What are your views of IGVG in the meta right now? Numbers to run in a roster, and what they should be prioritizing? I have heard that they are the prime target for spears.
All mainball players get attention from spears but for VGs it can feel a bit extra atm. The reasons are that: (1) They are less likely to be getting prio'd on healing at any given moment and will be less likely to have a sacred. (2) Once they use Tomb there are really no resources left to kite except for self peeling with scream + shower (if you even have those up) and realistically only shower will allow you to gain distance. (3) VGs are looking to come in at the mid or tail end of a crash sequence for efficacy & safety reasons so they are just going to be playing edges more than bruisers and have less body commitment overall. This leaves them generally more isolated and vulnerable.
To answer your other questions though: VG/IG has lost a lot of slotting prio since its inception, yet still remains a fundamental class in wars to this day. And because wars and pvp generally have moved further and further towards team play over time, VG/IG is more important than ever. Bruisers just cant do their job effectively without them. If you used to be more of a raid VG/IG and solo played, those times are over. You must perma-hand hold your bruisers now. Especially in between crashes, as VG/IGs are needed for dogging effectively. With that said, you are looking to have a minimum of 5 in your roster: 1-2 for Point, 1 for each Quad, and 0-1 for KS. In Fort, you may look to have more by having 1-2 KS players swap to it.
@@naomi-nada By dogging you mean when your Bruisers are heaving with WH for pressure on opposing quad players, right? So in these situations between crashes you are looking to solo scream or shower those dogged player I assume.
Hi! How does this translate to healer meta? You mentioned spears becoming more prevalent - and less fire staffs. Thrust and thrust conditioning should probably be utilized more then right? You also mentioned that the focus should be on mainball players on point depending on the percentage of tick…. That means the low tick = focus healers, high tick = forget the healers and focus point players? Or should KS focus point players no matter what?
Yes, thrust conditioning and thrust protection should increasingly be considered as flamethrower continues to go out of fashion. Do not expect to not have to worry about fire damage at all. Obviously you will still have to contend with some KS stuff and, beyond spears, light FS or light padstaff may also find its way into quad dps slots (but don't expect to receive much attention from them outside). As for KS attention prio, I would say that ideally during low tick, attention should be given to both healers and mainball players, but maybe edging slightly more towards mainball, with the goal of having good left/right side pressure on mainball players. As point starts to get into like the 60%+ range, any attention on healers should start to drop off if your company is not at a level to maintain both, because direct damage to mainball players has the most value right now. Now, ideally if you could have/maintain both, you would. Atm, EU is a bit ahead of NA in this regard, but thats changing, and I suspect healers will start to feel more pressure in NA as companies start min-maxing macro and more efficiently allocating KS + Quad DPS resources. Healers should also as a rule of thumb still expect to be receiving more pressure in fort than outside. That's just always going to be the case due to the nature of both environments.
You mention a lot around kill squads and them leaning pressure to quads. But how important are deto-bombs still? That wasn't really covered. Sounds like Quads are punching bag right now when kills squads lose, but what are the quads primarily trying to achieve should they win as well as thier kill squads win. Push to point?
Quads always have to be the punching bag at this point, regardless of what is happening with KS. Deto-bombs are still fundamental. Quad zerg crashing is at the core of what has the most impact on tempo/advantage in wars. That is why (a) having a good caller now is more important than ever and (b) direct pressure on mainball is paramount because it enables your quad zerg to push advantage and get quality crashes.
Really great info. Thank you for uploading and sharing.
banger, should be a mandatory watch for anyone trying to play wars
Thank you for this, Nada! - From KDS
KDS on top
KDS on top@@naomi-nada
Thank you .. top inside view on the current war meta
When are you coming back?
@@Brit-CK Season 6
Banger.
Another banger
Ammazza che mazza
Grazie! Sei troppo gentile 😉
the gospel of new world
What are your views of IGVG in the meta right now? Numbers to run in a roster, and what they should be prioritizing? I have heard that they are the prime target for spears.
All mainball players get attention from spears but for VGs it can feel a bit extra atm.
The reasons are that: (1) They are less likely to be getting prio'd on healing at any given moment and will be less likely to have a sacred. (2) Once they use Tomb there are really no resources left to kite except for self peeling with scream + shower (if you even have those up) and realistically only shower will allow you to gain distance. (3) VGs are looking to come in at the mid or tail end of a crash sequence for efficacy & safety reasons so they are just going to be playing edges more than bruisers and have less body commitment overall. This leaves them generally more isolated and vulnerable.
To answer your other questions though:
VG/IG has lost a lot of slotting prio since its inception, yet still remains a fundamental class in wars to this day. And because wars and pvp generally have moved further and further towards team play over time, VG/IG is more important than ever. Bruisers just cant do their job effectively without them. If you used to be more of a raid VG/IG and solo played, those times are over. You must perma-hand hold your bruisers now. Especially in between crashes, as VG/IGs are needed for dogging effectively.
With that said, you are looking to have a minimum of 5 in your roster: 1-2 for Point, 1 for each Quad, and 0-1 for KS. In Fort, you may look to have more by having 1-2 KS players swap to it.
@@naomi-nada By dogging you mean when your Bruisers are heaving with WH for pressure on opposing quad players, right? So in these situations between crashes you are looking to solo scream or shower those dogged player I assume.
@@OctavianGaius Precisely.
nada on top 💕
Hi! How does this translate to healer meta? You mentioned spears becoming more prevalent - and less fire staffs. Thrust and thrust conditioning should probably be utilized more then right? You also mentioned that the focus should be on mainball players on point depending on the percentage of tick…. That means the low tick = focus healers, high tick = forget the healers and focus point players? Or should KS focus point players no matter what?
Yes, thrust conditioning and thrust protection should increasingly be considered as flamethrower continues to go out of fashion. Do not expect to not have to worry about fire damage at all. Obviously you will still have to contend with some KS stuff and, beyond spears, light FS or light padstaff may also find its way into quad dps slots (but don't expect to receive much attention from them outside).
As for KS attention prio, I would say that ideally during low tick, attention should be given to both healers and mainball players, but maybe edging slightly more towards mainball, with the goal of having good left/right side pressure on mainball players.
As point starts to get into like the 60%+ range, any attention on healers should start to drop off if your company is not at a level to maintain both, because direct damage to mainball players has the most value right now.
Now, ideally if you could have/maintain both, you would. Atm, EU is a bit ahead of NA in this regard, but thats changing, and I suspect healers will start to feel more pressure in NA as companies start min-maxing macro and more efficiently allocating KS + Quad DPS resources.
Healers should also as a rule of thumb still expect to be receiving more pressure in fort than outside. That's just always going to be the case due to the nature of both environments.
:goat:
You mention a lot around kill squads and them leaning pressure to quads. But how important are deto-bombs still? That wasn't really covered. Sounds like Quads are punching bag right now when kills squads lose, but what are the quads primarily trying to achieve should they win as well as thier kill squads win. Push to point?
Quads always have to be the punching bag at this point, regardless of what is happening with KS. Deto-bombs are still fundamental. Quad zerg crashing is at the core of what has the most impact on tempo/advantage in wars. That is why (a) having a good caller now is more important than ever and (b) direct pressure on mainball is paramount because it enables your quad zerg to push advantage and get quality crashes.