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Old Jun 28, 2005, 02:09 AM // 02:09   #21
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Quote:
Originally Posted by StandardAI
Sorry, You can't reasonably disenchant 8 enemies.
Actually you can. More than reasonably.

Btw was the OP joking? I can't believe people are discussing on THIS.
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Old Jun 28, 2005, 02:16 AM // 02:16   #22
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Fevered Dreams {E} + Pin Down + Throw Dirt=

A sprinkle of Fire Storm and Ward Against Melee will help solve your greatest woes.

--Ginko
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Old Jun 28, 2005, 02:19 AM // 02:19   #23
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I've played in a few groups of 8 W/Mo, and they do fine in 1v1 situations, but in the 6v6 they usually get owned. I've never made it very far with the group. If the other team is using Ward against Melee, then the Warriors are screwed.
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Old Jun 28, 2005, 02:36 AM // 02:36   #24
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Maybe not 8 wa/mos, but 5 wa/mos, 2 monks (one of which is running martyr+purge conditions) and maybe a ranger are definitely no pushover. Not enough damage output? Don't make me laugh.
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Old Jun 28, 2005, 02:59 AM // 02:59   #25
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Quote:
Sorry, You can't reasonably disenchant 8 enemies.
Nature's Renewal does it very well.

Desecrate enchantments, shatter enchantment, drain enchantment, inspired enchantment. There's four people right there.


And that's just the enchantment removal spells I can think of off the top fo my head.
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Old Jun 28, 2005, 03:23 AM // 03:23   #26
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Think of who it is...yes he's joking. yeesh.
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Old Jun 28, 2005, 03:47 AM // 03:47   #27
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Lol 8 warriors lol
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Old Jun 28, 2005, 04:53 AM // 04:53   #28
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Quote:
Originally Posted by Caco-Cola
Nature's Renewal does it very well.

Desecrate enchantments, shatter enchantment, drain enchantment, inspired enchantment. There's four people right there.


And that's just the enchantment removal spells I can think of off the top fo my head.
Actually it's three.

Desecrate Enchantments
Description: Target foe and all nearby foes take 6-49 shadow damage and 4-17 shadow damage for each enchantment on them.
Energy Cost: 15
Activation Time: 2 Seconds.
Recharge Time: 15 Seconds.
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Old Jun 28, 2005, 04:57 AM // 04:57   #29
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Ah ok. Always thought it'd remove it by the wording of Desecrate.

Regardless, there are way more removal spells than just that.
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Old Jun 28, 2005, 05:02 AM // 05:02   #30
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you guys need to understand that you CAN get all prepared to fight a team of 8 W/Mo's, but what are the chances of actually facing a team like that in the random setups of the tombs? Its a rock-paper-scissors deal.. you come prepared for only one type of team = your screwed.. so no one can do that
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Old Jun 28, 2005, 07:56 AM // 07:56   #31
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Lingering Curse.
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Old Jun 28, 2005, 08:23 AM // 08:23   #32
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My single monk who tanks and has no smiting skills and 10 HP could survive em al until the world ends with no problems. I can even bring my littel button pusher on a timer so that I can go AFK and still out last em. I would never kill em but they couldn't hurt me and I can just sit their and press 1 on my keybard every 50 seconds to a miniute to beat them. No problems what so ever.
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Old Jun 28, 2005, 10:48 AM // 10:48   #33
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8 W/Mo team. Hah, dumbest shit ever. I suppose they'd all use Mending and Healing Hands too?
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Old Jun 28, 2005, 11:20 AM // 11:20   #34
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Quote:
Originally Posted by Big Fat Duck
you come prepared for only one type of team = your screwed.. so no one can do that
It is never a bad idea to bring enchantment removal and some kind of anti-physical-attack-skill, like Aegis, Ward Against Meele or some kind of blind.

