Jul 28, 2006, 03:43 PM // 15:43
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#1
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Desert Nomad
Join Date: Apr 2006
Location: Scotland
Profession: W/N
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Spike teams no longer becoming viable with Paragons?
Having a look down the list of paragon skills and alot of them just scream anti-spike.
Like, Angelic Protection.
For 10 seconds any time target other ally takes more than 250..130 damage per second, that ally is healed for any damage over that ammount.
There is another one in there somewhere too........
But, how about it guys. Blood spike having it's last days?
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Jul 28, 2006, 03:52 PM // 15:52
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#2
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Academy Page
Join Date: Jan 2006
Location: UK
Guild: None and looking!
Profession: N/
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Whats the stats for that skill, recharge etc?
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Jul 28, 2006, 04:14 PM // 16:14
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#3
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Frost Gate Guardian
Join Date: Aug 2005
Location: Canada
Guild: MLV
Profession: W/
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5 energy
30 second recharge
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Jul 28, 2006, 04:26 PM // 16:26
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#4
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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Just because there are more anti-spike skills does not necessarily mean people will use them. You can still only bring 64 skills into GvG/HA.
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Jul 28, 2006, 05:12 PM // 17:12
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#5
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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"Incoming!" significantly drops damage from people without earshot as well, and can't be stripped, though its duration is insanely short.
Though... Shelter has killed large packets spikes for a while now <_<
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Jul 28, 2006, 05:14 PM // 17:14
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#6
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Desert Nomad
Join Date: Apr 2006
Location: Scotland
Profession: W/N
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Quote:
Originally Posted by Mercury Angel
"Incoming!" significantly drops damage from people without earshot as well, and can't be stripped, though its duration is insanely short.
Though... Shelter has killed large packets spikes for a while now <_<
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Incoming! That's the other one, cheers =)
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Jul 28, 2006, 05:18 PM // 17:18
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#7
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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hmm sounds familiar....
Spirit Bond - Enchantment Spell
For 8 seconds, whenever target ally takes more than 60 damage form a single attack or Spell, that ally is healed for 40-88 Health.
Protective Spirit - Enchantment Spell
For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell.
if it couldn't stop spikes before.. i doubt it will stop spikes now...
then again spikes are as good as the opposing team's monks ^_^
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Jul 28, 2006, 05:51 PM // 17:51
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#8
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Krytan Explorer
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Shelter also did that, for all allies in a large area.
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Jul 28, 2006, 06:51 PM // 18:51
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#9
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by Sarevok Thordin
Having a look down the list of paragon skills and alot of them just scream anti-spike.
Like, Angelic Protection.
For 10 seconds any time target other ally takes more than 250..130 damage per second, that ally is healed for any damage over that ammount.
There is another one in there somewhere too........
But, how about it guys. Blood spike having it's last days?
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Does this still apply to life stealing, like the Amulet of Protection now does? The problem is... you still have to catch the spike with it. Its all well if your infuse and catch them a 2hp. But if they need to lose another 130 health till the spell kicks in... you've gotta have damn fine reflexes or be against a pretty poor spike.
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Jul 28, 2006, 06:54 PM // 18:54
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#10
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Ascalonian Squire
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i still see spiking as less of a problem than degen builds... when there are 3 or more me/n on a team it gets really hard for monks to keep up the hex breakign and condition curing.
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Jul 28, 2006, 06:59 PM // 18:59
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#11
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Wilds Pathfinder
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
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Note, lots of hex removals and a few anti hex skill in the new classes as well. Ritual lords have been stopping many spike groups pretty well and i-wayer's still love the spike groups.
This is a new level of combat coming in just the right time IMO. yay for a-net, yay for the new classes!!!
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Jul 28, 2006, 08:30 PM // 20:30
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#12
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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anti spike is useful- but they are still limited in number... A good spike team will still be able to pwn... it gets too stagnant anyways with ppl and their OCD builds that EVERYONE has.
Howabout you just make your OWN build rather than copy tested ones (like the touchy ranger/necro fad for example)
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Jul 28, 2006, 09:14 PM // 21:14
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#13
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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well if you posted anti spike well this is anti anti spike... i think xD
Guiding Hands Enchantment Spell
For 20 seconds, your next 2-6 attacks cannot be "blocked" or "evaded"
Energy Cost 5 Casting Time 0.25 Recharge Time 30
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Jul 28, 2006, 09:19 PM // 21:19
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#15
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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Quote:
Originally Posted by gabrial heart
Note, lots of hex removals and a few anti hex skill in the new classes as well. Ritual lords have been stopping many spike groups pretty well and i-wayer's still love the spike groups.
This is a new level of combat coming in just the right time IMO. yay for a-net, yay for the new classes!!!
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looks like an iwayers dream come true..
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