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 Learning to become better

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tigros



Posts: 2
Join date: 2009-01-05

PostSubject: Learning to become better   Wed Jan 07, 2009 11:49 am

From Snuff from Rebel Rising
http://www.rebelrising.net/forums/viewtopic.php?f=38&t=626

Here's some recommendations:

- When you're starting out with a new group, play a proven and forgiving build so that you have more time to think and work on positioning and you don't have to concentrate as much on staying alive. Something like the build rawr currently runs would be a good place to start. By having a sizable amount of defense, you and your players can apply brain time to things other than survival and running your skillbars. You won't learn anything if you die in two minutes.

- Don't be afraid to try things that may seem weird to you at first. Sometimes a crazy idea can win you a match, other times it can lose you a match. A large component of the game is trial-and-error. If you lose a match, try to figure out why, and don't do that again. You can't expect a new guild with less-experienced players to immediately always do the right stuff. Even a new guild formed with experienced players is going to have issues with communication and tactics. A synergy, or at least a familiarity, with how your players react needs to be built first.

- Keep communications lines open. Ideally, people should keep their chatting to a minimum; reporting important things, saying what you intend to do, and the like. People that chatter/rage/talk a lot on vent make the whole thing into a disaster because then nobody knows what's going on. Being able to hear your flagger and monks is of utmost importance. The monks, obviously, need to be listened to when they complain about shutdown or low energy--more on this later. The flagger is among the most influential players in a match. Boneheaded plays by flaggers causes party wipes. Good plays by flaggers can turn games around.

- Help your monks. If they complain about shutdown (mesmers and the like), do something about it or you will die. If it's a mesmer, put some interrupts on him, or if you can't do that for whatever reason, put a Warrior on him as much as you can. A mesmer that is busy kiting damage will at least be slowed down, and it doesn't cost you a whole lot of damage potential to do this since mesmers have ~60 armor. If monks complain about energy, react appropriately. Retreat a bit, split someone off, play defensively, or maybe do all of them. Of crucial importance is making good use of running from damage. If you see warriors going for you, run. Any damage not taken directly translates into monk energy conserved. If you are a monk, and you have a Warrior chasing you in circles, be glad. You're doing your job (keeping the team alive) and that Warrior is not.

- Don't forget the important synergy between defense and offense. If your offense is working, your defense will naturally work as well. If your warriors are putting out big damage, then the other team won't be able to spend the energy to keep their offense clean and you will take a lot less pressure. A team that doesn't put out damage will lose eventually if they don't attempt splitting, flag pushes, or other things to get something done.

- Basic Warrior tips: Attack targets that aren't protted if you can help it. Try to stick to ~60AL caster-types for the most part, but don't be afraid to spike an overextended warrior to get him off of your backline. Don't lineback unless your monks are in dire straits and you feel that linebacking will help them catch back up. Spiking rangers is a waste of time since nowadays since they tend to bring one or more block stances. Don't be afraid to use your attack skills. In regards to spiking, drawing prots out and spiking something else during their recharges is far more important than going for the big Omegaspike. All that said, sometimes it's good to save up an Omegaspike. Try not to run around too much. If you're chasing someone, you're not dealing damage.

- Monk tips: Watch the field. Guardian spam on targets warriors are going for or are attacking. Figure out how to get the most mileage out of your skills--efficiency is pretty much the first rule of monking. As a rule, pre-prots are far more efficient use of energy than post-prots. If you prot early, that guy will take a lot less damage. If you prot late, you'll have to heal him up too. Try to keep an energy reserve of 10 or more energy for catching spikes. The prot monk will tend to ride lower energy than the heal monk due to RC and guardian spamming. Against Power Block, the heal monk should be the guardian spammer and the RC should only use it when Power Block is recharging. RC usage should be cut to a minimum against Power Block. One method used is to have each monk follow an enemy melee around with Guardian. Pick a warrior, guardian what he goes for. If done well, this absolutely kills the other team's pressure output since Warriors are the only true damage in the game.

For monk practice:
- Healing NPCs, play Alliance Battle.
- Surviving high-pressure solo-monk situations, do TA or scrim against other people in your guild.
- Infusing and spike catching: HA is the only place other than GvG where infuse is useful.

- The most important thing to remember is to play. Try to keep people in the same or similar spots as much as you can. Familiarity with a bar frees up a lot of brain time for tactical thinking.
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