Guide into Advanced Flagrunning By moo ^_^
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This guide is writen to give you a better insight in the job of a Flag Runner in Guild versus Guild. The whole guide is writen by using my personal Running experience and isn't only ment for people who wish to run flags themselves. Knowing what a flag runner does will give you a greater insight on the 'big picture' during gvg's so take a few minutes to read this. Before getting into all the nasty details of flagrunning, let's go over the basics, shall we?
1) Flag....what?
Flag running is the task of running a flag to a specified location (usually the flag stand) in a PvP situation.
In GvG, this is done to help secure morale boosts for your team, while preventing the opposing team from gaining morale boosts in the process. Typically one player is dedicated to that role. Most flag runners carry speed boosts, which are used to both escape from enemies as well as running the flag faster as flags cause a 33% reduction in movement speed. -GuildWiki.
When it comes to underestimation in Guild Wars, flagger is considered to be in the top 3. Altho it seems like a brainless point-to-point running to loads of pvpers, flagrunning and/or morale boost are seen as breakpoints during any close called GvG match or can even completly turn the tide in a lost situation. Thanks to Anet for updating the GW-Ladder (no more resets), a lot of top-teams as vD play a strategy called Powerplay, where they overrun the enemy completly, forcing them back into their base and holding them there. During such extensive pressure on the other team, it is very likely to lose some players. Where most teams try to avoid that, powerplay is considered to be the extreme opposite. Teams playing the powerplay strategy are not afraid of actually losing players reaching their ultimate goal (holding the enemy into their base, with or without any kind of pincermove). So, why are they not worried about losing players? Flagrunning. Teams who are able to push the enemy back into their base get a constant flow of morale boosts to cover up their loses. Being able to plant the flag against a team playing powerplay, can win you the match.
2) Flag Running Components
Please note that a flagrunner must not have all points listed below, but, the more you have, the more versatile and stronger you will be.
- Long range defensive skills such as Extinguish, Heal Party, or Light of Deliverance.
- Speed boosts. Storm Djinn's Haste is the current metagame's run buff of choice. Other interesting speed boosts are Flame Djinn's haste, Pious Haste (Enchant removal !), Armor of Mist, Windborne Speed, Dash.
- Skills to shed conditions. Mending Touch is a good example. This is vital due to the extreme power of rangers applying conditions in 1v1 situations and does wonders against You're All Alone warriors. Other interesting condition removal: Mend Condition, Dismiss Condition, Purge Condition, Purge Signet, Mend Body and Soul, Weapon of Remedy, altho Mending Touch is a Must Have in most cases.
- Self healing. Mainly used: Shield of Regeneration, Zealous Benediction, Weapon of Remedy, Word of Healing.
- Ability to heal NPC's being targetted by enemy ganks.
- Usefulness when with the rest of your team. This can be additional healing, damage or support.
- A snare, knockdown, and/or blind for self-defense against a ganker. When not using any of those; a higher self defence can be gained by using dodge/block stances and/or enchants.
- General utility in 1v1 situations. It's not the kill that matters, it's what the enemy can't kill.
3) Flag Running Duties
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The most important duty of a flagrunner is to go back and forth, bringing the flag to the flagstand, capping and going and get the next one.
When running the flag try to do this in the fastest and most effecient way possible. When trying to do this, this will require you to take certain risks while running. Taking risks is not a bad thing as long as you are aware of the dangers that taking those risks may involve. Informing the rest of the team of what you are planning to do will greatly increase the chance of you actually surviving while taking risks.
Make sure you can handle any problems you may encounter while running and/or taking risks. Going in safe WILL save u. A good example of a common risk and/or danger while flagrunning can be found on Imperial Isle. Let's take a closer look.
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As you can see in the picture above we are looking at the job of the red flagrunner. The red route from base - flag respawn point is the safest route you will be running this match. Call your girlfriend, chat up a little on MSN or Yahoo, there are no risks while taking this route. From the moment you pick up the flag, you will be faced with a dilemma. You can follow 3 paths to the flagstand to meet up with the rest of your team. I advise you on taking route 2 here. It's very clear that route 2 is a longer route then route 1, but take into consideration that the match just started and lots of teams tend to try and catch the flagger from the start using the teleports. Dying from the start would place you and your team in a very tight position so let's play safe, shall we?
After capping the first flag you will be faced with the same dilemma again. Route one is considered to be the shortest route to run and will be used by most teams for the rest of the match. Tho, this route is by far the most dangerous. As a runner you are exposed to the other team while taking this route and mostly out of range of your backline monks while doing so. Inform your team before taking this route. By now you should have had enough time to analyse the other team. If the other team has a lethal spike or if they are able to chain a nasty snare you might want to consider taking route 2. Altho this route is longer, you are safe of enemy pressure, spike and snares and by doing so u may actually be able to
run the flag faster, even when taking a longer route. To be complete, let's take a look at route 3. Route 3 is the most 'sexy' way of running the flag. By using the teleporters you might be able to escape the other team their spike and/or snares. Tho, don't bother trying this route over and over again, it will become a disadvantage when used too often.
Note: When your team is able to play agressively and push your team's backline on the opposing side of the flagstand, always run route 1. But even then, always inform your team's monks when you move in to plant the flag.
