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Sausaletus Rex
Apr 26, 2005, 01:39 PM
Collision detection - that objects are solid and cannot be passed through - brings up a lot of interesting tactical possibilities in Guild Wars. Here's one of them.

An important fact about shields that's often overlooked is that they only work from the front. There's a distinct arc where the shield's defensive bonus is added to your armor. No one's quite sure what it is but it's generally agreed to be in the front and not in the back (It's still in doubt just how much of the sides are covered, that's all).

This is the space around your character (X), blows come from all around them in a circle:

+++
+X+
+++

Let's say your character is facing towards the top of your window, the space covered by a shield (=) would be those in front of them:

===
+X+
+++

If they were to turn around it would look like this:

+++
+X+
===

Or this:

=++
=X+
=++

Now, another little known fact is that when a character is running any hit delivered to them will be a critical hit. When being beaten on by a Warrior or a Ranger often the worst move you can make is to turn and run to get away from them. You're just opening yourself up to a lot of pain. Sidestepping (using the Q and E default keys on the WASD movement set-up), however, doesn't incur any critical hits although you'll prevent yourself from attacking or using any skill with a casting time.

Finally, each hit you make with any sort of attack that takes armor into account has a hit location. Characters have five different locations - Head, Chest, Arms, Legs, and Feet and can wear different armors in each. The head, especially, tends to receive a different level of protection because that's where +attribute headgear goes and that's generally a bit worse than the high-end armor choices. Normally, your chance to land a hit on any of these areas is equally distributed amongs these areas in the following manner:

Head: 12.5%
Chest: 37.5%
Arms: 12.5%
Legs: 25%
Feet: 12.5%

So normally you're three times as likely to hit someone in the chest as you are in the head. And twice as likely to strike their legs. Everywhere else has a 1 in 8 chance. Certain skills change these percentages, though, for example Fire Storm strikes mostly at the head. The reason they do this is because of the direction the blows are travelling in. Fire Storm comes from above so it's more likely to strike the head. If you stand above your target and deliver blows you'll be more likely to strike the head, too. Below and you'll hit their feet more often than not. Changing the position of your character in relation to your opponent can change that percentage table and allow you to land more effective blows against a weaker part of their armor.

Putting it all together we can see that positioning your attacker in relation to a target can be of great value to your damage output. Experienced players will be working to find the most advantageous position in which to attack a target. For example, as a Warrior, I've learned to sidestep in a circle around my opponent to get behind their shield. This also leads to more critical hits if they decide to run as well as, it seems, a better hit table against their armor.

Here's how it looks with my Warrior as an (0) and I'll press, say, E and A at the same time to sidestep and pivot. My opponent blocks my path and I slide alongside them.

===
+X+
+0+

As my target turns, I work to swivel around them like so (In an obviously simplified diagram):

=++
=X+
=+0

+++
=X0
==+

++0
+X+
===

+0+
+X+
===

This can also be used by ranged attackers although they'll obvious have a much larger radius to traverse. It costs me a swing or two to do so, but by seeking the best position all my swings are better even against someone without a shield and, at the same time, when my opponent moves they can cast or attack either.

Now, if they know to quick turn (The default is X), this can take a bit longer and even be thwarted entirely. That's why, in a team, I like to have at least two attackers working together. Each tries to stay to one side of the target so even if they keep turning around someone will be attacking their back. Like so:

=0=
+X+
+0+

This also makes it much harder for them to get away from the attackers because they'll have to sidestep themselves or turn to the side quickly and then make a run for it, give each attacker a free shot as they do so.

And, of course, from there we get into things like pathing and body blocking and other fun tricks you can do to gain an advantage, but the simple, easy lesson here is this: Sometimes you don't want to just press space and hack away. Careful positioning and awareness of yourself in relation to your target and your environment can give you a much bigger edge than making another attack. Your character can move and slide around the battlefield. Use that tool and make the most of it.

Gh0sT
Apr 26, 2005, 01:58 PM
Great info Rex... this is really useful...

So better find myself some higher position as a ranger so i can hit that head more often ;)

JeshterDaggerfury
Apr 26, 2005, 02:00 PM
What an excellent post. I found that most beneficial! Keep up the good work.

