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  1. Split guide:
  2. 1. Split builds
  3. a. 3-2 (3 damage at stand, 2 damage on split)
  4. i.
  5. Description:
  6. 3-2 is the most standard split build setup, it’s also conceptually the easiest type of split build. Typically it will be 2 Elementalist’s splitting to the back of the enemy base, most of the time with a monk flagger because the 2 Elementalist’s + Monk can 3v3 a lot of 3 man split responses (such as Ranger, Necro, Ritualist) pretty easily.
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  8. <bars and equipment>
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  10. How to play it:
  11. Split team-
  12. The goal of the split team is usually to win the game in the back of the enemy’s base by killing the defending npc’s. There are a lot of benefits to killing npc’s:
  13. 1. it allows your split team to move around easier and be more aggressive.
  14. 2. It forces the enemy team to fight closer to their own base and assist their split with main team characters more, weakening their main team presence.
  15. 3. It lets your split team farm lord damage and lets your whole team have a much easier fight at 25- 28 minutes, as both teams will run to each other’s base to farm lord damage and the team with more pit npc’s to defend with will have an advantage.
  16. It’s generally quite hard for the split team to actually kill the Guild Lord before 28 minutes because the enemy main team will fall back and save the lord before you have the chance. Consequently, if a 3-2 build is going to win it will usually be at 27-28 minutes.
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  18. Collapsing and dealing with collapses
  19. Counters and dealing with them
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  21. Main team-
  22. The performance of the main team is just as important as the split teams in 3-2, since the split team usually only helps set up for 28 it’s important to have a main team that can survive that long. The main team damage composition is most commonly Dervish, Elementalist, Mesmer, where the Elementalist is either air, earth or water.
  23. 1. Air: the most common main team Elementalist for 3-2, it has the great ability to run flags, respond to pushes in your front door, has Blinding Flash and Windbourne Speed for defense and huge DPS with Invoke, Lightning Strike and Shell Shock. An air Elementalist main team excels on maps where the split team can collapse to main team and force a 5/6v8 due to its high damage output and relatively low cast times.
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  25. 2. Water: used to snare the enemy’s team flag running and increase the survivability of the main team in static fights around the flag stand. Its’ defense comes from snaring and using blurred vision on physical characters. Usually doesn’t have a speed boost and won’t run flags, isn’t the ideal for responding to pushes due to its low DPS and lack of self-heal, and won’t lead to a 3 damage composition that can kill through 2 monks like an air Elementalist can in some circumstances. Moreover, most enemy teams will have a Mesmer that can substantially slow down the water Elementalist’s ability to snare flags and bolster defense.
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  28. 3. Earth: Usually adds more defense than water and air by having Stone Sheath and AoE snares. Additionally, Ward Against Foes can be extremely strong at slowing down enemy flag running on maps where the enemy has to run through a choke point (such as Uncharted Isle). Teams usually bring Aegis on their prot monk alongside an earth Elementalist whose job is to snare with Ward Against Foes since Foes is a high priority skill to interrupt and Aegis makes it only interruptible by signets. However, double snare earth Elementalist’s don’t have a speed boost, can’t run flags, don’t have self heals, and can’t respond well to pushes (but usually can do better than a water Elementalist).
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  30. Staying ahead on flags is a critical part of 3-2. Usually when you get behind on flags you will have be forced to run a flag through 3 or 4 damage with 2 or 3 backliner’s which can be very difficult to do safely. The best option for flag running us generally to run on an air Elementalist, allowing you to hold the flag if the enemy is ahead on flags and you don’t want to cap yet or if your team still has the flag stand capped, and to combat ranger and frontline pushes on your front while you run the flag. Furthermore, the air Elementalist gives you the option of double running flags with your Dervish (one player running a flag while the other goes back for the next one), which can be very important in staying ahead on flags and finding kill windows by maximizing the amount of time you can have 3 damage at the stand.
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