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Post by King of the Pink Mushrooms on Oct 14, 2009 17:16:48 GMT -5
I think its fair to go with the approach, die getting your team in a better position. But the majority of the time, a warrior will charge in and just die, the team don't use the advantage he just dies.
I think the best option is to go around supporting your team in a killing role, and when you get a real opportunity run into the mob of guys, don't just go straight in it doesn't usually help very much.
I agree with ctr a warrior has vital role to play. But when I have the ring I wont just go running forward, instead I stay with the ranks of your allies providing them with an essential energy boost, this way I find the team as a whole can really push forward and take the capture, essential for a map like the shire. However running out with it does have it times, when the ring is dangerously close to the your capture zone and when close to there capture zone.
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Post by BURNZILLA47 on Oct 14, 2009 17:23:40 GMT -5
Yea, if the warrior has the ring heading toward the goal, it may be better (depending) to let a mage or two catch up so you can advance together. Mages are invaluable for the ring bearer to have nearby and hopefully by then, other teammates will be in on that train also. I'm pretty good at dodging attacks while moving forward but if there's a good mage healing me then I'm almost unstoppable As far as charging into a group of enemies goes, it's not always the recommended tactic but it's a great way to get better. It's pretty thrilling to me to be fire slashing a mage while at the same time, setting up a critical ax for the archer to the left, while dodging another warrior attack on the right. It also forces you to learn how to kill the various classes as quickly as possible.
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Post by BulgarianMenace on Oct 14, 2009 18:16:21 GMT -5
The only time you should be charging in to a group of enemies is when you KNOW your teammates are looking to attack them. Usually this is when the other team is in a shield and your teammates (archers and mages) are shooting at them but failing. Even in this case it might be better to dash in, bait some firewalls, get them to drop their shields, WITHOUT actually attacking. That way you don't lose a lot of health and still open them up.
Running into enemies with the intention of dying is usually a bad idea.
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Post by yash3ahuja on Oct 14, 2009 18:24:29 GMT -5
It may be bad, but hell of a lot of fun. And it feels awesome to make it out alive in 3v1.
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Post by BulgarianMenace on Oct 14, 2009 18:35:48 GMT -5
false positive reinforcement -_-
just because 1 out of 10 times something awesome works people will pay attention to that one time and forget the 9 times that it didn't, resulting in them repeating a flawed strategy that they would be better doing away with.
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Post by Onde Aander on Oct 15, 2009 4:44:17 GMT -5
getting up instantly still takes time, and it is very possible to catch them with an attack if you're close enough before they can do anything. Ok so let's recap. If you waste the mage's firewall and groundslam and still have some life left in you, and he misses you with his lightning, and he happens to land right next to you after you critical him with an axe, then you can kill him. That doesn't sound like a high success rate. I've been switching to using Y/triangle more (wider reach) instead of X/square to get them in a combo, and also overpowering the ground slam with B/O and finishing with special of my choice (now that the ground slam has given me the power to do whatever). Also started using the sprinting Y-Y / double-triangle after an axe-strike to pick an enemy up off the ground before he can recover (it closes quite a bit of distance). For mages who get up fast, I think the best trick is staying on your feet during the ground slam. You can almost see the surprise on their faces. If they don't get up fast I still go for the Y-Y or stand really close and wait for them to get up, then go standard combo and finish with LB+B/L1+O (so as not to stand around with my sword planted in the dirt for 20 minutes while some archer lines up a head shot). So yeah - once you're close, you've got him. Getting close is the hard part. I'd love to find out but I'm afraid I'm going to have to pull out the "don't have a PS3" excuse this time. We already decided kdr is a poor measure - maybe we need to video some fights! If you guys are really not using L1+triangle in 1v1s though, I don't see how you would possibly hold up to tactics on the 360 right now (did I misunderstand what you were saying, Burnz?). Current trend is all about getting your opponent in the air and landing the full special combo. So what does a typical fight look like for you guys?
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Post by BulgarianMenace on Oct 15, 2009 5:19:56 GMT -5
you usually need to bait his firewall, but that's not so hard since most mages don't even need an invitation to use it.
Shockwave you don't need to worry about if you knock them down. It seems to me you xbox just haven't perfected the art of killing people as they get up before they can do anything, and of proper spacing.
this is so old in the ps3 warrior metagame. Most people have found better options since then (several months ago).
people use it in 1v1s. Don't assume everyone doesn't based off one person's post.
That said, other don't use it.
In 8v8s they're usually interchangeable and it becomes more of a stylistic choice; L1+/ \ has more range (thus more likely to catch them) and protects you better from backstabs, but L1+O is much faster (making you vulnerable to archers/mages for a shorter period of time).
You only need one (usually) to kill anyone, unless you're facing another warrior at full health, and in that case your fight would usually be interrupted before you finish anyway.