Draken
Apr 26, 2005, 02:26 PM
nice work, is this and your other couple posts like the "how to make money" going to make it into the guide section?

mostro
Apr 26, 2005, 04:09 PM
I would be interested to know if anyone has sucessfully use formation in a team. So far any kind of team formation quickly degenerates into "attack and follow the called target" mode as soon as the fight starts. The only exceptions are on the CTR map where a team may be split to guard the runner and defend the base, and on Koth map where everyone is clumped together on the dais.

Draken
Apr 26, 2005, 04:13 PM
well ive had an opposing team form a wall blocking the flag off in gvg so the runner had to go all the way around. This was in the wizards keep which has fences around the flag and two paths into it soo.. it basicly screwed us over.

Ander Deathblade
Apr 26, 2005, 04:17 PM
Great post! Very informative, Mr. Rex!


:) I can do it.

Eejit
Apr 26, 2005, 04:19 PM
I once saw a team make a solid line protecting their GH and Priest in the Tombs. We just kinda were screwed becasuse we didn't have enough ranged power to kill 2 monks. So yeah, I've seen it, but never like a battle formation, although it could be interesting to try employing one.

Cyrus the Mighty
Apr 26, 2005, 04:37 PM
Battle formations would pretty hard/impractical to pull off because of our good friend, AoE.

Blackace
Apr 26, 2005, 05:24 PM
depends on the formation. You can either disrupt AoE spells or just work around them if you play it right.

Zarconis
Apr 26, 2005, 05:43 PM
I would demand that this be stickied except I would rather you remove the post entirely. It has enlightened my knowledge to such a level that I would prefer that it NOT be common knowledge. :)

Considering that I find the targeting system in GW somewhat difficult as well as getting a good angle on a target this is one of those rare time in GW where dexterous fingers will come in handy.

Oh to be in a guild that actually strategizes this way.......

ratatass
Apr 26, 2005, 05:45 PM
Excellent!

You have now added more complexity to my already sucking game play.
More of the quality stuff that you always bring on.

I think you should post this as one of the guides on the site.

I always try facing my opponent with the shield, but was not aware of using the sidestep keys!

Thank you again Rex!

Sausaletus Rex
Apr 26, 2005, 05:49 PM
"Formations" are probably a bit too rigid and inflexible for a squad-based situation like most battles in Guild Wars are. What's important though is tactics. Coordination, the movements of your team as a whole, are what should be the focus. You need to get your attackers on a target as quickly as possible, screen targets from reaching your backlines, or swap targets quickly and efficiently to bring them down, and a lot more. That sort of movment and positioning is going to go a long way to making a team successful to the point where it can make-up for bad strategy and poor skills and other flaws in your team.

Not to say that formations aren't a good thing, just that a large degree of success in GW is attained by being flexible. It's not as important to *be* in the right place as it is to know when to *move* to the right place. But formations can be used to good effect. For example, in PvE play, your healers can be kept inside a "wall" of other characters to protect them, or they can tail the group staying just in healing range and that means they'll be much less likely to be hurt so they can keep your group afloat.

That said, teams have fused collision detection to good effect, such as trapping an enemy playing inside a Warrior train or body blocking a relic runner to trap them along the rails, as it were, so they can't advance - same thing with the Hall and blocking the stairs so a team can't bring their Hero down, and on and on.

nice work, is this and your other couple posts like the "how to make money" going to make it into the guide section?

Well, I hadn't intended it as a guide or anything of the sort. It was just a fragment I had lying around that I decided just wasn't going to make the cut as an article. I understand that it might be pretty interesting and advanced to a lot of people but for me this is basic stuff or stuff that I just can't speak authoritativly enough about to give it that "official Guru Guide" stamp - there are a lot of holes here like why positioning matters when someone doesn't have a shield or how relative positioning affects the hit table or just how much of a benefit a critical hit is and plenty of other things I'd want to fill in before I were to publish it to say nothing of editing and vetting it and all the time and effort involved. Same thing with the "money" thread and the "customizing your UI" thread and the "team builds" thread and plenty of others. It was an idea I had, maybe where I jotted down a few lines here and there or a summary but just came to realize that I don't have the time or energy to do it full justice so better to post it up as someone out there might be interested in it. I have plenty of other little scraps like "How to Manage Energy through Tactics" or "How to Make a Good Build Without Skills" or "Doing What it Takes to Win" or "Leveling" and such - just things I think people need to be aware of and aren't talking about - that I've dreamed up and haven't had time to get back to and, as release approaches I don't think I'll have any time for them soon.

