/Face for anti-sniper tactics
Copied from other BB - I wish I had known this command yesterday:
Step 1. Sniper presence discovered
Step 2. Everyone hit (ESC> to clear your target-bar
Step 3. After sniper attacks (miss or hit) they will be your current target.
Step 4. Use /face command to point you in direction of sniper. (best to use macro)
Step 5. Sprint in the direction /face command puts you in (bringing as many of your friends as you can)
Step 6. Use /face command intermittantly to see if archer position has moved.
Step 7. Beat crap out of archer.
"That I am!"
bolshoi too Scout/Sage
Posts: 429
(11/29/01 10:09 am)
Dont forget /stick to follow /face
Once you start your run, start hitting /stick and when you get close enough, the sniper won't be able to get away.
At least that is true of the scout. The hunter and ranger both have self speed buffs that give them a 95% speed boost for 15 seconds. This means that with face, you are likely to scare them off, but you won't win. It will come out a draw.
Scouts however, get /faced, /stuck, and then /killed. At least thats what the boards are reporting.
Dragonpryde Friend of the Crows
Posts: 4
(1/15/02 5:15 pm)
/engage
If you have you have a shield, know of the snipers location, and no one has attacked it yet use this
/face
/stick
/engage
You will pretty much block all of his shots, run towards him, and be able to smash him to bits. I read this on some board =) and it seemed to work when I tried it on my friends hammer/shield Thane. Ill try and dig up the link, so I can give you the specifics.
Dragonpryde Friend of the Crows
Posts: 5
(1/15/02 5:20 pm)
ack!
I think Engage comes before stick =)
It should be
Face
Engage
Stick
This should take out just about any foolish lone wolf sniper, but be wary if he has back up. As I think engage only works on one target.
Though like it was mentioned, this tactic is alot less usefull against rangers, and hunters because of the whole speed shout thing.
dyslexicdogx Charter Member Color Blind Pallys
Posts: 214
(1/16/02 8:00 am)
Re: ack!
Probable wuold be wise to use engage first. The number of targets you can engage is shield size dependant. The large shields can block/engage 3 oppentents.
Luvs Wasabi (where is my fire extinguisher)
Posts: 263
(1/22/02 11:38 pm)
Re: ack!
And why not? With your logic an archer would be letting a lot of the ppl go in RvR. Armsman with polearm. Can have shield spec for engage. Change is only a few hotkeys away. Scout. Can have engage. Paladin, can have engage. Caster, can have bt. Hell, everybody can have bt. So when everybody is level 50 an archer has nothing to shoot at? tssk
thanks AngelsDance, that was just a plain f'up on my part... sorry about that
anyway, about the /face engage thing, yes, I shoot people with shields, but only after observing them awhile to see what they do, it's pretty easy to tell who is a melee type and could engage me, and it's also easy to tell who is a healer and a caster, so while I do shoot people with sheilds the only time I try to kill melee types is in keep defense... if I were to do that sniping I'd be dead quick
Lauryn Toxophilite of Albion @ Percival
(aka StumpJumper)
wife's home, gotta go
Posts: 816
(2/15/02 9:43 am)
Re: that is bad for me.
That's the usual tactic Ash. It's also why the non-scout Archers are so dominant, that speed boost really makes it straightforward. We'd need a team of a few scouts and a minstrel to do some wolfpack hunting.
-BatlKat
dyslexicdogx Charter Member Color Blind Pallys
Posts: 341
(2/15/02 9:55 am)
Wolf pack
Hmm if i were to hunt with a higher lvl scout and hit a split second before his shot landed, would that take down the BT so the bigger Crit shot would land?
wife's home, gotta go
Posts: 819
(2/15/02 9:59 am)
Re: Wolf pack
I think (think) the tactics we used before to time two crits on a mob would work. One scout is a lead and draws crit, along with the others. The lead gives a signal and all release at the same time. One gets blade turned while the others connect. I hope this works, at least.