User:Raine Valen/Luxon Alliance Battle Strategy Reference/Etnaran Keys Micro Rotation

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This requires teams dividing the map into districts and having each team operate within them, as opposed to everyone trying to cover the entire map.

The Reasons[edit]

This is done because

  • (1) it ensures that no shrine is left unattended for too long and
  • (2) it discourages mobbing

The Build[edit]

For a team intending to micro rotate, as with any sort of rotation, survivability and quick-cap builds are the way to go.

  • This does not mean that everyone should be able to solo cap or anything like that, this means that the team should be balanced so as to avoid wipes.
  • A team build should consist of:

The Means[edit]

For a coordinated group of Luxons, the best way to go for this would likely be to start 0-12-0 and roll the res shrine immediately, then to start rotating from there. Though, recommending 0-12-0 to a group of Luxons who don't know the strategy beforehand is likely to exact a few flaming comments. 4-4-4 will work, perhaps not as well, but it'll work.

If your group insists on the 4-4-4:

  • Continue in regular fashion unless you are the center team and intend on rotating two of the lower two shrines.
    • In this case, take the first shrine, but do not move to res first and instead begin rotating immediately.
  • After having rolled across the map (or failed to) in the initial run, instead of mobbing at the far center shrine, fall back and begin rotating between your three shrines.
    • The three shrines should be two adjacent outside shrines and the resurrection shrine. For example:
      • Resurrection, Resurrection Orb, Elemental Defense
      • Resurrection, Elemental Defense, Elite Warrior
      • Resurrection, Elite Warrior, Attack Point
      • Resurrection, Attack Point, Elite Elementalist
      • Resurrection, Elite Elementalist, Melee Defense (though this one is inefficient due to the long run between Elite Elementalist and Melee Defense)
      • Resurrection, Melee Defense, Resurrection Orb
    • When picking shrines, try to pick something your team can handle easily. For example, an enchantment-heavy team should not go for either of the Defense points due to Shatter Enchantment and Desecrate Enchantments.

Your primary concern is not specifically to defend or recap, but to do whichever of the two presents itself when you arrive at a shrine.

If you notice a lack of Kurzicks in your rotation shrines, it is strongly recommended that you not go looking for them, as there's probably a nice mob someplace else on the map.

With teams (or even just one team) holding down three shrines each, it's easy to keep portions of, or even the entire map if there is more than one team using a strategy like this, almost constantly red.

The Counters[edit]

The biggest threat to a spawn party is, of course, a bigger group of Kurzicks.

  • When you see a large mob in the direction that you're intending to go, don't break rotation in order to go someplace else; instead, wait for them to move on and cap behind them.

The second thing that commonly reduces spawn the effectiveness of a micro rotation is failure to stay in the pre-decided district.

  • If the Kurzick teams take other shrines, let the two other Luxon parties handle it, especially if they're also running rotations. Remember, you’re not the only party on the map. And because of others’ natural urge to “cap cap cap!”, any shrine that goes blue will soon receive attention.

Expansion[edit]

The best way to expand this strategy is simply to have more teams doing it.

  • With multiple teams running micro, more shrines get more coverage.
  • It is important to pick outside shrines that do not overlap with those of other micro groups, as that will (1) waste the time of one team and (2) leave another shrine elsewhere uncovered.