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 Offense Tactic: Priest Combo

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GweenGiant



Posts : 13
Join date : 2013-02-24

PostSubject: Offense Tactic: Priest Combo   Sun May 12, 2013 8:51 pm

"At the moment, I don't have access to all the Joker's information on effective tactics, and since there isn't a public sector dedicated to strategies, I thought should post this info as an experiment. This is information that clan members are more than likely aware of, but we'll see how it goes." -- GweenGiant

Offense Tactic: Priest Combo
--How to use the Priest to acquire the Princess.

Alternative Names: Holy Deliverance, Priest Rush

1. Requirements
You need a Priest and one other unit that will serve as his partner.
A Warrior, Pirate, and Ninja work well because they have 6 hearts of health.
A Villager also works because his foot speed can be a huge advantage.
A Priest is so-so because although he can give YOU a holy shield (see note below), he has only 4 hearts of health and can't heal once he grabs the Princess.
An Archer is not so good because of having only 5 hearts.
A Mage is worse because of having only 4 hearts.
And finally, the Giant simply can't carry the Princess in an official match.

2. Preparation
The Priest can not only heal units, but can create holy shields if he heals a unit long enough past 100% health. So the first thing you should do is heal your partner until he has a holy shield. It could save his life after all.

Note: Holy shields make you invulnerable for one hit no matter how big (bomb blast) or small (Villager smack).

3. "Attack!"
The next step is pretty simple: just go after the Princess and grab her. Obviously your partner should be the first to do this. Once he grabs the Princess, the Priest can help carry her AND heal.

4. Delivery
If your partner takes damage, he can regenerate thanks to the Priest. But if the Priest takes damage, his damage is permanent. Therefore, the Priest must be careful and let his partner take most of the hits. This can be done by standing in the right position, moving around a lot, jumping, hiding in front of your partner to avoid arrows from behind, and etc.

5. Emergency
Suppose your partner is about to die before you can deliver the Princess. At this point, communicating and alertness are important if you want to maximize your carrying distance of the Princess. The Priest should try to relieve his partner by taking some of the damage. When his health gets too low, his partner should take a turn until one or both of you die.

Note: If you have help coming your way, you might want to consider dropping the Princess and making a stand instead.

Note2: For better or worse, a computer player will always grab the Princess once you drop her, even if it ends up killing him. Use this to your advantage.

6. Conclusion
The Priest Combo is is a decent tactic. It is available to you from the start and it doesn't require upgrades. So if used correctly, this can be an advantage. But you should always keep in mind that there are other combinations that can be more effective. When used later in the game, the Priest Combo can ruin your better opportunities. Therefore, once the upgrades come in and the better combos become available, use them instead.


"This concludes my post, if you guys would like to comment, feel free to do so." -- GweenGiant.
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Pamalam
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PostSubject: Re: Offense Tactic: Priest Combo   Mon May 13, 2013 2:33 pm

Very thoughtful and well written Gween. The priests class is a much needed element when it comes to teamwork.

I would say for the most part ...a PRIEST never does the princess grabbing. They are always the support for whoever the carrier is, and assist best by hearting the carrier and healing.

Though if the priest is upgraded using their area curse is beneficial to confuse/dizzy the enemy and gain some time in the getaway.

Hopefully communication of the grab and retreat home has been communicated long before the carrier and priest are at deaths door. Waiting till you are one hit away from death, leaves your team scrambling to locate you and get to the princess. Most likely there will be a turnover of the princess.

Also because you call this a "Priest Rush" it makes me think you intend for it to happen at the immediate start of the match...though if you want to use the pirate or ninja to take advantage of their 6 hearts, you will be waiting a minimum of 16-18 seconds (??) for the magic hat to spawn.

Does anyone have any additional thoughts for Gween?

joker2

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fujirose



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PostSubject: Re: Offense Tactic: Priest Combo   Mon May 13, 2013 4:52 pm

If you can coordinate, having two priests grab her could be a good idea. They could just toss the cess back and forth and alternate healing, though trying to coordinate that would be hard as hell lol I've always thought that would be pretty badass though
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GweenGiant



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PostSubject: Re: Offense Tactic: Priest Combo   Tue May 14, 2013 3:31 pm

Thanks for your input. I usually don't use the Dark Priest, so its interesting to hear some the extra things you can do when that's available.

