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Old Jul 26, 2005, 12:26 PM // 12:26   #61
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Really now, how hard is it to interrupt natures renewal? The dude has to spam spirits which are some of the longest casting things ingame. Even a crap distracting shot would do the job, let alone some of the uber mesmer interrupts.

No real counter to NR spammer? Unless the ranger has mesmer secondary and is using mantra of concentration id say you must be pretty crap if you let him place more than one or two right at the start of a fight.
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Old Jul 26, 2005, 12:53 PM // 12:53   #62
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Quote:
Originally Posted by eventhorizen
Really now, how hard is it to interrupt natures renewal? The dude has to spam spirits which are some of the longest casting things ingame. Even a crap distracting shot would do the job, let alone some of the uber mesmer interrupts.

No real counter to NR spammer? Unless the ranger has mesmer secondary and is using mantra of concentration id say you must be pretty crap if you let him place more than one or two right at the start of a fight.
You defeated your own arguement at the end there.

Also, if you do manage to interupt the spirit cast, the ranger can then just use oath shot to renew it, outpacing your counters. Rangers also get the benefit of block/evade skills to stop things like distracting shot or normal warrior attacks. This leaves knockdown conditions to interupt, which can be countered through limited use of spell breaker, balanced stance, or dolyak signet.
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Old Jul 26, 2005, 01:08 PM // 13:08   #63
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Yay! The entire thread got derailed

Besides, had Anet actually kept and buffed up Unnatural signet, the whole NR debate would be a moot point.
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Old Jul 26, 2005, 01:13 PM // 13:13   #64
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the idea of adding new attributes (with accompanying skills) is great. Most classes (I think) focus on one or two attributes (all that's really possible) and sometimes focus on only one with 2 other far lesser ones. Adding a new attribute for every class (with accompanying skills) would really be like adding 6 new classes.

Who can say that a healer monk and smiter monk are truly the same class?
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Old Jul 26, 2005, 01:13 PM // 13:13   #65
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Even if you do kill it, NR still strips all enchantments and hexes, while comming back every ~15s. Potentially faster if 2 have it or other effects to reduce time are present.
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Old Jul 26, 2005, 03:41 PM // 15:41   #66
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Quote:
Originally Posted by Odd Sock
Hmm either use a Ward that has a 1 second cast, potentially infinite duration and a 10 energy cost plus the fact that it's effect is immediate or use an Eruption that has a 3 second cast, 29 second cooldown (aftercasts and cast times) and a 25 energy cost as well as shit damage and an eventual effect. Which is the better option ? You just showed Eruption is an utter waste without even knowing it.
I believe his point was that Eruption causes the warriors to move away as they do not want the 90% blind penalty. Ward will not cause them to move away as it is only 50% penalty. And what ward has "potentially infinite duration"? The wards I use only get up to around 18s-20s duration with a 30s cooldown.

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Oh and by the way, GW was meant to be a PvP game. The only reason why there is PvE is for the sales part (don't want to lose those shareholders) So explain to me why skills should be balanced towards PvE ?
Actually GW is both PVP and PVE. Some skills are only useful for PVE and some are only useful for PVP. You'll never see them all useful for both.

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You just described the problem right there. There's two skills to counter a ward: Warrior's Cunning and Rigor (well there's the attack skills but those won't do much since you'll miss 50% of all your other attacks). I agree Cunning is utter trash both in cost and in recharge. Total crap. What's left ? Rigor. Problem is it's cast time, recharge and it's a hex. Under NR it becomes a 4 second cast time and it's removed by a 5 energy remove or smite hex. Hurray you're offenses' DPS is hosed for another 19 seconds after which it's recast. Nothing can make a sane monk leave his ward, not even a Meteor Shower. That's why a balance is needed here. You even said ''counter'' by which I assume you mean it's not all that decent.
Other counters to Ward vs Melee include: AoE damage - force the enemy to leave the Ward since it is immobile. I don' understand your saying that nothing will make a sane monk leave his ward. If you drop enough AoE into the Ward, he will move or die.

And of course any Mesmer or Ranger interrupt. Once you know you are fighting a ele with Ward, it is not that tough to have a Mesmer keep an eye on him and shut down his ward next time he tries to cast it. Backfire will deter the wards. Illusionary Weaponry ignores the ward. There are lots of skills that can work. Alot of them Mesmer non-hexes that won't be affected by NR.
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Old Jul 26, 2005, 03:55 PM // 15:55   #67
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Quote:
Originally Posted by Dazzler
Actually GW is both PVP and PVE. Some skills are only useful for PVE and some are only useful for PVP. You'll never see them all useful for both.
That depends entirely on how you desire to balance the pve versus the pvp. If the pve environment resembles the pvp more closely then you could, just like if the pvp environment more closely resembled the pve environement. The difference would be do you fight armies versus armies or do you fight groups versus groups. The current model is closer to group versus army or potential army.
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Old Jul 26, 2005, 04:17 PM // 16:17   #68
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Quote:
Originally Posted by Dazzler
I believe his point was that Eruption causes the warriors to move away as they do not want the 90% blind penalty.
Blind gets removed in the blink of an eye if you have half way decent monks. On a good team warriors won't stay blinded for more than a couple seconds. Wards on the other hand can't be removed by monks.


Quote:
Originally Posted by Dazzler
Ward will not cause them to move away as it is only 50% penalty.
Wards DO cause good warriors to go away. Most warriors will definitely avoid trying to kill someone standing in a ward as it's pretty tough to do. They'll go for targets standing outside the ward or wait for the team to identify the ward user and shut him down.

Quote:
Originally Posted by Dazzler
And what ward has "potentially infinite duration"? The wards I use only get up to around 18s-20s duration with a 30s cooldown
All wards have 20 second cooldowns and with 16 earth they'll last 21 seconds. I have no idea what wards you're using but you should definitely switch to the ones the rest of us use. Might have a little more success with them

Quote:
Originally Posted by Dazzler
Illusionary Weaponry ignores the ward
This skill is absolutely useless with NR going up every 15 seconds in most tombs matches.

Quote:
Originally Posted by Dazzler
AoE damage - force the enemy to leave the Ward since it is immobile.
This is true. AoE CAN make people leave their wards but you're gonna need a ton of AoE. I haven't tested this scientifically or anything but I'm pretty sure the ward size is greater than the AoE size of meteor shower. If someone casts a meteor shower in your ward you can still stand in the ward and not get hit by the meteor shower.

Quote:
Originally Posted by Dazzler
And of course any Mesmer or Ranger interrupt
Yep, this is your best bet against a ward spamming team. Even then interrupting 1 second cast times isn't a cake walk. You still have to be on your toes and ready to for it. I think a ranger would have a tough time considering the arrow flight time.

So really the only effective defense against wards is to keep the ward from going up in the first place. Once it's up you just have to ride it out until it goes down and hope you can stop it fromt going up again.
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Last edited by Sarus; Jul 26, 2005 at 04:28 PM // 16:28..
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Old Jul 27, 2005, 02:44 AM // 02:44   #69
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If you want to try to force someone to abandon their wards with AoE you better be using it to open them up to a spike. Otherwise you are going to lose an energy battle badly especially if more than 1 person has the needed wards.
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