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Old Aug 11, 2007, 04:57 AM // 04:57   #41
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Quote:
Originally Posted by sindex
You need that long to react to that spell; a 2 second window? Now I can see why some people underappreciated some professions, like the mesmers. The timing to interrupt something, takes way too much concentration for some people. Talk about a slow reaction.
You'd have a point if I said "made it possible to disrupt", but I didn't. Two-second spells are vastly easier to disrupt than one-second.
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Old Aug 11, 2007, 05:08 AM // 05:08   #42
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Quote:
Originally Posted by Kakumei
You'd have a point if I said "made it possible to disrupt", but I didn't. Two-second spells are vastly easier to disrupt than one-second.
(ie: yawn, blink... oh, he's still casting the spell... i think i'll stop that now=P) Good mesmers even time their interrupts at the end of slower spells to further stall their opponent. if timing wasnt an issue they would never make slow casting spells.

Similarly why do you think they moved the ranger spirits from 5 sec rech to 3? at 5 they were ridiculously easy to disrupt and rituals dont have a way to get around it. They still probably wont see play at 3 sec cast, but its still much better than 5 sec.
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Old Aug 11, 2007, 05:24 AM // 05:24   #43
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Originally Posted by Midnight08
(ie: yawn, blink... oh, he's still casting the spell... i think i'll stop that now=P) Good mesmers even time their interrupts at the end of slower spells to further stall their opponent.
hahahaha oh hell yah I did that with rez signet a lot in pvp, really pisses people off to be standing there for 5 seconds and then blam, wasted effort
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Old Aug 11, 2007, 05:27 AM // 05:27   #44
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Originally Posted by ctbear
No you're not
There's a map called "Underworld" in HA FYI
If he/she added that specific detail, maybe I would not have made that statement now would I? Since there is two different versions, then what makes this supposed arena more tough then the other PvP arenas?
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Old Aug 11, 2007, 05:32 AM // 05:32   #45
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I just did several missions with my Rit... exhaustion sucks with such a small energy pool.

Buff the total pool size if they want to introduce exhaustion.

If the rits still plague PVP, put a ban on all rit skills there.
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Old Aug 11, 2007, 05:35 AM // 05:35   #46
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Originally Posted by sindex
If he/she added that specific detail, maybe I would not have made that statement now would I? Since there is two different versions, then what makes this supposed arena more tough then the other PvP arenas?
underworld is the first map of HA where you fight other players not harder than the others, just the first trial that you must pass
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Old Aug 11, 2007, 05:44 AM // 05:44   #47
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Originally Posted by Miral
underworld is the first map of HA where you fight other players not harder than the others, just the first trial that you must pass
Never paid attention to the first map in HA; since it’s easy to get around that with most PvP groups (at least the ones I have been in). Your right the difficulty level there is certainly not overkill, so I still don’t see the problem.
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Old Aug 11, 2007, 06:07 AM // 06:07   #48
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Originally Posted by sindex
Never paid attention to the first map in HA; since it’s easy to get around that with most PvP groups (at least the ones I have been in). Your right the difficulty level there is certainly not overkill, so I still don’t see the problem.
wasn't the original argument about touchers not lasting there or something? because when touchers came into existance, people took the time to come up with counters before begging for nerfs. and touchers are so easily countered its pathetic... and even more pathetic when a team can't counter a toucher lol
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Old Aug 11, 2007, 06:35 AM // 06:35   #49
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Quote:
Originally Posted by Miral
underworld is the first map of HA where you fight other players not harder than the others, just the first trial that you must pass
Actually its the second trial if you count the AI's you have to fight first to get in. And they say theres no AI's in PvP
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Old Aug 11, 2007, 06:49 AM // 06:49   #50
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Originally Posted by manitoba1073
Actually its the second trial if you count the AI's you have to fight first to get in. And they say theres no AI's in PvP
well.... the first PVP trial lol... the initial pve map is a joke
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Old Aug 11, 2007, 08:03 AM // 08:03   #51
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Yeah it really is a joke, but try asking to make it harder and see what happens.
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Old Aug 11, 2007, 08:06 AM // 08:06   #52
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Quote:
Originally Posted by Miral
because stopping someone inside a spirit rift with gale is the ONLY TIME YOU EVER HAVE STRONG KNOCKDOWNS? O.o oh, and theres a bunch other skills that prevent em, too. ask runners about knockdown prevention knockdowns are actually really really powerful, and having protection against them would be a good thing for any group. its basically full melee and caster shut down for duration, not to mention the fact that it can interupt any action... and this is all knockdowns, not just a gale inside a spirit rift. theres entire builds based around knockdowns that have no spirit rift or other nerfed rit spell in sight. knockdown is basically a non-removable, preventable condition. and protection against it is a godsend in many many many situations.
I'm not sure why you're trying to give people advice when you've never faced a decent Rift spike. They don't use Gale. What happens is the N/A caller does: Shadow Prison -> Iron Palm -> Expunge Enchantments or Rend. The target is snared, knocked down and all his enchantments are removed 1/4 second before the Rifts blow up.

