Don't be bad.
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Don't be bad.
If the healers are doing their job properly, they are generally baiting any melee classes attacking them to the ramp and just killing them outright, you should give them that option by letting the melees come to youQuote:
Casters should be throwing CC at everything that moves, stun, root, sleep. Don't let them touch your healers. Any melee that runs into your lines should be immediately knocked back.
I'm not 100% on what the qualifying factor is when getting credit for the kill on nodes/monsters/adds, but I get the feeling it's attributed to % damage dealt. If one company does 51% they win the kill even if they don't achieve the last-hit.
You say you think 8v8 you should fight them, but the time taken to down an 8-man effectively is horrendously long.
We've had countless situations where we back and forth'd at each other until another 8-man party from opposing GC came to back them up.
The majority of kills in Slaughter are down to overextending melle, or limit breaks.
Your best chance for killing is when you are 24 and co-ordinated.
Priority:
- Arrive first
- Deal at least 50% damage to the node
- Attempt to win some kills for battle high
- Retreat as soon as possible before team B is overwhelmed middle.
Yeah, you're right Ulric, the win goes to whoever does the most damage to it. And yes, melee is VERY important in 8v8v8. I've seen NINs single-handedly down a drone before a group can. So, in these matches I've seen/heard a few successful strats:
1. Get there first. Usually the first team that hits a drone wins it so make sure melee is within range when they spawn.
2. Attack the drones on your left and right first. If all goes well you'll nab 3 drones everytime and that can give you a huge lead.
3. Deal majority damage. I'm a little more cautious so I stop dps around 51% or more depending on if another player is attacking it.
4. If you successfully push a team back, down the drones on their side first.
Whoever can unleash the most dps the fastest has the advantage here. Also, one healer is more than enough.
Bump for anyone interested
The same could be said of any class.
If you ever get focused, whether it's getting hit by a ranged from afar, a hit by a melee - w/e. Fall back to your ramp. It's as an offensive a maneuver as it is defensive.
should mention the recommended /emote of player choice that goes inbetween the Repose >> Fluid AuraQuote:
Sleep and fluid Aura.
Also known as the THIS IS SPARTA Combo.
Healers are deadly on them ramps yo.
/comfort, /rally, /bow, /salute
my prefence: /no (Roe Finger Wag)
Is there any point to being melee in this? PVP in general, I suppose, but Slaughter feels to me like the only purpose for melee is to give the ranged classes something to utterly decimate.
For 72player slaughter melee definitely requires a different playstyle than the other match modes.
Personally, I feel the first/only priority/role/job as melee in 72 slaughter is to not die. Or at the very least, be extremely difficult to kill. You don't want to be the food that starts an enemy Caster's Battle High/Fever or fills a Melee's LB bar so they can go 1-shot your healer.
Most of the time enemy DPS will lose their patience trying to get at it you and overextend or do something silly that get's themselves killed by the rest of your team. (Alluded to that on page 1)
May not help your Rampage, but assisting fills the LB bar too, so eventually you'll fill. And LBing wisely and target cycling wisely, - but mostly just keeping yourself alive - is my trick for a good k/d ratio
My approach at least.
I think I was in that match... we had a really bad team. x_x