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Inform the team of your presence at the flag stand, participate in spikes or other offensive endeavors, and help defend your backline (e.g. blind warriors).
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Safely pass off the flag to an ally for double running in situations where either the flag runner may not be able to safely run it in himself (e.g. if the runner has accumulated death penalty) or the team is behind on flags.
Passing on the flag can save you and your team some precious time. When playing on Burning Isle, passing on your flag to a Melandru dervish works wonders. Also when playing VoD and the opposing team has their archers lined up at the flag stand, consider giving the flag to a higher armored target to make the actual cap. A melandru dervish is again the excellent man for this job.
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Counter the enemy's gank squad while making sure to inform your team of their progress.
As a flagrunner your job is more then just run flags, you are also an explorer and constant flow of information to your team at the middle. When facing an enemy gank it is very likely for the flagrunner to stay back and keep as much as possible alive in the base. The choice for the flagrunner to stay back implies that:
- Some else will have to take over the flag, and if needed the flag running and as a followup to that, the pressure of your team in the middle will decrease. A good call of the main strategy caller is needed here to counter mismatches caused by switching flagrunners.
- As a flagrunner you might not be able to hold the gank off. Don't be a hero and call for help. It's better to let an NPC die, then to die yourself.
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Capture other map-related points (Health Shrines, Catapults and Repair Kits, and Additional Flag Stands).
Capturing other map-related points can be quite an advantage for your team, tho you must always keep in mind that running the flag to the flagstand is the main priority. While trying to take another point on the map, you can either ask someone else to run the flag while u do so or wait untill u have a clear advantage to safely do this. When caping a health shrine try taking the thief with you. He will save you some precious seconds.
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Provide long-range support with whatever skills are on their bar. Using Heal Party and/or Extinguish is particularly important against pressure builds since these skills are very efficient at reducing pressure.
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Be able to fit in the main team and cooperate with them.
Altho this will not seem to happen very often, when your team has a hard time giving head to enemy pressure, the strategycaller may want to decide to keep the flagrunner at the middle and giving someone else of the team his job. This is mostly done versus pressure teams. Make sure you are used to the life in the main team and be aware of problems the enemy team may cause to you and your team giving you the opportunity to play at the main team like you've been there from the start. Analysing the other team while running flags will greatly aid you and your team here.
4) Flag Runner tips
- Call out when you're approaching the stand with the flag. Your monks should cast Protection type skills on you so you don't get spiked. If the Tower Flag Stand is away from the center team, you might need to call for a teammate to escort you.
- When calling out for help, being specific is usually the most efficient way to communicate things. Asking specific players to come to your aid ensures there is no confusion and keeps you moving faster.
- Flag runners are commonly the victims of a body block to force a morale boost. Flag runners should always be mindful of the positioning of opponents and terrain obstacles before moving toward the flagstand. Be careful of running against or too close to walls.
- Flag runners should be keenly aware of how pathing and character movement work so they do not regularly waste time or get body blocked. Knowing when to use the mouse and when to use the keyboard is important.
- Remember to type /stuck to prevent desynch (also known as 'Rubberbanding')
- Practicing routines on specific maps can lead to significant improvement; flag runners should be thoroughly familiar with the details of every map. For example, on maps such as Uncharted Isle, practicing an efficient routine can allow the flag runner to run back into the base, grab the flag, and get out before the gate closes, saving several seconds each run and giving him extra time at the stand to help with spikes.
- Practicing one-on-one scenarios with your flag runner can significantly reduce the amount of attention and resources your team has to spend on them during actual matches. A common drill is to practice how long the flag runner can run in circles with the flag while a common ganking opponent (e.g. a warrior or assassin) is chasing them, which emphasizes the ability to stay cool under pressure for long periods and keep the flag moving.
- Make sure you have bound the 'Pick up item'-key on a near, fast and easy to reach position on your keyboard or mouse. It will not only help you on picking up flags and selecting the flagstand, when used in combination with the 'Do it'-key Guild Wars will take the closest route for you to the flag/flagstand. Be cautious not to space out while doing this, you should use your free time to analyse the opposing team. Also note that this automatic route function still contains some bugs and makes you an easy bodyblock-target.
And to end with something more light; a Healbot Blues Comic.
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5) Licks and Thank You's.
Thanks for taking the time to read this. I hope you actually learned some new stuff while doing so.
Also thanks to Team 42 for giving me the trust to run their flags. (because they are all too lame to do it themselves).
Always keep in mind that a Flagrunner works best if he plays by using his head and his experience. Communication with the rest of the team is the key to succes!
Good Luck.
Note: Shortly after writing this manual I took a break from GW; Now, I don't run for XLII anymore, as they went inactive, but run as Freelance flagger.
Writen by moo. Main Flag Runner of The Answer is Forty Two GvG Guild [XLII]. Flag Running experience +-1 year.
Writen: 03/09/07
Contact: Ingame Name:
Its Mr Moo For U
Sources used:
- GuildWiki: http://wiki.guildwars.com/wiki/
- Guild WarsTM Game
- Healbot Blues: http://www.crithitcomics.com/healmain.htm