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Old Jun 20, 2005, 05:22 AM // 05:22   #1
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Nearly invincible group?

4 ranger, 2 elementals, 2 monks.

Rangers cast greater conflag and winter. All physical and elemental damage is converted to cold. One elementalist has ward against elements. The other has ward agaisnt melee. +24 armor to elemental and physical damage for all party members. 50% miss rate for all warriors. Here's the kicker. The monks then have Mantra of Frost, approx 50% overall damage reduction and they gain one energy for each seperate source of damage. Keep in mind, this is a stance, not an enchantment. So it can't be removed. Also, both ranger and elementalist have armor set for cold. The rangers are all damage/disruptors with some bleeding and poisoning spread throught. The elementalist are both earth/air for some defense and spike damage. The monks are the usual one healing, one protection. The only thing that could really beat this might be some kind of mass smiting build to avoid the damage being converted to cold. But any normal setup seems like it would be crushed, with the 4 rangers using debil, and other energy taps to drain the opposing teams monks while they beat on you with their pathetic damage. Once their monks are drained and yours are happily standing there at full health the match is practically won. In the end smarter teams may resort to suiciding on your wards so that they can actually damage you. This should give you plenty of time to finish their healers.
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Old Jun 20, 2005, 05:23 AM // 05:23   #2
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Um, great.
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Old Jun 20, 2005, 05:24 AM // 05:24   #3
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Seems like it would work. Time to go find some good guildes and test it out.
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Old Jun 20, 2005, 06:20 AM // 06:20   #4
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anyone got a good counter to this?
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Old Jun 20, 2005, 06:22 AM // 06:22   #5
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Quote:
Originally Posted by Ancalagon06
anyone got a good counter to this?
Sit in a corner and wait for one of the other teams to attack the team using this build and then just go and help them as this isn't a good enough build to take on 2 teams at once in most cases.
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Old Jun 20, 2005, 06:24 AM // 06:24   #6
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Its alright but Rangers dont really do enough spike damage to cause death especially when HoH groups tend to have 3 monks now.
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Old Jun 20, 2005, 06:30 AM // 06:30   #7
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anyone know if well of the profane would counter this?
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Old Jun 20, 2005, 06:56 AM // 06:56   #8
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Can't you just wait outside of Winter range until the team advances and lays down another Winter, then interrupt the Ranger and kill them?
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Old Jun 20, 2005, 08:06 AM // 08:06   #9
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just use necros mesmers and maybe a monk or two of ther own to counter this.

mes and necros would attack with direct hp spells and shadow(a nonelemental non physical from what i have been able to tell) and just chew thru these. I mean one necro bloodmage could at the very least tie up a single monk with healing themselves that they can't heal anyone else before the necro kills them.

and a necro mes team can be countered as well with any number of things specifically designed to kill it.

There is no perfect build. there is always something that can beat it. The way to succeed is to be able to adapt and exploit the weaknesses of your enemy and adapt to couunter when your enemy exploits a weakness in your(not always one you realized before)
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Old Jun 20, 2005, 08:12 AM // 08:12   #10
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Just kill a spirit. Is it really that hard? One or the other, it doesn't even have to be both.

Though don't you think it'd be better if it was just greater conflag with fire armor and mantra of flame?

But spirits are still pretty easy to knock down, in my own personal experience. Unless you expect the four rangers to all come in with greater conflag which is just a waste of elite slots o_O
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Old Jun 20, 2005, 08:22 AM // 08:22   #11
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I still prefer the 8 rangers 8 pets, 8 dualshot first guy in range then release 8 barrages into the main group tactic myself for rangers
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Old Jun 20, 2005, 11:02 PM // 23:02   #12
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Quote:
Originally Posted by EmperorTippy
Sit in a corner and wait for one of the other teams to attack the team using this build and then just go and help them as this isn't a good enough build to take on 2 teams at once in most cases.
No build can take on two other groups. Or everyone would be that build.
Quote:
Originally Posted by Sting
Its alright but Rangers dont really do enough spike damage to cause death especially when HoH groups tend to have 3 monks now.
That's what the two elementalist help with. While the rangers spread poisons and bleeds and drain as much energy from the healers as possible. This isn't a "spike" build, just a brutally effectient tanking and disrupting build.
Quote:
Originally Posted by Gs-Cyan Bloodbane
just use necros mesmers and maybe a monk or two of ther own to counter this.

mes and necros would attack with direct hp spells and shadow(a nonelemental non physical from what i have been able to tell) and just chew thru these. I mean one necro bloodmage could at the very least tie up a single monk with healing themselves that they can't heal anyone else before the necro kills them.

and a necro mes team can be countered as well with any number of things specifically designed to kill it.

There is no perfect build. there is always something that can beat it. The way to succeed is to be able to adapt and exploit the weaknesses of your enemy and adapt to couunter when your enemy exploits a weakness in your(not always one you realized before)
Do you regularly run groups of mass Necros and Mesmers? I do understand your point of one or two necros being able to cause a little havoc but he would quickly move the the top of the list of targets to be interrupted and drained. Of course every single build has some kind of counter. But in terms of the current state of the game, this seems like it would severly own many common builds out there now.
Quote:
Originally Posted by Evan The Cursed
Just kill a spirit. Is it really that hard? One or the other, it doesn't even have to be both.

