User:Shadow12776/FA Team vs. Team

If FA was a team versus team game where you would be able to make your own teams, like HA, like GvG. Just because people know how to sync. How would you enjoy your game. How would you compose your game? Create your Luxon team, your Kurzick team or maybe compose a full game, making both sides.

Examples can be very different. You may enjoy making two teams of 4 going through each door or 1 team going through one door. Don't forget: you don't need rezzes, you may give some description how to use it and feel free to play with this for a while and try synching it.

1
Split Tacticz by Vincent Evan

Against Melee-Orientated Teams
 *  Against Caster-Orientated Teams 



How to Play
The top three is the split team that which sticks to left as much as possible. The shockwave elementalist goes to call for turtles while the other two go to kill any stray enemies and start against the initial gate NPCs. Wait until the gate NPCs are revived while you re-cap the mine (if it is captured by Kurzicks). During this, standard play against the main team with the warrior calling targets for the SH elementalist to Rodgort's while the Ritualist spams Xinrae's and his support skills. Necro should play according to enemy style. If there are people sticking to the mine, they should cast Soul Bind + Malaise on brave casters or Faintheartedness/Insidious Parasite + Define Defenses on physicals. Be a linebacking bitch or apply pressure on enemy monks. The split ritualist should primarily try to keep the turtle and teammates alive and use Renewing Surge on any close target. Save Lamentation until you break the inner gates and are able to do more than to corral your teammates. Shockwave should ping targets for ESurge, all while the ESurge itself should watch for low targets, enchantment targets, or monks to apply WW/WD on. Diversion and Shame are put in place as standard shutdown. Use to help enable kills or to divert a key skill keenly. Split team should stay near the turtle at all times and when the main team breaches its inner gate, then both teams can start extending and killing NPCs and players. Two Xinrae's + Caster/Physical Shutdown via Nec Spells + Caster Shutdown via Mes Spells + WoH is essentially a guaranteed win with your friends assuming they can play this game correctly.

1
Trap Squad by Shadow

How to play
The two trappers may either group or split between the doors. SoS just aids the trappers and uses more conditions. PI slams down the opponents and puts on fragility and important conditions. Shockwave may go cap solo or aid trappers. Two Healers means ability to split. ST holds turtles on one side mainly and aids as protecter of the team.

2
Obvious setup is obvious by Chonsy

How to play
3 Monks and 1 Ritu for each side. Insta win and gg. But its very boring. If for a strange reason you want to play something different:

3
Defensive team by Chonsy

How to Play
Warrior and Assassin rush on the first monk they see, chain KDs so that the Mesmer can mantain the damage by the Wastrel Spam, Elementalist can do an additonal KD, Ranger snares, rupts and dazes people. Healers just heal. If you cant win with this youre an idiot.

1
The game is on Chonsy by Shadow

What should they do
Kurzicks defend their base by healing, healing, healing, healing, Luxons should enter with Esurgers together (may split too, there is not problem. Splitting will however result in two spirit groups to be up instead of one). Esurge everything to downfall so they have no real energy to be able to use. Spiritual Pain on Ritmaster and Shockwave goes frontlining stuff. Can deal with other encounters as well probably.