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Old Dec 28, 2007, 10:58 PM // 22:58   #41
erk
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Quote:
Originally Posted by Dzan
I cant understand why people run things like this, these builds win so slowly people can't really farm glads with them. You won't get that many glads per hour when each match takes 8 or 9 minutes.
It's essentially a lazy persons build designed to exploit greifing. In the past people would have just hunted them down, nowadays they know there is a sure win after just one spike kill if they keep running until the timer runs out. Players with any talent would never run this sort of thing, it's just scrub Glad farmers. Unfortunately I am encountering this build at least once every decent TA run the last couple of weeks.

You have to bring counters, anti-knockdown, snares, degen. Dash is catchable with most longer duration running skills.

BTW. If it persists A.net might have to look at some ways to counter Holy Damage.

Last edited by erk; Dec 28, 2007 at 11:04 PM // 23:04..
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Old Dec 29, 2007, 01:07 AM // 01:07   #42
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They could make Holy+Stonesoul Strike one packet...
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Old Dec 29, 2007, 10:44 AM // 10:44   #43
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I dont TA much at all so I havent had the pleasure of facing this but... the most obvious counter would seem to bring balanced stance or Aura of stability. I thought a lot of teams used this anyways.
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Old Dec 29, 2007, 05:42 PM // 17:42   #44
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Quote:
Originally Posted by erk
You have to bring counters, anti-knockdown, snares, degen.
and (or) preferably a good ranger

But otherwise, good field observation can handle the spike pretty much.

Taking counters just for that it pretty much...redundant.
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Old Dec 29, 2007, 08:11 PM // 20:11   #45
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Quote:
Originally Posted by urania
and (or) preferably a good ranger

But otherwise, good field observation can handle the spike pretty much.

Taking counters just for that it pretty much...redundant.
because there's so many maps that are not biased towards the build.

oooooops.
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Old Dec 29, 2007, 11:34 PM // 23:34   #46
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Matches don't take as long as some people exaggerate it to be. Shadow Walk recharges in 30 Seconds, and the Smites recharge in 8(I believe). If the group is somewhat decent, they should be getting around 2 spikes every 30 seonds. Most groups have 3 rezes, so after 3 kills, it's easy to just pick off the remaining treammates.

Of course you have to take positioning into account, but the teleport allows you to easily get someone in the backline, and the other team can't pressure too much without getting close up.
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Old Dec 29, 2007, 11:55 PM // 23:55   #47
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interrupt on crushing blow usually prevents a kill, and if they choose to spike the ranger, then the monk should just try to handle it.
speccing vs one particular build will just cause u to be at a disadvantage against the rest.
Its pretty hard to kill vs good teams who run that though...usually u can get a kill right on spikes since they cant heal for a few seconds in that short time period.
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Old Dec 30, 2007, 12:30 AM // 00:30   #48
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Quote:
Originally Posted by Mokone
because there's so many maps that are not biased towards the build.
This alone is extremely frustrating, if you hit these guys on a bad map for you its pretty much gg. I'm talking about several where you can port down (or up) from ledges, bridges etc the port back and run forever.

It's a grief build, they spike port out then run which is extremely frustrating to play against. One mistake and you lose, they're also very hard to kill without overextending from your monk. If your monk is targeted hes dead.

Last edited by LuckyGiant; Dec 30, 2007 at 12:48 AM // 00:48..
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Old Dec 30, 2007, 12:47 AM // 00:47   #49
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Quote:
Originally Posted by LuckyGiant
I've been brainstorming and found most counters don't work for one reason or another like bad duration but mainly you just can't kill them. They only need 1 spike to go through then they can run forever.

I came up with (currently untested):
2 Fleeting stability Mels derv with pious haste which can just go nuts since they can never get spiked and they can actually catch them. Then the monk and support only have to stay alive which in theory wouldnt be too hard since the monk only has to watch the paragon. Thought a paragon would be best (anthem of flame, gfte, brace youself, anthem of weariness, expel), since have to kill all other teams and reasonably quickly too...