But, I suppose I could, with some expansion and tweaks here and there make a guide of it. I wouldn't hodl your breath any time soon, though. I am trying to rewrite the Warrior overview guide and positioning is probably going to feature into it somehow. Again, lots to get done before I get that done, though, and there's this little game coming out I want to try out, too, so might take a little while.

Really, that this post is so relevatory and, apparently, unique is a bit depressing. These boards are not for self-congratulation, we're not a mutual admiration society here, this post is the sort of thing we made this site and these forums for. GW talk. Heady, intelligent, deep GW talk. Is it really getting so rare around here that I'm worthy of praise for bringing up such a fundamental concept as "Hey, you can move your character around guys and get a few more points of damage!"? I mean, this is background stuff and I haven't even gotten into creating chokepoints, messing with auto-pathing, abusing collision detection, or the optimal amount of people need to encircle and trap someone. Maybe once we're all playing regularly we'll have more of this kind of talk but, really, I don't see it as anything remarkable or noteworthy.

Greentongue
Apr 26, 2005, 06:36 PM
Still, placing these "Basics" in a place where they will not fall off the forum would be a great favor to everyone.
It may be a while before the glamor wears off for the rest of us. We have not been allowed to play for as long as an Alpha. ;)

It's a lot like going to a big city for the first time. The quantity of information is overwhelming and the basics get swamped in it.

FengShuiBundi
Apr 26, 2005, 07:25 PM
Sticky this, or something! It's more important than the basic builds for each class stickies that take up the top of the page. This is amazing, I'd heard of it before, but never in such detail.

Thanks for enlightening us.

Belwas
Apr 27, 2005, 11:00 AM
Sticky this! I haven't gotten to play, waiting for my copy to arrive.. but I already feel like I understand at least this one key element to gameplay, and am looking forward to the possibilities it represents(Can't tell you how often I have wished Dark Age of Camelot had collision detection..)

Luggage
Apr 27, 2005, 12:07 PM
Rex: there is a huge influx of new people now, and many come from a background without collision dectection nor even localized damage or bonus for higher ground or crit. modifiers. (perhaps apart from a special "back-stab" skill or such)

On the other hand you have waepons and skills and attibutes - something that allmost every other game has in more or less the same form. Of course most new people are going to come looking for the differences and liknesses in the areas of the game mechanics that they are familiar with and miss or overlook the significance of things like this untill they come across an explanation like this.

As for the people coming from FPS or RTS background they are sure to miss other things instead.

Just keep up the good work.

:beer:

Blight And Ruin
May 03, 2005, 12:36 PM
Finally, each hit you make with any sort of attack that takes armor into account has a hit location. Characters have five different locations - Head, Chest, Arms, Legs, and Feet and can wear different armors in each. The head, especially, tends to receive a different level of protection because that's where +attribute headgear goes and that's generally a bit worse than the high-end armor choices. Normally, your chance to land a hit on any of these areas is equally distributed amongs these areas in the following manner:

Head: 12.5%
Chest: 37.5%
Arms: 12.5%
Legs: 25%
Feet: 12.5%

So normally you're three times as likely to hit someone in the chest as you are in the head. And twice as likely to strike their legs. Everywhere else has a 1 in 8 chance. Certain skills change these percentages, though, for example Fire Storm strikes mostly at the head. The reason they do this is because of the direction the blows are travelling in. Fire Storm comes from above so it's more likely to strike the head. If you stand above your target and deliver blows you'll be more likely to strike the head, too. Below and you'll hit their feet more often than not. Changing the position of your character in relation to your opponent can change that percentage table and allow you to land more effective blows against a weaker part of their armor.

Great info. How can you find out details about the interactions between individual types of attacks or spells and hit percentages? Thanks for the post, Rex.

Lank
May 03, 2005, 01:14 PM
I don't think formation is important so much as knowing what's going on, and taking advantage of it. For example, there are a lot of Area Effect heals in this game, like Healing Spring and Well of Blood. A good team player will let his party know what he's doing, and good teammates will take advantage of the heal. It's all just about awareness.

Witchfinder General
May 03, 2005, 01:34 PM
Great info. Thanks muchly!

mostro
May 03, 2005, 02:52 PM
When I said formation I did not mean it like a rigid formation on an RTS or turn-based tactical game. Formation in GW would need to be loose and fluid, if there is any at all. We already know that most of the time warriors need stay in front, casters in the middle, and monks in the rear of the group. I was simply wondering if there is a value to expand this into a formation in GW, but I guess there probably is not.

