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Old Jun 06, 2005, 07:13 PM // 19:13   #41
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Quote:
Originally Posted by blabla
Too bad that :
-choking gas is a prep(2secs cast) available 10 secs out of 24
-choking gas is tied to your attack.Longbow got a attack rate of 2 secs, so you have to get lucky to interrupt most lightning spells which are way faster than this.
How big a window of opportunity do you need? 10 seconds isn't enough for you? What about the other suggestions of using Power Block? 16 seconds is not enough either? Ask yourself how much time you need to mount an effective counter-attack; these skills give you windows of opportunity in which you can make your own play. If the windows aren't big enough for you, you need to evaluate your own skill level.
There is no button in the game to push when you see an air elementalist team and auto-win.
You've displayed nothing but a defeatist attitude this entire thread, not offering any suggestions of your own and trying to tear down the useful tips from other posters.
Sirian's a knowledgable alpha tester and I'm confident that when he recommends a tactic, it's from experience.

Quote:
Originally Posted by blabla
Well, back to teh 4v4 where air ele swarms can t kill anyone in 1 sec. bubye lame tombs games. Or i'll have to join the air swarms
Please do, and leave this topic to the people who want to discuss counter strategies. We'll be discussing ways to beat this build and other flavors of the month that the eager masses flock to. Or were you interested in learning, improving your play, and discovering what works? If so, it's time to listen and contribute, rather than whine and tear others down.
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if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jun 07, 2005, 01:57 AM // 01:57   #42
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Quote:
Originally Posted by Executioner
Other than the standard counter team builds.

heh, i would be happy just if they made it so you couldnt have more than 3 of any primary class in a team.. it would get rid of the 4 mo, 4 air ele teams, or even the 5+ monk team's... (or even the well known 6+ warrior teams on the euro region )

Never going to happen thou and i think it would cause some lost of game play as well..

Exactly, when this game was made the devs promised that everything will be BALANCED. whats balanced about haveing a team build of nothing but ele/mo or mo/ele? What about the people, like myself, that don't care for caster builds and perfer playing as a warrior? i'll tell ya what, we're useless in GvG and PvP basicaly, and are wanted to tank in missions and thats it. So more then half of my game i can't realy enjoy because of our version of the "clone wars" thats going on. I'm all for limitions on the number of primary proffesions that can be on a team. We've got 6 proffesions to choose from, can build 12 different character types, and it comes down to if you want to be competitive you have to focus on only 2 or 3. just plain silly in my opion.
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Old Jun 07, 2005, 02:12 AM // 02:12   #43
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OK, here is my idea if we consider this will be two guilds fighting each other with teamspeak and one consists of 5 aeromancers and 3 monks.

Your team:

5 warriors with 2 weapon sets each: swords/focus and sword/shield (strength, sword)
3 rangers with longbows (expertise, marksmanship and optional beast mastery)

Warrior skill set:

Sprint
Endure Pain
Distracting Blow (5 energy)
Savage Slash (5 energy)
Healing Ability
Res Signet
Flourish (Elite) - optional
Spell Breaker (Elite) - optional

Ranger skill set:

Concussion Shot (15 energy on 10 expertise)
Savage Shot (6 energy on 10 expertise)
Bestial Pounce (5 energy)
Res Signet

OK, now with an Aeromancer Team, their strength is their massive concentration of spike damage while the monks heal. This strategy I have isn't perfect and people will probably die, but if done right, it should shake up the Aeromancers. You can't defend against such power, so foget about monks. Eventually, those defences will crack and then you'll be smoked. The only other option is to take out their damaging capacity.

1) Rangers move into position at 100'. Each one takes targets one aeromancer.
2) Warriors Endure Pain and Sprint/Spell Breaker.
3) Warriors move in a pack towards one aeromancer ASAP. If one has spell breaker, let them charge first. This should waste a few seconds with the aeromancers targetting the first warrior to rush into range.
4) Rangers stop lighting on 2-3 aeromancers through their shots or beast pounce. This will lessen the amount of spike damage on a targeted warrior who has the boost of Endure Pain.
5) If done well, all warriors should survive the charge to an aeromancer.
6) Ignore the monks and pound away at an aeromancer. The collective damage of 4-5 warriors should take one out even if they are being healed.
7) Warriors use distracting blow or savage shot at the first sign of an aeromancer casting. Rangers continue to distract the casters. Finish one aeromancer and repeat. After 2 or three are gone, monks can be killed. If the monks become a problem, the one or two rangers can change targets.

The weakness of the Aeromancer Team is that even though they are effective, taking out 2-3 will basically destroy their spiking capability. I'm assuming the monks are merely to heal. The basic strategy is to minimise the spike damage while the warriors take out aeromancers, thereby lowering their overall damaging capacity. If you wanted to be devious, a ranger could charge with the warriors and cast Frozen Soil after a few aeros go down to prevent easy rezzing.

The skills I have chosen are all energy based skills and low to cast with no casting times. Also, by tweaking the skill set a little (make the warriors deal more damage), you should be able to take on other teams, not just spellcasting teams. The point is, each warrior and each ranger has several disrupt capabilities that have very little cooldown...you can interrupt anytime you want to. The trick is to get the warriors right up to the aeromancers ASAP and the disrupting rangers, sprint and endure pain are the key to that.

