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Old Nov 29, 2007, 06:12 AM // 06:12   #21
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Quote:
Originally Posted by Lady Raenef
Explain what you should do to keep yourself alive from Spiteful Spirit, Empathy, Insideous Parasite, and Faintedheartedness....
have a monk use hex removals
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Old Nov 29, 2007, 06:16 AM // 06:16   #22
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Quote:
Originally Posted by Lady Raenef
Perhaps, make it so the same target can't be blinded more than once or twice in a row?
I've been asking for this for a while now. You should be immune to conditions after they are removed for a certain amount of time. Kind of like how it works with Disease spreading through the party: If you and the player next to you are diseased, and yours wears off, you can't instantly catch it again from the same player, but after 5-10 seconds, you can. The cost and amount of skills to shutdown melee outweighs the caster skills. The very few that can daze can mostly be dodged by kiting. You can't kite blind. Weakness partially shuts down most melee into small, insignificant damage, whereas it barely effects casters.

Last edited by CHunterX; Nov 29, 2007 at 06:22 AM // 06:22..
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Old Nov 29, 2007, 06:19 AM // 06:19   #23
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Warrior can poorly counter hexes and condition, you're right. But you seem to have forgotten that Guild Wars is a team game. The game isn't balanced based on 1v1 matches, and it's not balanced based on RA/AB.
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Old Nov 29, 2007, 06:35 AM // 06:35   #24
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Quote:
Originally Posted by Lady Raenef
Explain what you should do to keep yourself alive from Spiteful Spirit, Empathy, Insideous Parasite, and Faintedheartedness....
[skill]Purge Signet[/skill]

LOLOLOLOLOLOLOLOL

Yeah.
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Old Nov 29, 2007, 06:55 AM // 06:55   #25
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Quote:
Originally Posted by Lady Raenef
Guardian
Aegis
Blinding Flash
Blinding Surge
Natural Stride
Distortion
Ward of Melee
Weapon of Warding
I shortened the list for you. Pretty much everything there except Ward Against Melee is counterable if you don't epifail.
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Old Nov 29, 2007, 06:55 AM // 06:55   #26
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Quote:
Originally Posted by Lady Raenef
That conclusion came to me a long time ago. Only when I'm using the old school Paladin premade-build.

What I'm saying those, is what chance does a warrior stand against all these things when you can't hit a single thing. We're not talking about team play, more solo play. There's all these things to stop warriors, assassins, and dervishes from hitting their targets, but like 'there's a counter to everything,' name a single warrior skill that counters blind.
Of course a Warrior would be destroyed by an anti-melee caster. The problem is Guild Wars is NOT a solo game and thus 1v1 pairing are stupid as there is always the perfect counter. To look at anti-melee skills you must look at them in a team build environment.

Yes, a team full of anti-casters can stop all melee, but that in itself is a melee advantage. It is already "shutting down" most of the opposing team by forcing them to run anti-melee allowing the opposing team to be weak in other fields.

PS. Look at this at least in a TA or HA setting. RA is ftl and AB is PvE

Last edited by xshadowwolfx; Nov 29, 2007 at 07:17 AM // 07:17..
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Old Nov 29, 2007, 07:21 AM // 07:21   #27
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Melee damage unchecked destroys everything. All the anti-melee stuff in the game just barely keeps physicals in-line in PvP.
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Old Nov 29, 2007, 08:03 AM // 08:03   #28
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Quote:
Originally Posted by Dr Strangelove
Mending touch, remedy signet, sight beyond sight.

What do I win?
You actually loose since they are not warrior skills.
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Old Nov 29, 2007, 08:03 AM // 08:03   #29
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So I read bits and pieces of the op's post. Out of the list of skills listed six are a common use in gvg, and nine can be found in ra/ta/ha/hb. I didn't bother to read any other replies (this thread reads fail from the start so I just wanted to add my two cents and be on) so here is my response/question.

First my response, no it isn't an over excessive amount of anti-melee, as stated by someone else in the thread there is plenty of counters to spells (they're called interrupts from my understanding). Use them, hell abuse them thats why they're there. Conditions/Hexes can be removed, enchants can be shattered/rended/stripped, and even passive bs defense stances can be taken care of.

So my question is, if a maximum (off that short list) of 9 skills in pvp are "trouble", the rest must be "trouble" in pve, and since no one cares about pve I don't see any real problems.