Another advice to remember if you are playing as a warrior: always be aware of your team position, especially the monks who have to heal you. Basically you need to make sure that you are always in the healing range of your monks (unless your team strategy dictates otherwise). A lot of times a warrior can run too far ahead (to chase an enemy monk for example) and accidentally pulled his healers to the front, exposing them to unnecessary dangers. It can also aggravate your monks if they have to run forward in order to be able to heal you because the time they spend running is the time they spend not healing).

ChristopherKee
May 09, 2005, 11:33 AM
As formations go, I find the fighter wedge (center, right wing, left wing) seems to be easy to use and tends to help the lead when wondering where his mates are.

If you have a wedge breaker trying to get through you can have one of the wings peal off and hamsting and back attack him. It's also useful in blocking path. You just have the center bump up to the target as the wings move to the sides forming the "triagle of death" around the vitctim.

After a few rounds with your buddies it gets real easy. Haven't tried anything more complex though.

3 - 1 - 2 - 2 formation at start is good though.

Miral
May 09, 2005, 06:40 PM
Thanks, a great resource. Have any specific info on vertical positioning as well? I've been tryng to experiment but it all seems random...

spiritofcat
May 09, 2005, 09:43 PM
As an E/R I don't find myself in the thick of combat very often, but I have found that at times Alesia will suicidally throw herself into melee combat and if I can get myself between the enemy and her, I can block the attacks with my body and she can go back to her job of healing and ressurecting the rest of the team.

CKaz
May 10, 2005, 10:19 PM
Maybe once we're all playing regularly we'll have more of this kind of talk but, really, I don't see it as anything remarkable or noteworthy.

I know I hadn't figured on even basic complexity like this in GW.

Lets look at other similiar games quickly-
EQ, WoW - no collision detection/run through, AC a total numeric
no localized damage, you need line of sight, enemy mobs fire/hit thru rock

Diablo2 - collision detection but AC remains total numeric
no localized damage AFAIK, pretty simple affair

I'm getting the game this week, I'm guessing there's some of the armor breakdown as you mention in the manual, or did you derive that? Also looking forward to position/technique in a fight actually meaning something.

I'll be happy to add as I dig - I'm a bit of a game geek that likes to delve deep and chat. Had been looking for a community to get some good discussions going, hopeful here - cheers

JjK
May 10, 2005, 11:50 PM
oh, how many times my body has saved our team.

Crimson Eyes
May 16, 2005, 06:38 AM
awesome post, very well thought out, i suppose its easy to know, mastering it is another thing. that can only come with practice

shinseikaze
May 18, 2005, 03:24 AM
positioning is a matter of life and death.......at times

wasteland
May 20, 2005, 06:13 AM
Just a question on the use of the sidestep keys Q and E. For example: If you press W+E together (so you sidestep forward and right) does that create the critical strike penalty?

I've tried to test it but things go so fast that I can't work it out so I was wondering if anyone else had been able to.

Many Thanks

JohnCoke
May 20, 2005, 07:45 AM
Just a question on the use of the sidestep keys Q and E. For example: If you press W+E together (so you sidestep forward and right) does that create the critical strike penalty?

I've tried to test it but things go so fast that I can't work it out so I was wondering if anyone else had been able to.

Many Thanks

No, critical penalty only happens when your running away. So basically when your back is turned to the person...not your sides, or even side of your back (someone correct me on this if I'm wrong), just your back. That's a 1/8 chance and pretty much negligible to hit as long as you don't turn your back on him If your running away then keep him on your side-back and not straight behind you.

Casadore
May 20, 2005, 06:09 PM
hum how useful is this now? A while ago i noticed i could stand infront of the monk and take the hits from the warriors around him as well as the projectile attacks, but now they just go straight through me (direct damage) and so positioning doesnt seem to matter as much anymore...humph :(

Edge Martinez
May 22, 2005, 08:38 PM
I once saw a team make a solid line protecting their GH and Priest in the Tombs. We just kinda were screwed becasuse we didn't have enough ranged power to kill 2 monks.


If they form a line, run your team at them in a line, like the naval crossing the T. Have all kinds of standing health and damage reducing enchantments active on your first guy in line. When they start attacking him, have him sidestep left or right and the rest of you can pour through the gap when his opponent gives chase.