But you shouldn't have to create a build just to deal with one build. It's a grief build, they spike port out then run which is frustrating to play against.
Or you could just run a decent ranger. Dshotting shove/crushing isn't that hard, and once you get one of those then you have some free time to run rampant over them, which should be easy if you have some hard snares. I'm pretty sure a decent cripshot would easily counter this build.
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Old Dec 30, 2007, 01:30 AM // 01:30   #50
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Aegis ftw???
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Old Dec 30, 2007, 02:03 AM // 02:03   #51
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Quote:
Originally Posted by Teh [prefession]-zorz
Aegis ftw???
*who* doesn't run magebane?
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Old Dec 30, 2007, 02:20 AM // 02:20   #52
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yeah magebane pretty much kills the spike easily, but thats not even the problem. okay so you manage to interrupt shove or crushing blow, now you have to snare 3 monks all which have condition removal,hex removal and dash. not saying its not possible, but annoying none the less. i dont know whats worse, playing this build then bragging about it in TA local chat, or buying Team eF and completely tanking its rating/rank by playing garbage

Last edited by Julia-Louis Dreyfus; Dec 30, 2007 at 08:16 AM // 08:16..
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Old Dec 30, 2007, 07:38 AM // 07:38   #53
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This may be offtopic, but eF is history. I see noobass players with eF cape bragging and insulting other guilds. It's especially intimidating with their R2 commander at hand.
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Old Dec 31, 2007, 06:46 AM // 06:46   #54
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Quote:
Originally Posted by Mokone
*who* doesn't run magebane?
Crap then i guess the monk cant be smart enough to go obstructed then
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Old Dec 31, 2007, 06:52 AM // 06:52   #55
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scroll up and realise that the problem is not letting Aegis cast, but distracting Crushing Blow or Shove. -.-
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Old Dec 31, 2007, 08:04 AM // 08:04   #56
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I've seen monks using Mantra Of Concentration now.

Also, lr2divert magebane lulz.

Quote:
Originally Posted by Seraphim of Chaos
This may be offtopic, but eF is history. I see noobass players with eF cape bragging and insulting other guilds. It's especially intimidating with their R2 commander at hand.
Yep, all the scrubs/100k members have taken over. ANet should strip the trim tbh.
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Old Dec 31, 2007, 12:54 PM // 12:54   #57
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Hmm.. This spike did ruin a few decent runs of mine. Although only when the spike was good. The spike still kills a monk if you interrupt crushing, also, you may be able to hit shove a few times, but eventually they will get a spike through. Beating these teams isnt about constantly interrupting their KD. The key to winning is keeping the pressure on. You need to snare all of them and prevent them from getting away from pressure.

I normally run war/ranger/nec/monk in TA. If there is a (good) monk spike in, I'd suggest taking aura of stab on the ranger and grasping earth on the nec. Ball up at the start, when they teleport in, try to interrupt shove/crushing with the ranger or warrior (we normally have disarm on the war) let your necro snare all of them with grasping, and bash away.

oh.. and dont run superiors?
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Old Dec 31, 2007, 07:14 PM // 19:14   #58
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I just take solace, and he beats them for me.
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Old Jan 02, 2008, 08:12 AM // 08:12   #59
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Haven't been much of a TA'er, but the day I actually ran this (which was way back), I absolutely never thought this build would ever be ran, I'm mean, it's just that annoying, not on the Opposing side we faught, but for us. It was just too slow, easily preventable and we actually died a lot. I dunno if our monks were garbage (I played Caller) but they seem relatively as useful as Necro IV spikers, Bloodspikers, Rt spikers etc(Considering they're spike, and *try* to heal outside of that. 3 Monk spikers can hardly be considered be as powerful as 1 pure WoH/ZB monk, seeing as they have 4 skills(heal/port) separately while roaming fleeing from opposing players.

Anyways, the solution to this is solely bringing a offhand KD prevent i.e. AoS, Ward of Stab, a Decent non-primary Heals on another character, snare, or interrupt. If you don't have one or two skills that can/will destroy a team of 32 skills, then you don't deserve to defeat the team
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Old Jan 02, 2008, 04:43 PM // 16:43   #60
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Just went on a 20 consec run and we bumped into FOUR Shoveways. They were all complete trash, thankfully. The ones with good monks (who know how to prot, remove snares and avoid Bull's) are the real problem. Some teams have even dropped the running stances in favour of more Monk skills, so they basically stay in one place and keep each other alive until the timer runs out. Even though spikes can be stopped, you still have to spend most of the timer's duration killing three monks designed to not die.
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