I agree that the Priest is definitely a support class. When the Priest is outside the kill zone, he can work to his full advantage. Having the spot light, such as carrying the Princess, or being to close to the killing zone tends to neutralize the Priest.

As for doing a double Priest Combo, I guess theoretically it could work with that quick exchange fujirose was talking about. I've never tested it so I don't know for certain. My question on this is how much time are you actually saving with a quick exchange? One problem I do see with this is if Priest let's go of the Princess, there's nothing he can do if the enemy manages to grab her. The Priest's standard attack just isn't going to cut it.
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Dove56

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PostSubject: Re: Offense Tactic: Priest Combo   Thu May 16, 2013 3:46 pm

Oh those computer players how I love them, lol. Ok so, I don't know, two priest are the most annoying thing to get out of your base in the beginning, three is even worse, a priest rush could work, especially if the other team isn't expecting it and there isn't a giant waiting at the door. I like it
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Pamalam
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PostSubject: Re: Offense Tactic: Priest Combo   Thu May 16, 2013 4:08 pm

GweenGiant wrote:
Thanks for your input. I usually don't use the Dark Priest, so its interesting to hear some the extra things you can do when that's available.

The great thing about the dark priest is that by using a fully charged area curse you make the enemy dizzy. This prevents them from really being able to direct themselves for a few seconds. It also means they cannot lock on to a target and if a team member of theirs is carrying the princess, they are unable to heart them and assist in the carry until the curse wears off.

Again its only a few seconds long, but can make a huge difference.

The downfall of the dark priest is that sometimes a player either finds themselves needing to drain an enemy to help their own health, or gets caught up in the moment and starts draining as an offensive move. This is bad because a priest is needed most as a lifeline to the rest of their team. So while they are making minimal gains while draining an enemy, their whole team may be collapsing and dying around them.

*sidenote a dark priests area curse will actually unfreeze the enemies teammates. It does not unfreeze your own team. (I mistakenly believed otherwise...LOL)

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Frevett
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PostSubject: Re: Offense Tactic: Priest Combo   Thu May 16, 2013 5:38 pm

Early priest rushes can be great but often fail due to people being on different wavelengths. Against a good team there'll always be a giant waiting for you, so an early grab attempt is likely suicidal. Better to go for their DLC hat on most maps, every time you grab one before they get upgrades is 20 seconds longer they have to wait for another giant. Either that or switch classes and kill any workers upgrading their mage. Their defense giant can't cover all three spots (princess, DLC hat, mage machine), so there's always something you can be doing rather than just staying alive.
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Deoceus
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PostSubject: Re: Offense Tactic: Priest Combo   Tue May 21, 2013 11:09 am

Bump

Frevett wrote:
Early priest rushes can be great but often fail due to people being on different wavelengths. Against a good team there'll always be a giant waiting for you, so an early grab attempt is likely suicidal. Better to go for their DLC hat on most maps, every time you grab one before they get upgrades is 20 seconds longer they have to wait for another giant. Either that or switch classes and kill any workers upgrading their mage. Their defense giant can't cover all three spots (princess, DLC hat, mage machine), so there's always something you can be doing rather than just staying alive.

Yup
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GweenGiant



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PostSubject: Re: Offense Tactic: Priest Combo   Tue May 21, 2013 3:26 pm

"... a priest is needed most as a lifeline of the team ..." -- Pamalam

That's why I rarely use the Dark Priest. Even with upgrades the Priest really isn't a combat unit.

"... Against a good team there'll always be a giant waiting for you, so an early grab attempt is likely suicidal. ..." -- Frevett

Later on, a tactic that can overcome this is the Warrior Dash Grab. It happened to me when I was the 'Defending Giant.' Once he Dash Grabbed the Princess he was as good as gone.

Excellent comments thus far, I might have to start another thread. Smile


Last edited by GweenGiant on Wed May 22, 2013 12:12 am; edited 1 time in total (Reason for editing : Bad sentence structure; the new Edit is much easier to understand.)
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