DrSLUGFly
May 23, 2005, 07:11 AM
nobody has discussed height advantage. Has anyone experimented with this and can anyone say whether height has an advantage for damage? I know that in multi height has a visual advantage but since ranged attacks are auto-target anyway that wouldn't really matter. Likewise NPC's don't seem to really care about height advantage.

Arrow Whisper
May 23, 2005, 07:21 AM
I don't know the exact numbers but your chances to score a higher hit, even a critical hit increase the higher elevation you are form you're opponent. I don't know this for sure, it's just something I've seen, because since beta I've always tried to gain the high-ground before an attack.

Tavenlen
May 23, 2005, 10:09 AM
I know that ranged attacks get a damage bonus (or maybe a critical % bonus -- I just know you do more damage) from being higher up. I don't know if it works for melee also, such as fighting on a slope.

Peiter Lightsoul
May 31, 2005, 07:15 PM
Some great info there, and definitely something many ppl will find invaluable, especially in PvP. Top stuff.

The Virago
May 31, 2005, 09:35 PM
Really, that this post is so relevatory and, apparently, unique is a bit depressing.

These boards are not for self-congratulation, we're not a mutual admiration society here, this post is the sort of thing we made this site and these forums for. GW talk. Heady, intelligent, deep GW talk. Is it really getting so rare around here that I'm worthy of praise for bringing up such a fundamental concept as "Hey, you can move your character around guys and get a few more points of damage!"? I mean, this is background stuff and I haven't even gotten into creating chokepoints, messing with auto-pathing, abusing collision detection, or the optimal amount of people need to encircle and trap someone. Maybe once we're all playing regularly we'll have more of this kind of talk but, really, I don't see it as anything remarkable or noteworthy.

Tactical considerations like this are not common knowledge. I could tell you some pretty funny stories from other games to demonstrate the point, but I'm sure you're familiar with them.

Don't be depressed... with time, more and more people will become aware of the complexity and possibility in battle Guild Wars offers and when they do, these types of conversations will really be involved and interesting.

In closing, thanks for posting this for review. It has really helped confirm some of my own theories and opened questions for me to follow as well. It's all good. :)

AGTyson2Tone
Jun 01, 2005, 06:07 AM
When you create a character you can choose the height of the character as well. Does this have an impact on the chances of e.g. head blows ?

For example Two warriors facing each other,one is largest scale and other is smallest scale. Will the one with largest scale have more chances to hit the other's head and chest than when they would be of same height and consequently will the small scale warrior have more chance to hit the larger scale warrior on the legs and feet ?

Someone experimented with this ?

Blight And Ruin
Jun 01, 2005, 07:17 AM
When you create a character you can choose the height of the character as well. Does this have an impact on the chances of e.g. head blows ?

For example Two warriors facing each other,one is largest scale and other is smallest scale. Will the one with largest scale have more chances to hit the other's head and chest than when they would be of same height and consequently will the small scale warrior have more chance to hit the larger scale warrior on the legs and feet ?

Someone experimented with this ?

I am interested in the answer to that question as well, partly because I usually make minimum-size characters. Does anyone know if character size influences these percentages?

MindBullets
Jun 01, 2005, 09:30 AM
I personally build my characters as small as possible.
Not that it gives me an advantage in any shape or form.
In my mind I think...I'm as small as a field mouse.
They can't target me if I stand behind the big warriors(we all know they like to make themselves giants among men).
If ANet took it upon themselves to give an advantage to those that are taller for headshots; it stands to reason that a shorter person should have a better chance of landing a hamstring or crippling shot.
Not that it works that it works that way or ever will. I'm just pointing out that you'd have to offset that with something else.
Otherwise we'd have a game full of same height toons running around.

Mind

Axel.F
Jun 01, 2005, 10:30 AM
how much damage extra does the postition do, etc 5AL and i normally do 10 damage how much damage would i do with this trick...

Beren Stormcaller
Jun 01, 2005, 06:20 PM
So, if positioning such as that has an effect, what about archery types? The different bows have obviously different trajectories, so would this affect what areas are hit? For example, my current Flat Bow has a very high arching trajectory. Since spells like Fire Storm hit the head more often due to the positioning of the origin point of damage, it would be reasonable to assume that my arrows would be more likely to strike the head as well, right?

balinor limad
Jun 02, 2005, 07:06 PM
simon from american idol says:great job dude

skeptical
Jun 09, 2005, 12:07 AM
Has anyone actually verified if the data in the original post is correct? The original poster did not cite any sources to back up the post.

