Last active last week
I'd like to share my research on flag tactics.
The link can be found here .
Here are the basics:
1. Always assume each team has a flag at stand. Don't ever lose your flag. It's not good.
2. There are 12 possible flag positions. This is based on a combination of 3 possible flag timers (neutral, ally, enemy) and 4 possible flagging positions (neither team has someone back, only ally has someone back, only enemy has someone back, both teams have someone back). 3 * 4 = 12. There is a best way to play each scenario, which is basically flag tactics. Learn and love it.
3. Flag advantage = team has extra person to do something. Very important.
4. Backup flag = you have control of flag stand and have another flag.
5. Overcap = enemy has control of flag and you have flag (the overcap)
6. The amount of snares in your build depends whether you need a backup flag or just an overcap to use your flag advantage. Lots of snares = generally just need overcap (e.g. RNME), minimal snares = generally need a backup flag (e.g. dual ele spike)
Teaching scrims has now been moved to Bomb hall! PM Teaching Scrims Day or Holye Eerth for guest!
@SISTRENS This could be useful, but as a side project with learners only, imo. I am afraid teachers would rather not show up for teaching scrims, if they have to waste their time waiting for learners to figure out animations. Maybe run something before scrims?
Okay great! I'll be on right now till start of scrims in an hour. Please pm me at "Holye Prayers" if you'd like to do some animation work.
I will see you all at teaching scrims after!
That's really useful content! Maybe you should make a guide thread and post it there as well with timestamps of the skills used.
After using Discord for some time now, I'd like to highly recommend using this application (esp the mobile app). It has the feeling of the old IRC (for those familiar) with enhanced functionality; it feels like a living QQ thread. Once again, I would highly recommend using the app and joining the group.
Thanks for taking over the organization of teaching scrims Sistrens! Great to see another organizer join the ranks!
I'd like to request if I can lead an optional mini-workshop during the 03/05 teaching scrims covering animations.
Recognizing animations is a great skill to improve awareness and is a must for playing any role at an advanced level.
The session would broadly cover the following topics:
I will also try to stream/record the session.
Please let me know if the above is possible.
*P.S: Anyone looking to learn about animations before Sunday's teaching scrims can pm me in-game at "Holye Prayers" and we can spend some time learning.
@Ali You just proved my point. If you knew anything about this game then you can answer those questions yourself.
Let's not joke here you would be EDGE standard without your ruptbots and protbots.
You're so proud to beat people with all of this extra help from your programmes aren't you.
Daily reminder that EDGE beat HDHR in playoffs with SW spike ele.
What I understand as the essence of your question is that the the field is partitioned into different "areas", like frontline, mesmer, cleaning, etc., and you would like to know how the fuse interacts/prioritizes these areas.
I will break it down as I see fit.
What is damage? To understand damage, let us start with health.
What is health? Health is a numeric value given to your character that determines its life.
Heals give a positive numeric health value to your character, capped at its max health.
Damage is a negative numeric health value that detracts from your character's health. Damage can be generally split into armor considering and non-armor considering.
Prots are spells/skills that reduce damage.
Current versus Incidental Damage
Current damage is the focused damage output of the enemy at the given moment. Heals/prots should go where the current enemy damage is directed.
Incidental damage is the damage output of the enemy not doled out at the given moment (e.g. degen) or current damage done to a target that is not the main focus of enemy damage (e.g. AoE damage). Incidental damage should mostly be cleaned by party healing.
Using heals/prots on non-current enemy damage is called redbarring.
The main duty of the prot and fuse is to follow and heal/prot current damage and avoid redbarring. The flagger bar traditionally carries the party healing, though the HB/SG fuse meta is allowing the fuse to partially fill that role as well.
Draw Conditions -
Cure Hex -
1. Cure Hex on hexes that lineback ally offensive character (e.g. blurred vision, snares, lsurge, diversion)
How to play against mesmers? Different playstyle vs PB and vs Esurge? Camping lowset as long as possible?
How much cancel casting is good? Should a monk cancel cast when under a lot of pressure (on highset for example)?
1. Burn shames/diversions ASAP if enemy has a kill threat
Skill priority can be situational but I would rank the below order as skill priority from low to high v traditional 2 fline builds.
DE, SG, Infuse, Cure, Draw, Guardian, PS, HB
In 8v8 situations with minimal movement aside from flags, the fuse must be able to follow and heal/prot 4-5 offensive characters.
When the map is split up (i.e. skirmish/split), a fuse will be the farthest up monk. The fuse will follow the 2nd enemy offensive character that is either at stand or collapsing defensively.
This follow will change only when running a dedicated split (2+ split characters). At this point, the flagger will follow the second collapsing damage, the prot will follow the 3rd damage, and the fuse will follow 2 damage. This may confuse some, so I can explain it in detail if needed.
A fuse should always position in range to save their frontline if they are collapsed/spiked. If enemy characters can cast defensively on your frontline (e.g. blind, weakness, blurred vision, glimmering mark, snares), then the fuse should be in range of the frontline to clean.
V 3 damage - monks should theoretically hold forever
V 4 damage- team has low chance of dying
- the enemy has a chance to kill, but more times then not, its due to ally defensive mistakes
I use 25e (low shield), 30e (normal shield), 40e (staff), 42e (40/40) with high set/death set inventory swaps.
The main generalizable difference between pressure and spike is the following:
Defensive best practices will stay constant against both styles. Getting used to the difference in damage tempo/energy/skill use is the real challenge and requires match-up practice.
If anyone streamed/recorded, I would love to see the games again!