Who knows? With a little luck, the team will panic and stop concentrating their spikes. In that case, your team has won.
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Old Jun 07, 2005, 02:17 AM // 02:17   #44
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Quote:
i'll tell ya what, we're useless in GvG and PvP basicaly, and are wanted to tank in missions and thats it.
That's a pretty big statement. Are warriors truly so unwanted in GvG?
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Old Jun 07, 2005, 02:47 AM // 02:47   #45
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Quote:
Originally Posted by proffbeer
Exactly, when this game was made the devs promised that everything will be BALANCED. whats balanced about haveing a team build of nothing but ele/mo or mo/ele? What about the people, like myself, that don't care for caster builds and perfer playing as a warrior? i'll tell ya what, we're useless in GvG and PvP basicaly, and are wanted to tank in missions and thats it. So more then half of my game i can't realy enjoy because of our version of the "clone wars" thats going on. I'm all for limitions on the number of primary proffesions that can be on a team. We've got 6 proffesions to choose from, can build 12 different character types, and it comes down to if you want to be competitive you have to focus on only 2 or 3. just plain silly in my opion.
Actually, the balance imo is fairly ok right now. There are main strategies and ways to counter those main strategies. Until counters start to become more common, you will see a lot of air ele. If two months from now, you still see mostly air ele, I will be surprised.

Many fighting games have 30+ characters, only 10-15 of which are really used in tournament play.
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Old Jun 07, 2005, 03:14 AM // 03:14   #46
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Quote:
Originally Posted by proffbeer
Exactly, when this game was made the devs promised that everything will be BALANCED. whats balanced about haveing a team build of nothing but ele/mo or mo/ele? What about the people, like myself, that don't care for caster builds and perfer playing as a warrior? i'll tell ya what, we're useless in GvG and PvP basicaly, and are wanted to tank in missions and thats it. So more then half of my game i can't realy enjoy because of our version of the "clone wars" thats going on. I'm all for limitions on the number of primary proffesions that can be on a team. We've got 6 proffesions to choose from, can build 12 different character types, and it comes down to if you want to be competitive you have to focus on only 2 or 3. just plain silly in my opion.
actually, there are 30 possible combinations. i'd list them but you can figure them out if you think i'm wrong (remember the reverse is still a new "character type").

there was one (or two) earth ele people that said something. that is the build that i too would suggest against the ae build. earth ele have the knockdown skills and the high elemental resists.

Also, IMO the AE build as described by blabla seems like it requires no actual skill in the game and is an easy way out. Don't get me wrong blabla. You might be the most outstanding gamer posting on this thread.

edit - Ultimate sarcasm was included in the last sentence.

Last edited by d4nowar; Jun 08, 2005 at 12:25 AM // 00:25..
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Old Jun 07, 2005, 03:33 AM // 03:33   #47
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my own experience, as someone who pioneered air ele builds in tombs and runs and fights against them regularly, is that the key to defeating these builds is usually to focus the eles themselves. I generally run with 2 mesmers, using energy drain, surge, and tap, and while we nuke one of them, we also drain his mana. In most cases, once you've removed one of the ele's from the other teams offense by draining his mana and shattering his attunements, he is NO LONGER a threat in the near term. This means in most cases that although they can and will still try to spike your team, they will not have enough damage to go 'over the top' and actually drop a target. PURE air ele teams are ALL about spike, they have very little passive damage, so disable one or 2 of them, and you no longer have very much to worry about, as long as your healers arent snoozing.

Mesmers are the key.

My personal combo of skills, i get out of line of sight of the air eles, (and keep team out of LOS) and cast on the nearest air ele target:
backfire, mindwrack(cover backfire), energy surge, energy burn, energy tap, malaise. I interrupt surge or orb if possible. (i usually take power leak or power drain on my build) I usually stick the other mes on this same ele at the same time, casting nearly the same skills, and between the 2 of us, we can generally drain down all his mana, and inflict a bunch of damage on him, usually killing him in conjunction with the damage from our own air eles.

Last edited by xaanix; Jun 07, 2005 at 03:41 AM // 03:41..
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Old Jun 07, 2005, 04:28 PM // 16:28   #48
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Lol I always laugh when I see these hypothetical situations because often times it doesn't quite work out the way planned. While you have a strategy to focus on a single or couple targets, just remember that your other teammates are going to be distracted by others. It's a bit more messy than people describe.

Anyway the new big thing seems to be spirits.

Last edited by Twilight Doll; Jun 09, 2005 at 05:19 PM // 17:19..
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Old Jun 07, 2005, 05:07 PM // 17:07   #49
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Quote:
Originally Posted by LouderthanSeth
I love guild wars. I've been playing online games for the better part of 5 years. But not once have I ever cried nerf in any game (not even through daoc) untill now. It's about Aeromancer team builds. My guild and I have fought through many variations of these air builds and it all ended up the same way. Defeat. Everyone seemed to have the same problem untill, of course, they made they're own air team build.

I personaly decided I would never make this build due to (maybe a missunderstanding) the non-exisistant tatics in playing this build (simply target while 4 air e/me spam lightning spells). We have found a few ways to try and counter this build (mostly mesmer skills) but its just not working. Perhalps they should tone down the air damage? I hope so because as playing a warrior/monk and going down in roughly 3 secs with 3 monks on the team is not cutting it for me (trust me its not the gear either).

Anyone feel the same way or is this rant just unfounded?
Oh please.
Aeromancers are simply this weeks "uber-du jour" They are easily countered by a strong defense setup or quick casting mesmers with proper builds.

The "problem" is the inflexibility people have in their builds. They assemble what they consider their "ultimate" build, and then if it is defeated for any reason . . . the game is UNBALANCED!!!!

Stop. Think. ReSpec.
Now, as Caesar so aptly said; "Vini, Vidi, Vici."
I came, I saw, (observed) I conquered.

Talesin
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