LockerLoad
Jul 04, 2005, 06:23 PM
I've read all the posts here and I have another variable quetion to throw into the mix =)

Does character height factor into weapon physics or does it only affect the models appearance?

Ne1 know, I'm curious.

Blackace
Jul 04, 2005, 07:04 PM
it doesnt factor into anything since every character no matter the height has the same hit circle

eventhorizen
Jul 05, 2005, 01:47 AM
Has anyone actually verified if the data in the original post is correct? The original poster did not cite any sources to back up the post.


The source is guild wars. If you do not already know stuff like this I suggest you play more.

Itbegins
Jul 05, 2005, 06:45 PM
nice guide Rex i always liked it from behind anyway now i have proof it is the most effective.....


another thing thats nice to kno for ones self is that the reduces dmg from physicsal attacks on ascalon armor doesnt stack so just wearing the helmet of that armor does it justice. i believe personally the highest base armor is the best way to go which would be they wyvern set and one pice of ascalon armor.........also isnt it true that putting the run of absorbtion is best in the chest since thats most often hit...

ifuwerepbandj
Jul 21, 2005, 11:20 AM
Great information guys, really helpful.

I too was wondering about character size advantage. I know it has been asked numerous times but i figured maybe one more question about it would inspire someone with greater technical knowledge than I to do the research and find out. (There should definately be some type of testing arena with a dummy in the game) Anyways I really like making smaller characters because so many are so large and I hope I'm not opening myselfup to more head hits.
Thanks for the information guys even if u don't find out about the height thing.

sgtclarity
Jul 31, 2005, 06:57 AM
another genius of gw, 10 point lad

CKaz
Aug 02, 2005, 12:57 PM
I've thought about height/short advantage but my guess is -
the boundary 'box' is the same
your trajectories would be the same
your camera is mounted in similiar/same fashion

asyra cyanne
Aug 10, 2005, 09:58 AM
learned a lot great resource

Jake
Aug 12, 2005, 03:11 AM
good post, very informative, thanks.

down2one
Aug 31, 2005, 03:29 AM
whoah cool...
*evil smile*
can't wait to apply this in-game...
*evil laugh*

Sean Connery
Sep 06, 2005, 08:59 PM
woops

Arathorn5000
Sep 06, 2005, 09:39 PM
I have plenty of other little scraps like "How to Manage Energy through Tactics" or "How to Make a Good Build Without Skills" or "Doing What it Takes to Win" or "Leveling" and such - just things I think people need to be aware of and aren't talking about - that I've dreamed up and haven't had time to get back to and, as release approaches I don't think I'll have any time for them soon.

Does anyone know if Sausaletus did indeed post any of these? They sound like good reads :)

Tyroie
Sep 21, 2005, 01:34 AM
My personal intuition says that being hit by a warrior or ranger while running does NOT incur a critical hit. I know how hard a crit hits for, and while I could be wrong, I'm fairly certain I'm right.

Diablo Paladin
Sep 21, 2005, 02:16 AM
i dont understanf 50% of wtf your saying

Racthoh
Sep 21, 2005, 04:26 AM
Interesting, I always attacked enemies from behind and it was actually making me do more damage? Heh, good to know.

Alone)
Sep 21, 2005, 11:25 AM
I've heard this many times over, and tried switching armor and moving myself around to test the shields as well. But I still find no way of confirming if all these is true. I wish there was, but I'm sure the programmers at Anet are not going to share. :)

As in if having full knight armor will work, or if just one piece will cover you. However, good tips to tell. :)

NeoDias
Oct 16, 2005, 05:22 PM
What an excellent post. Keep up the good work.

ratatass
Oct 17, 2005, 01:27 PM
Rex wrote this quite a few months back.

He has not posted since June. So he will NOT keep up the good work.

I wonder what happened to him ? Stuck somewhere in Canada ?


Anybody know ?


Ratatass

Legolas Ravenwood
Oct 17, 2005, 03:58 PM
Nice information in a nicely presented way! Great stuff!

As my target turns, I work to swivel around them like so (In an obviously simplified diagram):

I think the diagram of this turn should be this: :o

==+ ----- The Warrior is in the bottom-right facing the center, which
=X+ ----- puts the shield in the top left zone.
++0 -----

=++ ----- The Warrior is in the right facing the center, which puts
=X0 ----- the shield in the left zone.
=++ -----

++0 ----- The Warrior is in the top-right facing the center, which
=X+ ----- puts the shield in the bottom-left zone
==+ -----

+0+ ----- The Warrior is in the top zone facing the center, which
+X+ ----- puts the shield in the bottom zone.
=== -----

*Note: The lines (-----) were placed where they are because multiple spaces isnt available. They represent nothing to do with the diagrams.

