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Author: Keo
4,155 Views
40 Comments
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The Wonder of Corners!
As some of you may know I have developed a slight fetish for corners, in fact I just can't get enough of them, every time I see a corner I squeal with delight!
So this is my short guide to corners and their proper use. |
Corners are found all throughout the Guild Wars world, some are better than others but all can be used by a clever Tank. The idea behind using corners is to trap your foes and keep them from the rest of your team while holding them together for a good nuking.
The idea for this guide came from a recent 5 man UW trip where as the Tank my holding the agro was vital however I feel that the logic behind this can be put into practice anywhere in the game.
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| What is a Corner? | |
-This is a Good corner | -This is a bad corner | -This is not a corner |
As you can see from these 3 examples the sharper the angle the better the corner. A sharp corner gives you a better position to trap your foes.
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| Using a Corner |
The idea in brief:
The Tank needs to run out from the team and agro the target mob, the Tank must then pull the mob back to the chosen corner and body block them to keep them from the casters. The casters can then move up into range and nuke the mob.
|  | The Pull
The casters MUST stay back out of the Tanks agro! I have seen many many pulls go bad all because of an over zealous Ele. Let the Tank go do their job and get things set so you can do yours.
The mob must be pulled along the wall as much as possible towards the corner, don't worry if the mobs casters stay back as they will move up when your casters move into the Tanks agro. As long as they are on the same side as the corner (in this example the right side) they will end up in the right place. |  | The Hold
Once the Tank is in place and the mob has settled on the corner your casters can move up and attack the target closest to the Tank. As soon as you start attacking the mobs agro will switch from the Tank to the rest of the team and they will all move up against the Tank into the AoE.
This is where you take advantage of the games pathing. The Tank and the wall next to them hold the mob in a V, they want to get to the casters but the pathing routes through the tank instead of around it. I should hope you know about body blocking as this is a perfect example. |  | The Trick
As long as the team stays on the same side of the tank as the mob they will all be safe and the agro will hold, imagine a line drawn through the Tanks agro and make sure you keep the mob and the team inside the same half. The mob will try and take a straight line through the tank, while they're doing this they don't think about running and will stand in the AoE.
If a team member forgets this rule and moves to the other side of the Tanks agro the mob will split and come around the Tank after the caster resulting in lots of running and screaming.
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Things to Consider
Firstly you need a Tank which can survive on its own for a couple of mins while pulling a mob as well as taking a heavy beating once they have it,
The mobs healer might not always be the best target, healers are the only thing that doesn't always pull into the AoE but considering the amount of damage your nukers will do they can sometimes be ignored and left til last.
The Tank has to be careful not to move, if something slips past just let it go and try and hold back the rest of the mob. Your casters can deal with one but if you let the whole lot get by we're back to the running and screaming.
Patience. You might have to wait for a min for a mob to wonder into a good position for pulling, you need to weigh up if this is worth it for an easy kill or should you just rush in and risk the entire run?
| I've used this technique in quite a few places and it always bugs me when I see people try and maintain a mob out in the open. Using corners in this way and taking time positioning foes to your advantage can make for an easy efficient run.
Hope this helps in some small way and can encourage others to appreciate corners as I do!
^_^ |
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