With the slow decline of pre-mades, and the upcoming "everyone will be freelancer" patch we might get, I wanted to take the time to write down as much advice as possible for the new Frontlines map to help increase the odds of success for my future potential teammates. Most of this information will be a reminder of things that were already prevalent in the older maps, some will be map specific. This is from my opinion and my point of view, so take with a grain of salt if you could.
TEAM: Before the gates even drop there are a few items of consideration to take into account that will automatically set your team up for a higher chance of success. You can choose not to adhere to these standards, but your chances of victory will significantly drop in my opinion.
- 2 Healers per Alliance: Standard practice to not only increase the healing output(duh), but in order to have the healers help each other out when they are focused by the enemy team(which will happen very frequently). Reminder also that a lot of abilities healers have only work on party members(AoE heals, Rescue, Protect, etc), so forcing healers to heal outside their own party is inefficient. Even if you are not the best of healers, having some is better than having none, I recommend starting out with WHM if you are new to healing as it is in my opinion the easiest to pick up and be proficient at.
- 1 Tank per Alliance: Less important than having 2 healers, but still important is having at least one tank. Each tank comes equipped with a party defensive ability, a single target defensive ability, abilities to peel, and Tank LB that can all be crucial in a brawl. Not only that but they are vital to engaging, retreating, and diving in to stop a cap from happening. Not to mention each tank brings their own unique AoE ability to a fight(damage down, vuln up, healing down, heavy, etc).
- Melee are stronk: All melee right now not only do a lot of damage, but are also hard to kill when compared to their squishy, ranged brethren. Considering picking up a melee if you are going DPS.
MAP: This new map has two main ideas for scoring points, taking nodes by clicking on points once they become available(please remember you HAVE to click on them), and defeating enemy players(+10 points for your team, -10points for the team whose member you killed).
- Points for nodes are as follows: 50 total for a B, 100 total for an A, 200 total for an S. Keeping this in mind, you have to be careful when fighting for a node. If 6 people break off to cap a B, even if they cap it, if they all die, it was a net loss in the end for your team. You can argue that you prevented those 50 points going to the enemy, but if that enemy was the third place team, then it didn't matter in the end.
- Mid can be a trap: People easily fall into the bait that is mid, by contesting it for over half a match while the other teams are capping other points, just to lose it in the end. Know when it would be better for your team to pull out of mid, to cap other points the other teams are too per-occupied on getting themselves. Chances are by the time you get done capping the other points, mid might still be fighting and you can still have a chance to cap it.
- Avoid a pinch, and set up pinches yourself: Be able to look at the map and identify when your team is in a prime position to get pinched, fall back and re-evaluate. On the same vein, know where to move in order to set up a pinch correctly, never pinch from the side as you will end up clashing into the other team you are pinching with, always attempt to swing to the side across of the other pinching team for a more effective North/South approach. This will also make retreating from a successful pinch much easier.
- Commit to a retreat or push: Going in half baked will almost always turn out bad in the end, specifically when retreating. When a retreat is called, immediately mount up and leave, even if it is at the cost of one or two teammates. Too many times a team will trickle retreat, leaving a trail of breadcrumbs that are your teammates for the enemy to follow that leads to a pinch.
- Base pushing: If a team is so far in the lead that you are attempting to stop them by pushing to their base, remember that after they die, when they leave base they are invincible for a short time(15sec I think). So when you have pushed a team to their base, fall back for a short duration for them to leave base and have the invincibility wear off before pushing them again.
- ALWAYS PLAY FOR FIRST: There is no credit towards achievements for 2nd and 3rd, despite petty revenge, you should always play to win. Focus on the team in first and go from there when that changes.
INDIVIDUAL: What you, yourself, should be accountable for that wasn't already stated above. These are items of self-improvement that everyone should adhere too.
- Know your Job/Role: You should attempt to fully understand the fundamental responsibilities of at least 1 Tank, 1 Healer, and 1 DPS to the point that you can swap to either based off the needs of the team. Do this by going to the Wolves Den, reading every ability and their full effects, strike a dummy, or go to the various PVP Discords and ask for advice.
- AoE, AoE, AoE: A majority of AoE PVP abilities are a damage gain at more than two targets, while this isn't key for securing a single kill, this will overall put a harsher strain on the enemy healers in the long run. This also will grant you more assists to get yourself to Battle High sooner. The trick is to AoE as much as you can, while swapping to single burst on key enemy players(Healers or squishy Ranged) in order to catch enemy healers by surprise and tip the scales of a fight.
- Communicate: If you see a pinch incoming that no one has called out, call it. If you see your team is tunneling, call the fall back. If there are two prime nodes equal distance away, but on the other sides of the map, make the call on one. There is no guarantee that your team will listen, but if they do, your team might have just won from you typing a few words in chat. Tempers get high, but attempt to be as civil as possible(though tbf, I am guilty of not doing that as well).
- Never give up: With the way points for kills are calculated, swings can(and do) happen all the time. I have seen a first place team at 1760 points, with the second place team at 1550, lose in the end from a well orchestrated last minute push. As mentioned before, always play to win so at the end you can at least be certain that you gave it your all.