I hope you understand what I am saying :)

Storm Chaser
Oct 29, 2005, 06:58 PM
hey rex u should be a college professor or something man, thanks for the info.

Shimus DarkRaven
Oct 29, 2005, 09:22 PM
As per request on page 1, Yes. There is plenty of formations I usually whip my group into in PVP:

1. The traditional Straight line attack: This type of attack works best from a high ledge with rangers, say Yak's Arena with the snow ledge as an example:

_-**-_ <--The Ledge
++++++ <--Players

In the above diagram, all characters are situated in the top left to right edge of the overhang. It works best for R/E's as they can target and pin down the opposing team and firestorm or whatever else you like to do. This formation is alway almost helpful if you have only one monk to heal. It makes his job alot easier. Plus standing above helps hit that head which can cause more damage if their helmets aint up to score. Yay firestorm?

2. The "Flying V" from the mighty ducks movies: Interesting tactics with the warrior flanking the spearhead<usuall a caster or ranger> and left and right back flanks with healers. Example: Ring of Fire PVP map "Kills vs Kills" Here's the diagram:

__^__ - Ranger or caster
^__^ - Warriors or fighter types
^__^ - Monks/Healing types

In the above , you can do this situated around the lake of fire or the river of fire, causing them to have to run across to hit the healers <Works well with one healer <healing> and one healer <prot> to keep spearhead and warriors healed.

3. "The Outposts" --Although unconventional, and dangerous a majority of the time, this works in arenas that would force people into bottlenecks at certain points: IE: The arena in the jungle with the ruins, the bridges are pivotal. Example:

| |__________| | <---Bridges
**<-people here **<--People here <--Two and two, say one healer one fighter or one nuker and one fighter.

It is very unconventional to split your group apart because if this tactic doesn't work, you now have a split group and possible needing rezzes on both sides. This tactic works well however, when they try the same thing. This can make a match even if you judge right.

And Last but not least one of my favorites:

4. "The Desperation pull" <--This is a last ditch effort if your team is being pummeled and they have to come close to finish the job, area attacks rock at this juncture. Say two out of your four person group is down, and one other besides you is up <lets say for the sake of things, it's a monk> And they come in to finish you. A. Have the monk diagonally opposite barely out of aggro range healing you, and pull the rest of the opposing team into you, and with last attempts, fire skills such as cyclone axe and firestorm or Cyclone axe and apply poison. This way it makes healers on their side focus on themselves before healing your opposition, which allows you to attack over and over until the monk is back in the game. Example is the arena down in the desert:

{{EDIT: The ascii map for this always messes up when I post it, so email me if you really want the map at Sdahle@gmail.com}}


The --'s represent the attacking team, the two ++'s represent your last two men. In this case, luring them in is your only choice, or if they're casters, you go to them, but remember always keep your monk to the outside and diagonally out of aggro, this way it forces them to run through you to get to him/her/it.



There are just some tactics. There are plenty of more formations I use, but those are the main 4, because even new players to pvp can understand them. I only use complicated attack patterns in GVG or PVP with my guild.


contact me if you want more info, through PM or email.
--Thanks, have fun. -The Shim

DarkSider84
Nov 21, 2005, 11:45 PM
I highly agree to what you said. It sums it up for a lot of people not understanding the mechanics to the game itself. TY

jules
Nov 22, 2005, 03:29 AM
Thanks for the enlightening post.

I've come across the term 'kiting' in the past few weeks. From what I understand it to be I've been doing it without knowing what it was called in MMOs. If this falls under positioning I'd love to have a similar explaination or guide on it. Thanks. I hope I'm not hijacking this thread.

Sum1
Nov 26, 2005, 03:37 PM
very nice info-i think ill try it-:)

Frank Dudenstein
Aug 24, 2006, 03:20 PM
Very interesting info, well done. However, this info only leads to a much more basic question... you didn't say whether this was for PVE or PVP, because....

If you are talking about PVP, why are you hitting a target with a shield?
And if you are talking about PVE, why hasn't the MM killed the target by the time you repositioned?

Just wondering ;)