View Full Version : Best Team PVP Selection (Why not a Healer?)
Okay, for either a 2v2 to 3v3 even up to a 4v4 (can't be 5v3... haha)
why not have a healer in your team? that way, you allow the option of you letting your teammate go all damage build. even if your team sucks absolutely and deals out 50 damage at once... if your medic kept healing your guy and the other guy isn't able to get life back... you will win! (at worst a draw)
and beside, if you free up your own team members from obligations to get vit and/or energy, you team members can be doing A LOT MORE dmg than another team without a healer.
it's like... having a medic to go with your marines (remember how they DESTROYED mutalisks once medic came out?)
same senario, you got the other team acting like mutalisks.. well get a medic to counter it
idea of course, from the holy-bolt-adin of paladin forum. holy bolt healer paladin that can holy freeze/cleanse/prayer/salvation
holy crap?! your team will never die!
DayDream
11-02-2008, 22:56
I don't think they heal fast enough =p it'll be 2.5v3 basically
And focused mutalisk micro > m&m <--Who knows what we're talking about?!
Focused 2 chars on 1 char that is being healed while the other 1v1s the other.
well, seeing how my avatar owns yours, i think i will win =) (j/k)
well, here is my idea:
1) healer paladin
2) tower zon
3) guard barb
4) strike sorc/whatever with teleport
basically, 1, 2, and 3 will always stay together in a close defensive formation. if enemy don't come to you, move toward them in a disciplined pack formation.
4 will be a striker or agitator. if they can picked off anyone before stirring the hornet's nest, great. if not, use 4 in a guerilla fight while the main force advance.
as long as the formation is kept tight, you have basically 2-3 shields blocking 75% with very fast heal/cleanse/holy freeze
i don't know... my optimistic 2-cents
(and micro muta don't own marines... i can micro marines too!)
healers will only work against teams with poor composition. a proper 4v4 team will have stun, amp, and two killers, meaning your friends will fall in <2 seconds once they start getting attacked. there's no way you will be able to heal that quickly, plus with all the traps and MB/leap going around, it'll be nearly impossible to hit your teammates with the holy bolt.
it might work if you're just dueling with pvm friends.
DayDream
12-02-2008, 01:41
Necros are usually a must along with zons or bvc which means amp + high phy = team dead.
My micro > yours!
I challenge!
I find healers in tpk lame.
PS: i know what youre talking about DayDream^^
a healdin would only work if it could defend it self ie carry a edeath with him or sumthing to charge
thepandafactor
12-02-2008, 02:56
Best heal would be a glitch auradin, hostile your "team" and if they all wear rising sun, that's gg heal and pretty much unbeatable (assuming you don't die)
Boris The Invincible
12-02-2008, 03:57
Best heal would be a glitch auradin, hostile your "team" and if they all wear rising sun, that's gg heal and pretty much unbeatable (assuming you don't die)
how does that work?
MysticDragon
12-02-2008, 04:51
I don't think they heal fast enough =p it'll be 2.5v3 basically
And focused mutalisk micro > m&m <--Who knows what we're talking about?!
Focused 2 chars on 1 char that is being healed while the other 1v1s the other.
I sure know what you are talking about. Bowazon vs Max Block 50 DR Bone Necro = Marine vs Lurker. Yeah. Against a proper team, it won't work out very well.
DayDream
12-02-2008, 04:52
People who take advantage of the auradin glitch will heal people wearing rising sun or tgods.
Look into the item "Rising sun" and "Tgods" it has the the absorb by x
It's basically a full rejuv when you use one of the two items against an auradin.
xxxkillerxxx
12-02-2008, 17:33
healers will only work against teams with poor composition. a proper 4v4 team will have stun, amp, and two killers, meaning your friends will fall in <2 seconds once they start getting attacked. there's no way you will be able to heal that quickly, plus with all the traps and MB/leap going around, it'll be nearly impossible to hit your teammates with the holy bolt.
it might work if you're just dueling with pvm friends.
A dedicated heal pally can heal 100+ life/second via auras with a simple insight-switch. Anyone can just max prayer and even use normal gear and insight on switch for some serious laming. Hdin can protect ama like usual while healing 50life/sec and switch to prayer (that skill has insane radius btw) for an extra boost once in a while... I think the main reason it's not used is because noone would bother dueling a team like that, just like noone bothers with heal abusers in 1v1.
i think in pally forum someone posted a way to get to 1k+ life regen per second. i think we can send that team in and have them do 5 dmg per second. you will either force:
1) win
2) draw
and rather than prayer, what about holy bolt? 125% fcr max level holy holt bolt with synergy... im pretty sure that heals a crap load of life everytime
A dedicated heal pally can heal 100+ life/second via auras with a simple insight-switch. Anyone can just max prayer and even use normal gear and insight on switch for some serious laming. Hdin can protect ama like usual while healing 50life/sec and switch to prayer (that skill has insane radius btw) for an extra boost once in a while... I think the main reason it's not used is because noone would bother dueling a team like that, just like noone bothers with heal abusers in 1v1.