As I stated in the beginning, these are my opinions on what even "casuals" can easily do in order to help their team in a victory. I encourage anyone with any other advice to comment below, to either add advice or reasonably contest anything I have written outside of "pre-made" rabble.
submitted by /u/Bell-Fire
[link] [comments]
Continue reading...
TEAM: Before the gates even drop there are a few items of consideration to take into account that will automatically set your team up for a higher chance of success. You can choose not to adhere to these standards, but your chances of victory will significantly drop in my opinion.
- 2 Healers per Alliance: Standard practice to not only increase the healing output(duh), but in order to have the healers help each other out when they are focused by the enemy team(which will happen very frequently). Reminder also that a lot of abilities healers have only work on party members(AoE heals, Rescue, Protect, etc), so forcing healers to heal outside their own party is inefficient. Even if you are not the best of healers, having some is better than having none, I recommend starting out with WHM if you are new to healing as it is in my opinion the easiest to pick up and be proficient at.
- 1 Tank per Alliance: Less important than having 2 healers, but still important is having at least one tank. Each tank comes equipped with a party defensive ability, a single target defensive ability, abilities to peel, and Tank LB that can all be crucial in a brawl. Not only that but they are vital to engaging, retreating, and diving in to stop a cap from happening. Not to mention each tank brings their own unique AoE ability to a fight(damage down, vuln up, healing down, heavy, etc).
- Melee are stronk: All melee right now not only do a lot of damage, but are also hard to kill when compared to their squishy, ranged brethren. Considering picking up a melee if you are going DPS.
MAP: This new map has two main ideas for scoring points, taking nodes by clicking on points once they become available(please remember you HAVE to click on them), and defeating enemy players(+10 points for your team, -10points for the team whose member you killed).
- Points for nodes are as follows: 50 total for a B, 100 total for an A, 200 total for an S. Keeping this in mind, you have to be careful when fighting for a node. If 6 people break off to cap a B, even if they cap it, if they all die, it was a net loss in the end for your team. You can argue that you prevented those 50 points going to the enemy, but if that enemy was the third place team, then it didn't matter in the end.
- Mid can be a trap: People easily fall into the bait that is mid, by contesting it for over half a match while the other teams are capping other points, just to lose it in the end. Know when it would be better for your team to pull out of mid, to cap other points the other teams are too per-occupied on getting themselves. Chances are by the time you get done capping the other points, mid might still be fighting and you can still have a chance to cap it.
- Avoid a pinch, and set up pinches yourself: Be able to look at the map and identify when your team is in a prime position to get pinched, fall back and re-evaluate. On the same vein, know where to move in order to set up a pinch correctly, never pinch from the side as you will end up clashing into the other team you are pinching with, always attempt to swing to the side across of the other pinching team for a more effective North/South approach. This will also make retreating from a successful pinch much easier.
- Commit to a retreat or push: Going in half baked will almost always turn out bad in the end, specifically when retreating. When a retreat is called, immediately mount up and leave, even if it is at the cost of one or two teammates. Too many times a team will trickle retreat, leaving a trail of breadcrumbs that are your teammates for the enemy to follow that leads to a pinch.
- Base pushing: If a team is so far in the lead that you are attempting to stop them by pushing to their base, remember that after they die, when they leave base they are invincible for a short time(15sec I think). So when you have pushed a team to their base, fall back for a short duration for them to leave base and have the invincibility wear off before pushing them again.
- ALWAYS PLAY FOR FIRST: There is no credit towards achievements for 2nd and 3rd, despite petty revenge, you should always play to win. Focus on the team in first and go from there when that changes.
INDIVIDUAL: What you, yourself, should be accountable for that wasn't already stated above. These are items of self-improvement that everyone should adhere too.
- Know your Job/Role: You should attempt to fully understand the fundamental responsibilities of at least 1 Tank, 1 Healer, and 1 DPS to the point that you can swap to either based off the needs of the team. Do this by going to the Wolves Den, reading every ability and their full effects, strike a dummy, or go to the various PVP Discords and ask for advice.
- AoE, AoE, AoE: A majority of AoE PVP abilities are a damage gain at more than two targets, while this isn't key for securing a single kill, this will overall put a harsher strain on the enemy healers in the long run. This also will grant you more assists to get yourself to Battle High sooner. The trick is to AoE as much as you can, while swapping to single burst on key enemy players(Healers or squishy Ranged) in order to catch enemy healers by surprise and tip the scales of a fight.
- Communicate: If you see a pinch incoming that no one has called out, call it. If you see your team is tunneling, call the fall back. If there are two prime nodes equal distance away, but on the other sides of the map, make the call on one. There is no guarantee that your team will listen, but if they do, your team might have just won from you typing a few words in chat. Tempers get high, but attempt to be as civil as possible(though tbf, I am guilty of not doing that as well).
- Never give up: With the way points for kills are calculated, swings can(and do) happen all the time. I have seen a first place team at 1760 points, with the second place team at 1550, lose in the end from a well orchestrated last minute push. As mentioned before, always play to win so at the end you can at least be certain that you gave it your all.
As I stated in the beginning, these are my opinions on what even "casuals" can easily do in order to help their team in a victory. I encourage anyone with any other advice to comment below, to either add advice or reasonably contest anything I have written outside of "pre-made" rabble.
submitted by /u/Bell-Fire
[link] [comments]
Continue reading...