Not all, of course, but to be diverse means to have some of these with you. And if you're team does not rely on enchantments I'd always bring "Nature's Renewal" - it uses just one slot and can seriously harm an enchantment based team.
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Old Jun 28, 2005, 12:22 PM // 12:22   #35
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to the OP: having all 8 of 1 class is never going to be especially effective in pvp.

the reason being is that when you build teams that consist of just one class, your entire team broadly suffers uniformly from the downsides of that class and it makes it easier for your opponents to exploit a weakness which will affect everyone on your team. it also makes you somewhat predictable.

its called overspecialising - all the weaknesses of the warrior class can be compounded with evasion and blindness. and anything that a warrior does that requires to hit (most warrior skills then) can be easily undone by slowing the rate at which all w/mo teams accrue adrenaline, evasion, blindness, skills which specifically stop you accruing adrenaline or make you lose all adrenaline etc.

mass snares (spreading cripple via fevered dreams for example) can slow down an all warrior team very easily. ward against melee will pretty much half their rate of damage. skills such as sympathetic visage can and will totally cripple the adrenaline supply of single targets, and warrior's simply dont have the energy pool size and the energy regen to consistantly remove enchants and conditions on themselves.

Last edited by Fire Childe; Jun 28, 2005 at 12:25 PM // 12:25..
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Old Jun 28, 2005, 01:09 PM // 13:09   #36
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if you're in a group of 8 w/mo, just make sure you aren't the black one
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Old Jun 28, 2005, 01:17 PM // 13:17   #37
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Quote:
Originally Posted by Fire Childe
to the OP: having all 8 of 1 class is never going to be especially effective in pvp.

the reason being is that when you build teams that consist of just one class, your entire team broadly suffers uniformly from the downsides of that class and it makes it easier for your opponents to exploit a weakness which will affect everyone on your team. it also makes you somewhat predictable.

its called overspecialising - all the weaknesses of the warrior class can be compounded with evasion and blindness. and anything that a warrior does that requires to hit (most warrior skills then) can be easily undone by slowing the rate at which all w/mo teams accrue adrenaline, evasion, blindness, skills which specifically stop you accruing adrenaline or make you lose all adrenaline etc.

mass snares (spreading cripple via fevered dreams for example) can slow down an all warrior team very easily. ward against melee will pretty much half their rate of damage. skills such as sympathetic visage can and will totally cripple the adrenaline supply of single targets, and warrior's simply dont have the energy pool size and the energy regen to consistantly remove enchants and conditions on themselves.
That is assuming that your opponent KNOWS before hand about your weaknesses. If I am going into a HoH battle with ALL warriors, chances are they have brought counters for things like monks as well. I would say 25% of their spells would be anti-caster/healer and maybe another 25% against melee. So if you had no casters, they would be forced to concetrate their anti-melee stuff on one or two of the warriors and IF the team spread out, they could avoid the mass snares easily. Of course I would say one if not two of these warriors would need to be casting team heal every 45 seconds, and using that skill that adds to their own HP to stay alive.

It just might work, and what the hell, Id be willing to try.
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Old Jun 28, 2005, 01:59 PM // 13:59   #38
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Quote:
Originally Posted by Studio Ghibli
Lingering Curse.

yes it takes down all enchantments but it costs 25 energy. not worth using in a warrior. that is a monk killing spell.
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Old Jun 28, 2005, 02:54 PM // 14:54   #39
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The problem I see w/ peopel arguments here is that they're thinking that THEY KNOW THEY'LL BE FACING A GROUP OF ALL W/MOs. Think about it, you just faught a hard group of a balanced warriors/healers/nukers/necros and people usually bring builds catered to be non specific, then a group of w/mo comes along and you'll need to specialize to kick their ass, most people don't expect such randomness to occur=ass whooped.

Yes, we would all know what to do if we see things coming, problem is we dont.
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Old Jun 28, 2005, 03:02 PM // 15:02   #40
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Quote:
Originally Posted by Caco-Cola
Nature's Renewal does it very well.
Bleh, beat me to it.
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