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Post by Joppi on Oct 15, 2009 5:21:58 GMT -5
1) Run around each other in an exotic warrior mating dance throwing axes until one hits 2) Once axe hits, tentatively approach a) If you were too far away and the enemy is already up, then back up and throw another axe b) If he's just getting up, jump and do two light attacks, then run away and throw more axes c) if he's still down, use one of your fire attacks to hit him 3)Repeat
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Post by Onde Aander on Oct 15, 2009 7:29:44 GMT -5
1) Run around each other in an exotic warrior mating dance throwing axes until one hits 2) Once axe hits, tentatively approach a) If you were too far away and the enemy is already up, then back up and throw another axe b) If he's just getting up, jump and do two light attacks, then run away and throw more axes c) if he's still down, use one of your fire attacks to hit him 3)Repeat Yeah we play axe-tag too but it's not necessarily the deciding factor in a fight. (c) is somewhat pointless unless you've got enough power to do more than a light special - which you don't at the start of a fight. [What else you can do just depends on the situation]. But failing to get up fast is always a fatal mistake in the first place. If I am the first to get struck down with an axe, I'm going to get up fast and either block the incoming attack or (if I have more time) try to overpower it with another attack. If he's too close for me to counter the light special, I don't care too much because I know he doesn't have the power to do too much damage that early in the fight (assuming both start with equal health/power). Then, assuming I don't mess it up, I should be able to counter with a B/O and put him on the ground instead - now it's me with full power, him on the ground with none, and no distance between us (IF all goes well up to that point). At that point it's tough to say who will win. Right now I'd say 360 tactics are all about counter attacks (esp. overpowering specials/crowdbreakers with B/O) and in general getting right in each other's face and doing 75-80% damage in one go. Looks like a dance. I spend as little time running around as possible (though you do have to play axe-tag). When I'm on the offensive, I'm trying to force my opponent to do a crowdbreaker and either block it or overpower it. On the defensive I'm trying to avoid using my crowdbreaker, then get up quickly, put him on the ground, and use that power. I'm starting to see quite a few charging attacks come in now, too. Devastating if you can land a shoulder charge, but a horrible mistake if you miss. Some of us also like to set each other (wait for the other guy to make a move, and have a trick ready for him) up rather than going full-offensive / axe-spam. Why would you do (b) and then just run away? It's a perfect opening to do some damage (light special?) or at least put him back on the ground.
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Post by BulgarianMenace on Oct 15, 2009 7:37:45 GMT -5
LOLOLOLOLOLOL
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Post by BURNZILLA47 on Oct 15, 2009 10:43:37 GMT -5
Actually SOR it wasn't me who was discouraging the use of the fire whirlwind in 1 vs 1. I use it all the time with great effect. Many warriors use the run and ax method. The reason is simple, your harder to hit when moving fast. Lately however, I've been finding a lot of success with fighting very close to the enemy. In 1vs1 you have the luxury of performing combos with out being back stabbed, firewalled or god knows what. When the enemy attacks, you can dodge in his direction, then quickly turn around and catch him in the web of your choice. Staying pressed against the enemy keeps you in control and keeps him wondering what you are going to do next. As always, keep those axes going as a close range attack and do a lot of pivoting while attacking and it works great against those who dare to complain about fighting "track and field' style. As far as mages recovery goes, in most cases if you get them with an ax critical, they are yours, either on the ground or as they get up. But there are some who can slip under that small crack of recovery invincibility apon getting up and heal or groundslam as your attacks just go through them, no matter how you time it. I'm sure at this point, BM won't be able to resist telling me I must be doing it wrong and that may be the case. But I feel like I've killed enough mages to know how they die and I do believe that there are some who simply are able to avoid it at times. I'm referring to the usage of fire slash or fire whirlwind to finish off a downed mage who's trying to get up.
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Post by King of the Pink Mushrooms on Oct 15, 2009 12:13:08 GMT -5
I agree with burnz about the ground slam, get up thing, I think if superman was playing this game, he could perfect the timing of every kill, but we are not super men, and like a mini second of one strike, a very select few mages will be able to get a ground slam in.
It does not help that a mage will never get knocked back to ground while doing his ground slam preventing him doing it, instead it will always will be performed a bit of a problem.
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Post by Onde Aander on Oct 15, 2009 12:51:14 GMT -5
Yeaaahh I don't think we're so different, us 360 guys. Tactics change fast though. Axe & run just doesn't really work if you start interrupting the guy's attack as he's coming in to get you - there's nothing quite as embarrassing as getting flattened with a heavy attack in the middle of a light special. The animation just screams "FAIL". Lol that tactic really tries my patience.. sometimes I can't take it and just stand still and wait for them to make a move. Fights always start with an axe, but why the heck would you run away when you've got the guy on the ground within sword's reach? I should see about videoing some duels. I'd love to watch how you guys fight compared to us!
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Post by BulgarianMenace on Oct 15, 2009 13:01:51 GMT -5
I used to have a theory to explain that, but recently it's come into my mind that my original theory might have been flawed. Until I can get testing done and come to a more conclusive result I don't feel comfortable saying anything.
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Post by BURNZILLA47 on Oct 15, 2009 13:28:37 GMT -5
So you've witnessed this too? I've noticed it's something that only very skilled mages can pull off. Since you certainly fall into this category BM, have there been times where, as a mage facing a warrior, you thought to yourself "Wow, that should have killed me"?
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