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Old Jul 28, 2006, 03:43 PM // 15:43   #1
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Default 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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Old Jul 28, 2006, 03:52 PM // 15:52   #2
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Whats the stats for that skill, recharge etc?
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Old Jul 28, 2006, 04:14 PM // 16:14   #3
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5 energy

30 second recharge
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Old Jul 28, 2006, 04:26 PM // 16:26   #4
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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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Old Jul 28, 2006, 05:12 PM // 17:12   #5
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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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Old Jul 28, 2006, 05:14 PM // 17:14   #6
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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 <_<
Incoming! That's the other one, cheers =)
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Old Jul 28, 2006, 05:18 PM // 17:18   #7
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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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Old Jul 28, 2006, 05:51 PM // 17:51   #8
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Shelter also did that, for all allies in a large area.
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Old Jul 28, 2006, 06:51 PM // 18:51   #9
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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?
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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Old Jul 28, 2006, 06:54 PM // 18:54   #10
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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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Old Jul 28, 2006, 06:59 PM // 18:59   #11
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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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Old Jul 28, 2006, 08:30 PM // 20:30   #12
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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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Old Jul 28, 2006, 09:14 PM // 21:14   #13
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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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Old Jul 28, 2006, 09:16 PM // 21:16   #14
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Spiking will never go away.

Spiking is the embodyment of what it means to work together for the joint effort of the purpose of PVP, which is to eliminate someone and be victorious. Why would A.net give us something that you just walk around, click, and don't even have to listen to your team mates to use or know when it's needed and eliminate something in this game that actually does require team work? It would be reduced to battle.net public PVP matches where everyone just attacks whoever and if you get a kill, you beat your chest and pronounce the 10 tiers of ownage you consider yourself to be. We don't need that. We need to keep it where teams work.

"Help, I'm being spiked! 1 second more and I'm gonna go down!"
"*Casts Divine Intervention*"
"Thanks!"
"*Casts Word of Healing*"

Spikers work. But we have just as many ways to make it not work. The combined effort of 10 animation frames of attacks, spell casting and the combined efforts of 200+ energy can all be foiled by a 5 energy instant cast spell which saves butts.

Paragons will not stop spiking.
They're merely more stuff to counter spiking, as so much more spiking was just introduced!

Cheers!
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Old Jul 28, 2006, 09:19 PM // 21:19   #15
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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!!!
looks like an iwayers dream come true..
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