in team duels, characters drop from full life way too fast for 100+ life a second to do anything. teams are setup so that the target gets stunned while a bvc/druid pummels it at the same time (with amp), so the healer would have no chance to save its teammate. (EDIT: in fact, we choose our targets by finding the ones furthest from the rest of their team)
http://media.putfile.com/XLNC-4v4 (don't mind the last part. my friend just wanted to catch the guy's tmc)
we've tried team duels with hammer hybrids that run with 9 defensive gcs and max heal/prayer in funpks, but they almost always lose. the din just ends up being the last one alive. the healing abilities make it slightly annoying to kill him in the end, but thats about it.
i think in pally forum someone posted a way to get to 1k+ life regen per second. i think we can send that team in and have them do 5 dmg per second. you will either force:
1) win
2) draw
and rather than prayer, what about holy bolt? 125% fcr max level holy holt bolt with synergy... im pretty sure that heals a crap load of life everytime
i'm sure the 1k+ life per second includes spamming holy bolt. in team duel situations, with all the knockback from leap and mb, and with everyone moving around to try and dodge attacks, its really impossible hit your teammate with holy bolt while in the heat of battle. you'd be better off just running around and casting hammers with your insight.
#1 healdin= JSMOOOTH with a insight ecv
healdins are useless unless its clearly aweak team vs a weaker team.
sin + amp + druid = you're gonna die so fast
healing or not :(
xxxkillerxxx
13-02-2008, 11:46
in team duels, characters drop from full life way too fast for 100+ life a second to do anything. teams are setup so that the target gets stunned while a bvc/druid pummels it at the same time (with amp), so the healer would have no chance to save its teammate. (EDIT: in fact, we choose our targets by finding the ones furthest from the rest of their team)
http://media.putfile.com/XLNC-4v4 (don't mind the last part. my friend just wanted to catch the guy's tmc)
we've tried team duels with hammer hybrids that run with 9 defensive gcs and max heal/prayer in funpks, but they almost always lose. the din just ends up being the last one alive. the healing abilities make it slightly annoying to kill him in the end, but thats about it.
Your tvts seem alot faster and more fun than ours, especially when people play to win the whole team usually just defwhores around ama. Your opponents on the other hand seemed to rush recklessly but hard to tell from a video.
Maybe healing still wouldn't help on west, no idea since no team is that offensive here zzzz...
Your tvts seem alot faster and more fun than ours, especially when people play to win the whole team usually just defwhores around ama. Your opponents on the other hand seemed to rush recklessly but hard to tell from a video.
Maybe healing still wouldn't help on west, no idea since no team is that offensive here zzzz...
its probably the influence of all the koreans :azn:
there are 4v4 teams here that just center around the zon as well, but usually a good offensive 4 man team will be able to kill those as well, in just about the same fashion as in the video, except for the fact that we would rush the zon first.
Your tvts seem alot faster and more fun than ours, especially when people play to win the whole team usually just defwhores around ama. Your opponents on the other hand seemed to rush recklessly but hard to tell from a video.
Maybe healing still wouldn't help on west, no idea since no team is that offensive here zzzz...
only cause its vs scrub team
real teams stack life rep and make love to corners
I wonder how you wanna rush a zon based team, e.g. zon barb nec hammer.
I personally would try to split the team as trapsin and open gaps to jump in but I'm feeling like this wont work against organized teams and a 24/7 leapwhore in the opponent's team.
Any input?
I wonder how you wanna rush a zon based team, e.g. zon barb nec hammer.
I personally would try to split the team as trapsin and open gaps to jump in but I'm feeling like this wont work against organized teams and a 24/7 leapwhore in the opponent's team.
Any input?
get nec to spam them out / move them
occasionally rushing the zon then regrouping, etc
hdins are usually pretty useless in tpks `-` with amp, the druid will curb him
but if the barb just leaps 24/7 and the zon/nec just spams it'll be up to your nec ^^
hdin offers conc support for ama and guards zon. druid cant stomp anyways because he'll fall within seconds against conc supported ama and amp.
I just think that this is gona be hard for a rush team
hdin offers conc support for ama and guards zon. druid cant stomp anyways because he'll fall within seconds against conc supported ama and amp.