/end of 2 cents
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Old Nov 29, 2007, 08:06 AM // 08:06   #30
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Quote:
Originally Posted by DreamRunner
You actually loose since they are not warrior skills.
Secondaries are in the game for a reason. Skills have been balanced for secondary use.
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Old Nov 29, 2007, 08:11 AM // 08:11   #31
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Too many physicals.
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Old Nov 29, 2007, 08:15 AM // 08:15   #32
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Quote:
Originally Posted by Skuld
Too many physicals.
5 casters, 5 physicals
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Old Nov 29, 2007, 08:19 AM // 08:19   #33
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Quote:
Originally Posted by Str0b0
Wow umm hmm you have problems killing quickly with a dervish and an assassin because of those bupkiss anti melee spells? I think you need to prioritize your targets better.
/agree

Yes, I can totally wipe the floor with my elementalist or my mesmer. But I can also do it with my warrior and my dervish.

Sometimes on a warrior it helps to not run out of the casting range of your own backline, so they can buff you and debuff your targets just like the enemy casters are buffing your targets and debuffing you.

This one I call to not a problem with the classes, but with the play of them. Learn the role of the class, and play it. In Guild Wars nobody is the one man show. This isn't about the other 7 people on your team standing at the gate and going -wow, you're so 1337- Everyone has a role, and if you make sure the rest of your team can perform theirs, you will find yourself more effective in yours.
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Old Nov 29, 2007, 08:39 AM // 08:39   #34
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Quote:
Originally Posted by Avarre
Secondaries are in the game for a reason. Skills have been balanced for secondary use.
Be that as it may the OP's exact quote was:

Quote:
Originally Posted by Lady Raenef
name a single "warrior" skill that counters blind.
Not name a secondary skill that can counter blind.

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Old Nov 29, 2007, 09:44 AM // 09:44   #35
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So, an ele can go all angsty and say "Name a single ele skill that removes daze."
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Old Nov 29, 2007, 10:11 AM // 10:11   #36
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Physical attackers are still the predominant form of damage dealers in PvP. Despite all the many skills to shut them down.

These skills exist for this very reason. That there is a lot of anti-warrior hate tells us something how dangerous they are if nobody stops them cold.

The same is true in PvE. Your warrior will have to adjust to the situation and still relies on his team - you cannot remove hexes, conditions and whatever nonstop and keep on attacking.

You want an easier time bashing mindless mobs, but if you remove or reduce all the anti-melee counters you mentioned, those mobs will bash you badly, and even worse in hard mode.

And for RA, just play an Elementalist or Necro or whatever and see what happens to you DESPITE all the many anti-warrior counters. Warriors kill stuff nevertheless.

No physical attacker likes getting blinded, but you will have to learn to deal with that, and there are many ways. Mending Touch, Sight Beyond Sight, Plague Touch, causing conditions to the enemy yourself or pinging your monk that you are in trouble.

This is part of the game. Do not make it sound as if casters would wipe the floor with warriors, this is far from reality.
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Old Nov 29, 2007, 10:20 AM // 10:20   #37
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The reason why there are loads of anti-melee counters is because a good warrior unleashed will rape everything

It's sad there are so many warriors in the game giving the few percent that are somewhat decent a bad name.
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Old Nov 29, 2007, 10:20 AM // 10:20   #38
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Quote:
Originally Posted by kratimas
Be that as it may the OP's exact quote was:



Not name a secondary skill that can counter blind.

Krat
That is why you fail.
- Yoda.

The OP may want warrior skill. But meanwhile, everyone else is effectively using secondary profession to gain the upper edge.

In PvP it's about outsmarting the other players - not grind mindless mobs with fixed skill bars.

All I'll say about melee (RA/AB/the scrub pvp) is this - there is always at least one stance (non-monk skill) on my monk bar for defense against sins and warriors. Without it, I'm sitting duck. All the monk skills there are simply don't provide adequate self-defense. If a monk must bring two /A skills against melee - shouldn't warrior bring at least something against their own shutdown?

Every player should bring self-defense against their classes' greatest bane.
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Old Nov 29, 2007, 10:57 AM // 10:57   #39
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These should be known by all players:

-Whatever builds you use in AB does not mean it works for PvP. Why? Because I can get more kill than all my team members combined as a 55 SOJ.

-GW is a team game, which means, you shouldn't try to do everything. That is why it is important to set up a good team before the match.

-PvP is not PvE. So don't bring a tanking build and expect all the noobs to hit you unless it is AB.

-You have a secondary profession. USE IT.

-Unless it is in AB or you are a monk, BRING A REZ.

-Builds that work in 1v1 proves NOTHING.

-Just because your build worked in one match doesn't mean crap.
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Old Nov 29, 2007, 11:19 AM // 11:19   #40
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The game is essentially a large game of RPS. Don't tell me that rock should be able to beat paper and scissors.
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