Any decent spike team will repeatedly spike out your weakest link, or they'll fake spike and catch you off-guard. Like if they see someone with Balanced Stance, guess what? They'll just spike someone else. This is not to mention it's basically an unstoppable spike if it's on the Ghostly, who doesn't kite. If you think a simple KD prevention is going to stop Rift spike, I'm afraid you're dead wrong.

And about KDs in general, most of them come from melee characters, which can be prevented through Aegis, Guardian, SoD, block stances, blinds, etc. That's why people don't usually carry direct counters to KDs.
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Old Aug 11, 2007, 08:35 AM // 08:35   #53
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Quote:
Originally Posted by sindex
Warrior Bill: Hey what is that floatie thing coming out of the ground?

Warrior Fred: Oh it’s a spirit rift from that Rit over yonder.

Warrior Bill: Should we not move out of the way?

Warrior Fred: Yeah, that would probably be a good ide--- HOLY SHIT A NECROMANCER!! What's this? I can't move! Ugh, I'm knocked down! Good thing my monk will protect me, oh RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO he cast Expunge on me, and Augury, and NOW HE'S EXPLODING OMG DEEP WOUND *SPLAT*
Fixed that for you.

Quote:
Originally Posted by Phantom Gun
So please, try to be more constructive then that.
I am being constructive. My suggestion is to find something else to put on the bar than multiple exhaustion-causing skills, which is what elementalists have been doing since day one. Being able to oversaturate an area with random KDs, interrupts and prot strips was a bit too good, then again, so was my hex necro, and he got nerfed too.

Quote:
And they say theres no AI's in PvP
The AI is a test to make sure your group is actually able to kill something. It helps keep stay-alive-forever griefing builds out, among other things.

Quote:
because when touchers came into existance, people took the time to come up with counters before begging for nerfs.
When people figured out that their WASD keys negated 90% of their damage and all you had to do was focus-fire them and they'd die because their health restoration is essentially limited by how fast they can spam their touch skills, they'd hit the dirt pretty fast.

When people complain about stuff in GvG and HA, do not assume people have not been "looking for counters." Chances are they know the counters, if there are any, and most of the time they're miffed because the counters are very narrow. Aegis, for example, gets owned by Mirror of Disenchantment. Shouts get owned by Vocal Minority.

Yet people don't like being forced to make sure one of their characters has VM or Mirror, for example: It limits their choices, and as team makeup gets more and more forced, things either become less flexible, or balanced team makeups become impossible. The latter was kind of the case after the Nightfall release when GvG was dominated by SP Eurospike and HA was dominated by Paragon teams and ftl's counter-Paragon Jagged Bones hex team (which coincidentally originated from the need to run VM).

The whole purpose of balance is to make sure that options are available, which is why crap that doesn't have enough general-purpose counters needs to come down.

Quote:
Originally Posted by sindex
If he/she added that specific detail, maybe I would not have made that statement now would I? Since there is two different versions, then what makes this supposed arena more tough then the other PvP arenas?
You were commenting on a quote regarding N/A ritspike, which kind of implies HA.

The second link was to the PvE zone. The first link refers to the first HA map. As for why it's tougher than other PvP arenas.... because it's HA, you're facing full, organized 8v8 groups, often guild groups, often heavily-coordinated and with voice chat. It is one of the two most aggressive and competitive PvP formats. It is not a place for touch rangers.

