If you're speaking about frontlines, it's normal. It's a literally zerg fiesta of 72 players. Best is to play it safe at all times, follow your blob, and never get exposed or in a vulnerable position. In all pvp modes, positioning is key, but it is especially true in frontlines because if you get caught on your own, you're literally gonna die in seconds.
If you're speaking about crystalline conflict, there is several defining factors that directly account for a team literally crumbling, or winning:
1) Damage done, press your buttons at all times. If your team damage is significantly lower than the other, they are putting an insane pressure on your resources and they're getting away for free with theirs, which snowballs extremely hard when your team is then trying to catch up.
2) Defense management, comes with practice, but if you feel under threat, especially as a squishy job, spamming recuperate or guard can save your life. Even if you overdo it at first or just do it for no reason because you just got spooped, better safe than sorry. Use your elixirs after if required. Better use of it will come with experience.
3) Positioning is key as usual. If you're ranged and get harassed by melees that hard counter you, run to your team mates, run all around obstacles and try to make the harasser lose time, they can't do a lot if they can't catch you. If you're melee or healers, you're probably going to be closer to the fray or right into the thick of things. Know when not to overextend and when to zoom out. You can't bear the brunt of damage on your own forever, even as a tank or healer.
Working on other details is meaningless if you're not solid on those already imo, and those are valuable for any job no matter what.
Note: it can also be good to comprehend how skill application works in pvp, especially regarding on how you use Guard. Most if not all skills will take their effect as soon as they are pressed and registered by the server, even if their animation and damage actually resolves way after (this is why a lot of shit seems to go through Guard, they just pressed it before you). All crowd control abilities however immediately snapshot when pressed, even if their additional damage waits for the animation resolution to show and apply. In short, it's a big mess, but the morale of the story is that a lot of stuff applies at skill registration, while a lot of feedback of it is delayed on screen.




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