for the majority of the fight at least 6 different kind of boons. Some times even more. Conditions disappear quickly. The boons are from their warriors shouts, and guardian utility. Their condition removal is from their elementalist's cleansing wave. Stability will come from their guardians and engineers. A tactic we should be incorporating. If you want to beat Agg, its as simple as the CC* trade. As nugget stated earlier. If they miss theirs, and you hit yours, it's GG and bountiful lootz for all. Granted, Agg is a little more experienced on where to place the CC, but all we need is practice. So ele's and guardians bust out those staves, and drop that CC!! *CC= Crowd Control (fear, stun, immobolize, cripple, daze, knockback, etc)
|
|
|
Post by bassdrop on Apr 18, 2013 7:04:16 GMT -5
Another note would be Lyssa runes.. Which removes ALL conditions, and applies ALL boons after you use your elite. Which 9 times out of 10, is used at the initial push.
|
|