The 10 most common errors and misconceptions of Conquest PvP - Page 2 — Guild Wars 2 Forums

The 10 most common errors and misconceptions of Conquest PvP

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  • Jack Redline.5379Jack Redline.5379 Member ✭✭✭✭

    @Crab Fear.1624 said:
    11) Playing Thief or Elementalist

    Get out :P xD

  • Dreddo.9865Dreddo.9865 Member ✭✭✭

    I wish many new people have a good read at this, well said thumbs up.

  • GlockBoy.2134GlockBoy.2134 Member ✭✭

    You only get offense from standing on and contesting it. Stand on a node some one already owns and not changing it to yours doesn't give you offense points.

    I'm pretty sure you get offense points by standing on a node that your team doesn't own whether it is contested or not, and you don't need to fully capture it. Easy to test, click into your scoreboard as you capture a node, and you will see your points start to rise before you fully capture. And as far as the defensive points, you get those as you stand on a node your team owns that is being contested.

    I'm not PC bro

  • Rico.6873Rico.6873 Member ✭✭✭
    edited May 7, 2019

    Any suggestions on hard capping a close point or not when the enemy has a thief?

    What I mean is that you or a ally stays at the close point (unless the entire enemy team is coming)
    And stays there as long as possible because If they leave the enemy team (Thief) will insta delete/cap your point

  • rng.1024rng.1024 Member ✭✭✭✭
    edited May 6, 2019

    @Rico.6873 said:
    Any suggestions on hard capping a close point or not when the enemy has a thief?

    If you already own far and mid - leaving it neutral is perfectly fine meaning you can kinda leave it and the opposite team will have to 4v5 when they want it.

    If you only have 1 cap on the board, leaving it neutral is fine as long as your team are in the score lead. However you should have a roamer or duelist watch for contestion and hover around it to stop it going to the other team.

    If you have no caps whatsoever, cap it only if you intend to hold it. If not send one of your duelists instead.

    Having a thief on the opposing team is kinda irrelevant as you should always have either a duelist guarding your close point, or a roamer looking out for it and contesting until you get someone more tanky on it to defend. Never ever should your roamer or teamfighters be solely in charge of your close point. If your duelist is of the "rush far" type then you guys are fighting a 4v3 in mid (1v1 at far point, enemy thief going for a close point decap) which you should be able to win and snowball from, if not that duelist need to try holding close instead where he can get the occasional help easier.

    Basically not holding your close capped will 8/10 times put you at a disadvantage. Better safe than sorry unless you know the players on your team.

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    Its funny you'd mention thief going home.
    I usually initially cap home while playing my ranger and suggest the third goes elsewhere. My initial burst of mobility isn't all that much worse off than a thief's. If there's a thief on my team that feels confident as a duelist and wants to go far I totally support them.

    What happens most often is I'll get a free cap on home and our team will outnumber the middle point as multiple of the enemy team see the thief pushing their home and go after him/her. This often results in a successful cap of home and mid.
    If 4 enemy push mid (or 3 mid and 1 to me at my team's home) the thief can often force a decap/stalemate on far often forcing the enemy team to send back support to deal with it. That thief also has the option to pull out whenever it wants, and if multiple enemy players are running around their third of the map that's a win for our team.

    As for camping on a node, as a ranger I love it when players camp the node. That means they're not smacking me. If someone wants to stand on a node and let me free cast on them, great! This happens curiously often in the initial stages of a game when an enemy is trying to force a cap on our home. (At least in high gold). Beyond rare situations the only time I'll camp a node by myself is if I'm in a 1v1 with another ranger. That said, I gave up on trying to 1v1 warriors or either of the engineer elite specs for a node. They can have it, I'll go +1 something that's actually susceptible to power damage and then out-mobility them back for the decap. >.>

    I've won matchups where we've better half of our fights because the thief has astounding map awareness and is stellar at keeping nodes de-capped (and full capped while the team fight is happening).

    ~ Kovu

    Ranger main before it was viable.
    Fort Aspenwood.

  • Rico.6873Rico.6873 Member ✭✭✭

    @Kovu.7560 said:
    Its funny you'd mention thief going home.

    I've won matchups where we've better half of our fights because the thief has astounding map awareness and is stellar at keeping nodes de-capped (and full capped while the team fight is happening).

    ~ Kovu

    Yeh these thieves always manage to make it very annoying if you even leave your point for a millisecond....
    Then he blinks away towards mid/far and goes on poking and destroying my allies....

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