Last edited by Riotgear; Aug 11, 2007 at 09:03 AM // 09:03..
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Old Aug 11, 2007, 09:04 AM // 09:04   #54
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Originally Posted by Riotgear
Fixed that for you.
Don't you dare fix my writing to support your agenda!!! It’s just impracticable at best. Come up with your original work don’t leech off others. Especially fix it where I use that type of language.

I already answered that statement about be a well rounded team in PvP. It is more functional if you can find one.

BTW Miral the point about touch rangers is the fact that it gets used most of the time in certain areas of PvP. It’s the most over spent build in PvP, which should be shot down if A-net is willing to blast something like spirit spamming builds down (or other Rit builds).
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Old Aug 11, 2007, 09:09 AM // 09:09   #55
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Quote:
Originally Posted by sindex
That’s the second time someone has pointed out Gale being the representation of another skill that is totally opposite from the other. Gale knocks people down, rift does not. Even enemy NPC get out of the way of rift before the thing can get up to where it needs to be. I mean the human reflex must be really bad for someone not to step a few feet away from rift.

EDIT: If you’re speaking of a knockdown to get the best result. Gale is defiantly not the way to go for a Rit. I need to see the Rit build where Gale is taken and wastes some energy via the exhaustion to use rift once.
There's a spell called Shadow Prison. Now, when someone's gonna be spiked, you wont have enough time to get the hex off so he can run away.

And, if they are a proper spike group, they rend/gaze RIGHT before all the stuff hits, so pre-protting has no use, and it'll be hard to catch a Spiritbond after the rend/gaze.

----------------------------------------

Now for my thoughts:

HAHAHAHAHAHAHAHA ALL YOU W/D STEADY NOOBS! Finally, they're gonna get owned by blind / hexes / stances.

/hail Anet
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Old Aug 11, 2007, 09:13 AM // 09:13   #56
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Quote:
Originally Posted by sindex
Don't you dare fix my writing to support your agenda!!!
......

Quote:
BTW Miral the point about touch rangers is the fact that it gets used most of the time in certain areas of PvP. It’s the most over spent build in PvP, which should be shot down if A-net is willing to blast something like spirit spamming builds down (or other Rit builds).
Have you played recently? Touch rangers have mostly disappeared from the scrubfest areas they used to be common in. The only place they're even remotely common in still is FA because they cut through gate NPC prot. Everywhere else, they've been mostly replaced with Shadow Prison assassins, a significantly more effective build that button-mashers can still run.
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Old Aug 11, 2007, 09:21 AM // 09:21   #57
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Besides the everpresent war of words, why did ANet even think to add exaustion to Ritualists? I find it interesting that their answer to fixing a PvP balance problem consists of making either the skill to be totally worthless all around, or doing something that discourages its use entirely.

Exaustion isn't the answer. Exaustion on a character with 40-55 max energy makes being a caster nearly ridiculous. Rits will be weilding swords soon, because their spells cause exaustion...highly exaggerated, but this update to rits just isn't a fair thing to do.

They are not elementalist where you can throw exaustion on spells that do heavy damage and cost alot of energy. I truely am bothered by this choice of action-Ritualists with exaustion...who was the genius who penned that into reality? Hell, who was the person at the table with that blasted cup of mocha frappachino latte who was high off of extra shots of caffeine who said, "We should add exaustion to the ritualist skills that everyone uses to spike with!" That's the guy you sit out on an anthill with honey on him/her bucked naked in the sun on the hottest day of the year.

You, sir or madam, are the weakest link!
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Old Aug 11, 2007, 09:24 AM // 09:24   #58
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I vote this thread be closed because it's full of fail.
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Old Aug 11, 2007, 09:34 AM // 09:34   #59
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Just goes to show how many useless ritualists are running around in pve, wielders strike and ancestors rage have never been good in pve, if you play a ritualist just to spam spirit rift then you should consider making an elementalist.
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Old Aug 11, 2007, 09:37 AM // 09:37   #60
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Ancestor's Rage was ok in PVE really. Wielder's was pretty horrible.
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