[quote who="Obscenetor"]The two most popular assassins, reg and UB, have little trouble with sedna/QoT imo. Once I get shrapnel mines I feel Sedna's ability to pressure me evaporates and even before then I can generally OOM her by striking and withdrawing. QoT's a different story but she's also the least popular DG in spite of whatever perceived imbalance there may be, so I think that shows there's something about the support DGs that doesn't show up in this simple of a comparison
SoFFacet
Demigod has a very slippery slope. Still, they do happen every once in a while. Mostly when Rooks or Queens are involved.
"Celebrity" flag locks are the key.
Sedna's heal is relatively easy to get since you can control the circumstances that force her to cast it. When she gets low, she heals. Use your interrupt at about the time you think you would heal if you were Sedna. You can also try to interrupt the second heal by counting. Fireball is a bit tougher but you can get it by counting. Ice TB's usually cast in order so you can get one spell by interrupting right after the completion of the previous one. Fire AoEs are often telegraphed by the TB r
[quote who="InfiniteVengeance" reply="6" id="2274201"]But, ironically, the premades are doing the same. They won't notify the randoms they want to stomp because they too don't want to be too challenged.[/quote] Actually I'd say its probably a mix of not wanting to be challenged and not wanting to sit around waiting. Telling pubs that you are premade scares them away (rightfully so). There just aren't that many premade teams who are actively looking for other premade games (parti
[quote who="Helios" reply="12" id="2273603"]Just played a game with 3 friends on vent. We outplayed the shit out of them, their Oak was 2 levels lower than us and the Erebus was feeding us a few kills. They had 1 tower rook who pulled the weight of his teams failures and won the game for them. Thats the problem with tower rooks, they're way too powerful. And dont blame it on my friends, we only lose games when we're against tower rooks, and we NEVER lose games when we have a tower
Well, interrupts aren't usually seen in this type of game, so I was surprised to see them here in the first place. Interrupts are very important in Guild Wars and that influences my opinions similarly to the OP. The biggest problem with interrupts in this game is that most spells in this game are very fast. You can't reactively interrupt fireball or mines with Pounce. Anticipatory interrupts work, but reactive interrupts are nearly impossible. The second problem is that so many abilities in t
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Izzo, if your friends don't get in, just ask the randomer to leave. Inform him that the other team is premade and you'd like a crack at them with your own team. Works for me, although if the host team is cowardly you might freak them out and cause them to kick you. In that case just find another game, no big deal.
My friend and I sometimes join 2v2 games that are obviously premade (they are easy to spot if you know what to look for). They turned out to be some of the most fun and informative games that I've played in. I highly recommend it.
If you are a good player then you will average more wins than losses in public games, but you are right that in some cases a good player can get caught on a bad team. My comment on the ease of acquiring good stats is that if you have friends that also play DG, you can assure yourself of competent teammates, skewing the stats unfairly as compared to someone of equal skill that doesn't happen to have... friends. Still I'm amazed that DG keeps track of custom games. I can't think o
Its easy to inflate stats so good ones don't necessarily indicate ability. However, given the ease of acquiring good stats a lackthereof is telling. This is will make me sound like a snob, but in a typical public game I am usually 100% convinced that I am more effective in the field than any enemy DG, and therefore would rarely trade my life for anyone else's. In a high level game its likely that players and DGs will be relatively evenly matched, and in those situations trade
I think Zechnophobe has relevant criticism here. Sure it is possible to net a benefit from trading deaths, but is that benefit better than the benefit you can receive by letting the DG go and keeping yourself on the field? If he runs back to base then you seize the lane and get at least 1 flag, and unmolested gold+xp from at least 1 wave. This is highly contextual and its often difficult to determine which is the better choice at any given instant. For example, if the enemy DG needed to shop
In an organized team you can focus most damage onto a single DG by enforced positioning. If UB is always in your face and the other DGs stay farther back and kite whenever you go for them, you don't have much of a choice but to focus UB.
Very well articulated Transitive, you've convinced me. :)
Double Post...
So much for "no more responses from me," huh Xavior? Lieu, I was wondering, what type of Oak do you usually use? My friend was thinking about using Oak with my Sedna.
Silence is a tease. Its a huge mana drain that only gives 3/4/5 seconds worth of spell denial. Unless you interrupt something with obvious animation, its impossible to tell whether you actually prevented anything (maybe they didn't plan on casting anyways). I've had some success messing with cooldowns by counting, but that is only useful against certain DGs, and even then they often just run away. The best use I've had for it is versus other Sedna's, to deny Heal as we spike her. <
The way I understand it is that if the enemy has the xp flag, they are getting 20% more experience than you , which is 44% worse than your situation would be if you had the xp flag instead.
Favor items are one thing I don't understand and don't like about DG. Why in the world should anyone be handicapped in their first few games? All items should be immedeately, completely, and equally available to everyone.
Early game its a viable choice to buy monks and stack HP. That gives you unmatched staying power which usually leads to clear level and rank advantage. With this setup you don't have to get Heal 1 right away, but I usually do anyways since good opponents won't die to Pounce 1. However, later in the game Heal is absolutely necessary. With it she can wage a war of attrition and outlast almost any DG 1v1. Without it she just doesnt last long enough and dies. Also I disagre
"Lame" strategies in which people invent various ways to gank a single hero with many just become easier as games get larger. All the other team is doing is stacking strengths and weaknesses, so while they do have a very powerful tactic, if you can survive it, they can't do anything else. Still, when players are allowed unlimited freedom they inevitably find tactics that the game just wasn't meant to handle. For instance, the maximum HP of many players just cannot stand up to 5 snipes
Xavior, If you hadn't noticed the conversation Lieu Malice and I are having has nothing to do with you. Please mind your own business. Malice, I've tried your monks+wind build, it seems really strong in 2v2s where my partner and I can control the pace of the game. If we can drag a battle out into several engagements then we invariably last longer because of the massive free healing over time. However, in larger battles it seems to be less strong. With mor
Malice, That style is very interesting, I hadn't thought of things quite that way before, and I'll give it a try. I just have some questions regarding items... do you start off with the level 1 monk idols right away? If so, does that weaken you early on against DGs that bought combat gear? You mentioned Boots of Speed... I find that I don't ever have room for them since I'm full with Vlemish+Plenor+Scalemail/Nimoth+Banded/UBBoots+Gauntlets/SlayersWraps. What do you leave out? And do y
Actually Lieu, 'we' went through the exact same things as you (omgwtf-HoL phase and everything). My experience sounds very similar to yours, tho mostly from 2v2 Conquest on Cataract. Against competent opponents it is very difficult to score a kill. I play Sedna as a combat hero (from my experience she makes a rather poor minion master compared to other generals) so I maximize Pounce, Heal and Grace, later adding Presence and Silence. Items are usually Banded+Gauntlets to start,