I just think that this is gona be hard for a rush team
like andrew said, you use the necro to flood them with spirits, forcing the zon to take a moment to move away from the hammer field. once you get the zon to stop firing, you can charge in with the bvc/druid/sin, using the sin to mb/trap the zon to "seal it off" from firing any more arrows, making it easy prey for the barb. the druid can take a moment to pull off the zon to kill the amped hdin/necro if it tries to protect the zon (the minion stack will protect it from both those chars). our necro can spam spirits and bone prison on the opposing bvc to soak up ww hitchecks and protect out bvc while it whirls at the zon.
it becomes a game of coordination, but once you can get the zon to stop firing, the offensive team has the upper hand. it also helps if the offensive team splits up and attacks from two angles, so half the team can dodge amp.
it becomes a game of coordination, but once you can get the zon to stop firing, the offensive team has the upper hand. it also helps if the offensive team splits up and attacks from two angles, making it really hard for the necro to amp everyone.
and to prevent mass multi spam hits =]
I think it will require some practise and coordination like you said but I guess doable. I'll gather with some friends soon and have some fun tvts
and to prevent mass multi spam hits =]
I think it will require some practise and coordination like you said but I guess doable. I'll gather with some friends soon and have some fun tvts
yea, most teams use vent or yahoo to talk with mics when they duel now, so their coordination is pretty good. everyone just needs to know their roles.
yea, most teams use vent or yahoo to talk with mics when they duel now, so their coordination is pretty good. everyone just needs to know their roles.
easier for US players since everyone's mother tongue is english.
in my team there will be 1 french guy, 1 danish guy, 1 finnish guy and me (german) ^_^
all are ok in written english but I dont know how it would turn out in vent/TS
easier for US players since everyone's mother tongue is english.
in my team there will be 1 french guy, 1 danish guy, 1 finnish guy and me (german) ^_^
all are ok in written english but I dont know how it would turn out in vent/TS
thats why the koreans invented l33tsp33k :wink3:
xxxkillerxxx
13-02-2008, 18:55
you can charge in with the bvc/druid/sin, using the sin to mb/trap the zon to "seal it off" from firing any more arrows, making it easy prey for the barb.
I guess barb gets heavy backup from druid as well cause barb vs bo'd+shouted+conced zon isn't funny lol. Overall I bet you're much more coordinated than our teams, here I can't really see anything beat ama+leaping shield barb+prayer hdin with grief switch to negate stomp+nec/sin/another zon/whatever if they defwhore enough. Prayer+insight switch would even negate spirit spam. Your tvts sure seem more exciting...
I guess barb gets heavy backup from druid as well cause barb vs bo'd+shouted+conced zon isn't funny lol. Overall I bet you're much more coordinated than our teams, here I can't really see anything beat ama+leaping shield barb+prayer hdin with grief switch to negate stomp+nec/sin/another zon/whatever if they defwhore enough. Prayer+insight switch would even negate spirit spam. Your tvts sure seem more exciting...
well, the zon isn't much of a threat after the sin starts to MB her. it shouldn't take more than 2-3 hits from the bvc before it dies. its the opposing bvc that gets dangerous for our team, but thats why the nec should be spamming prisons to soak up its ww. the bvc is sort of there to apply general pressure; its usually the druid that feeds off the disorder the bvc causes and acts as the main killer (shout's got nothing on nados :wink3:)
the nec and din won't be able to do much to protect with a druid floating around, because they'll usually die in 2 amp nados. if sin on our team is good, they should be able to take a few moments to stun the pal/necro long enough for the druid to land its hits without losing stun on the zon.
mm i should start recording more 4v4's. they look so impressive :rolleyes:.
p.s. zons teams can never defwhore as much as offensive teams because the zon is landlocked =p
ok, daveyou got a point, however I see the problem in getting close in the first place.
druid wont be able to keep wolves alive vs multis and ****. also, amped and conv supped GAs and multis kill in a few hits as well.
VIDEOS?!?!
ok, daveyou got a point, however I see the problem in getting close in the first place.
druid wont be able to keep wolves alive vs multis and ****. also, amped and conv supped GAs and multis kill in a few hits as well.
VIDEOS?!?!
thats what the "andrew-spam" is for. you use a sea of bone spirits (spirits have longer range than multi) to force the zons to move, and during that respite, you get your entire team to jump in. you're going to take some damage on the way in, but if you split up your team and jump from two directions, at least half the team will get there and force the zon to either change directions or run away, letting the other half get there. even if you can force the zon team to split up with the siprit spam, you can then jump the loner while its separated, but usually we attempt to kill the zon first.
you can also use corners to force the zon team to re-shift to change angles. it usually doesn't take more than 3 teles to break through MS range to the zon.
moral of the story:
zon teams are lame
nec/dru/sin/barb vs nec/dru/sin/barb
#1 ``
moral of the story:
zon teams are lame
nec/dru/JSMOOOOTH/barb vs nec/dru/sin/barb
#1 ``
i concurwith you
zon'sare only good when i play'd zon
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