Though don't you think it'd be better if it was just greater conflag with fire armor and mantra of flame?

But spirits are still pretty easy to knock down, in my own personal experience. Unless you expect the four rangers to all come in with greater conflag which is just a waste of elite slots o_O
This is in fact probably the only way to be sucessful against this build imo. But a level 8 or 9 spirit takes more than 5 or 10 seconds to kill and can be hidden quite a ways away from harm.
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Old Jun 20, 2005, 11:50 PM // 23:50   #13
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just ask our SissyBoys for a match
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Old Jun 21, 2005, 03:18 AM // 03:18   #14
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Quote:
Originally Posted by arilink
just ask our SissyBoys for a match
What do you guys do?
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Old Jun 21, 2005, 04:00 AM // 04:00   #15
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Someone already said: Kill the spirits. They have low armor and HP, even with the mantra.

Also said already is "don't attack." They don't have to come to you.

The problem with fighting that is that you have to stop the casters from laying down their wards, but you probably won't be able to attack while their defense is down. Your team would just have to be able to hold out long enough for the first set of defenses to go down and then prevent a second from going up (Fertile Season?)
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Old Jun 21, 2005, 07:37 AM // 07:37   #16
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Your build is missing something.

The GWG skill description is wrong; Wild Blow can not be blocked or evaded. Wild Blow ends any stance your target is in, even if it wasn't blocked or evaded. This will bring down mantra of frost.

And yeah, kill the spirits, interrupt the ritualists. It's not that tough if you really go for it.
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Old Jun 21, 2005, 08:05 AM // 08:05   #17
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Quote:
Originally Posted by ICURADik
Nearly invincible group?

4 ranger, 2 elementals, 2 monks.

Rangers cast greater conflag and winter. All physical and elemental damage is converted to cold. One elementalist has ward against elements. The other has ward agaisnt melee. +24 armor to elemental and physical damage for all party members. 50% miss rate for all warriors. Here's the kicker. The monks then have Mantra of Frost, approx 50% overall damage reduction and they gain one energy for each seperate source of damage. Keep in mind, this is a stance, not an enchantment. So it can't be removed. Also, both ranger and elementalist have armor set for cold. The rangers are all damage/disruptors with some bleeding and poisoning spread throught. The elementalist are both earth/air for some defense and spike damage. The monks are the usual one healing, one protection. The only thing that could really beat this might be some kind of mass smiting build to avoid the damage being converted to cold. But any normal setup seems like it would be crushed, with the 4 rangers using debil, and other energy taps to drain the opposing teams monks while they beat on you with their pathetic damage. Once their monks are drained and yours are happily standing there at full health the match is practically won. In the end smarter teams may resort to suiciding on your wards so that they can actually damage you. This should give you plenty of time to finish their healers.
This is a defensive team. No team with an average IQ should be afraid of a defensive team. Just stay out of their spirit range and tease them. With only 2 Ele, they can't KO anyone. Just wait for them to make a mistake of moving outside their spirit range and punish them. So the key to counter this team is being patient. There is nothing 2 eles and 4 rangers can do to anyone on your team.
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Old Jun 21, 2005, 12:03 PM // 12:03   #18
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This would be better if you took out a ranger or 2 and put in a warrior and and mesmer. Gives you more damage output and healer shutdown.

Both remaining rangers should lay greater conflag and winter, along with a couple of other spirits. This makes killing the correct spirits very difficult. The two rangers could then either be trappers or snipers. Every person on the team should be at least part mesmer if possible, so everyone gets the mantra of frost bonus.
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Old Jun 21, 2005, 01:09 PM // 13:09   #19
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Quote:
Originally Posted by Neo-LD
This would be better if you took out a ranger or 2 and put in a warrior and and mesmer. Gives you more damage output and healer shutdown.

Both remaining rangers should lay greater conflag and winter, along with a couple of other spirits. This makes killing the correct spirits very difficult. The two rangers could then either be trappers or snipers. Every person on the team should be at least part mesmer if possible, so everyone gets the mantra of frost bonus.
How would trading 2 rangers for one mesmer give more shutdown? Distracting and Debilitatin shot are two of the most spamable anti-caster skills in the game.

Not to mention it would greatly reduce your ability to keep out enough spirits so that the other team can't kill them.
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Old Jun 21, 2005, 01:34 PM // 13:34   #20
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The problem most people have cited with your build is that it does not have enough damage. Wilderness rangers dont do very much compared to axe warriors or air elementalists, so trading one ranger for one of those should help to fix your damage problem. As for shutdown, having 3 rangers that all are spamming Dibil, Distract, Savage, Punishing, etc is redundant. Having 2 of those + a mesmer using backfire, power drain, power leak, shetter E, wastels worry, diversion, etc etc etc is much better at shutting down.

So Rangers 1 and 2 could be

Greater Conflag
Winter
Favorable Winds
Winnowing
Dibilitating
Distrating
Savage
Penetrating

and the mes could use any domination line he wanted.
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