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Old Dec 08, 2007, 01:40 PM // 13:40   #41
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With the dual paragon build you have the PD on 1 paragon and the rest of the team on the other, 1 paragon should be keeping NR/Tranq down.

Its definately not a zerg by any means, i dont see how these degenerates ever kill a team in less than 20min.
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Old Dec 08, 2007, 06:38 PM // 18:38   #42
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Pb > Pd. :]

123456789101112
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Old Dec 09, 2007, 12:33 PM // 12:33   #43
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PD>PB against Zergway Spirits, PB can't interrupt spirits. Although they are dead if you PB a chant.

And when I play (SoP), we normally have a parabolic score chart. We're going down rapidly in the first part of the match, then Fear Me starts working and we win. Usually takes about 10 minutes, enough to make most R/Rt's leave though.

1 more thing: there is a Charge warrior running around, providing constant speed boost. GG kiting.
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Old Dec 09, 2007, 03:20 PM // 15:20   #44
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When i said PB>PD. I did not literally mean skillbars are as follows:

Skillbar one: Psychic Distraction.
Skillbar two: Powerblock.

I meant a full skill bar. That means with eight skills (not just one).
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Old Dec 09, 2007, 06:37 PM // 18:37   #45
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ur mes needs to be on the paragon anyway, someone else can get spirits
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Old Dec 09, 2007, 07:29 PM // 19:29   #46
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it all depends on the map. Its usually an Oath shot spirit spammer in which case on some maps particularly smart players can hide spirits out of regular line of sigh of paragons in which case they must be dealt with by fire eles. A highly effective and experienced team should be able to crack through a dual paragon backline (again depending on the build) without needing the pd mes to stay on 1 para. Of course a PB mes would make things easier.

For balanced builds which require a certain amount of coordination all that is required is for certain players in the team to know what needs to be done to beat zergway before they need to do it... and to do it when its needed.

A pd mes must know when to open up with diversions or when to lay down heavy interrupts with pd. A fire ele should know whether its necessary to spirit hunt or to help nuke snared paragons or clumped zergwarriors (not that doing 23 dmg from searing heat matter much anyway lol)... and the spike caller should be experienced enough to wipe out the paragon backline before the fear me's take their toll on monks energy bars. Against the more deadly zergways out there its never really a case of ''X camps on Y = win''.

But thats the beauty of playing proper builds... it develops players of true value rather than narrow minded ones.
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Old Dec 13, 2007, 09:22 AM // 09:22   #47
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Quote:
Originally Posted by master_of_puppets
Um What? The paras can get the unremovable mending refrain on the entire team which is +4 health regen for everyone, the 5 warriors can get their pets killed quick by locking them onto the opposing teams ghostly (ty, advanced pet controls!) so they have +9 or 10 health regen constantly (MR + iway) not to mention they can spam finale of restoration which heals for 70 every time something ends, and those shouts are ending consntanly. How is that poor healing ability against regen.


How about there are no hey skills to dcop when everyone is at 0 energy.


Sop para can spam his elite a lot using signet of agression and just chukcing his spear.

I dont think people should be forced to bring vocal minority, well of silence or a bunch of other crap.
you sound like a scrub who loses against zerg all the time, so just shut up. The guy has kindly given advice on how to beat zergway, maybe you should try it and take it into account before whining. Also if you think regen healing is good, im guessing your a leet pve wamo. If your decent you dont need vocal, well of silence and others, as lore pointed it helps and gets the job done faster. If you have ever played a decent hex build, you wont struggle against non physical builds, as the build also has caster shutdowns.

If your not a hex team and meta balance with eles, mes, and war, all you do is call pressure spikes constantly on paras and catch them off when they infuse, if they dont die, theres something wrong with your pressure and/or spikes.

Last edited by masta_yoda; Dec 13, 2007 at 09:31 AM // 09:31..
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Old Dec 14, 2007, 04:05 PM // 16:05   #48
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Quote:
Originally Posted by wuzzman
Gank makes playing at non-peak hours a art form. When I heard a lot of their guild is r12 my response was "wow.............................................. .................................................. .................................................. .................................................. .............."
they are a fame farm guild comprised of fame farming players, when the game is left between balance and randomway, they will be the tards playing smiteball.
lol i saw gank running some ele ball yesterday made me lol
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Old Dec 14, 2007, 05:02 PM // 17:02   #49
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my random way havent lose to any IWAY yet
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Old Jan 04, 2008, 05:26 AM // 05:26   #50
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keep spirits down and hit 1 paragon till he dies? never phails xD
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Old Jan 04, 2008, 04:01 PM // 16:01   #51
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I play zergway a bit days, still pretty noobish and just hit rank 1 (ow yeah).. Always as paragon, and yes, its easy to beat. Pressure paras=dead Heroway=Dead, sos=Dead a lot of builds=dead, it isnt that good, zergway, but a good way for players to get a group and fame if they are low ranked..
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Old Jan 04, 2008, 06:08 PM // 18:08   #52
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Pressure = dead zergway. Teams don't want to have pressure (spike builds) love to get owned by zergway.
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Old Jan 07, 2008, 11:06 PM // 23:06   #53
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On King of the Hill it would be wise to note that you shouldn't ball up on the altar while holding vs. zergway. It's a kinda obvious thing to experienced players, but if you've got some more inexperienced people reading this guide you don't want them balling up for "Fear Me!" edrain.
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Old Jan 08, 2008, 02:09 AM // 02:09   #54
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as far as zergway goes, it really depends on the skill of the other team, nearly more so than what they are running. while bored during the weekend, a bunch of guys and i said the hell with it and ran zergway a bit...because we were ranked and knew how to use the builds, we crushed a IV spike pretty badly, was nearly flawless, probably because we knew how to use a dchop, and the fear me spam is pretty ridiculous.

as a basic rule, nearly any build needs to wipe a zerg within 2 min, or they are almost certainly going to lose. after about 2 min, the fear me spam will gradually drain your healers high sets, and then its gg.
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Old Jan 08, 2008, 02:34 AM // 02:34   #55
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Quote:
Originally Posted by blackknight1337
as a basic rule, nearly any build needs to wipe a zerg within 2 min, or they are almost certainly going to lose. after about 2 min, the fear me spam will gradually drain your healers high sets, and then its gg.
what kind of builds are you playing? not to many spikes will take down 8 100+ armor targets in under 2 minutes, the smited dervishes will and the A/D will, but those are kind of gimmicky, Oh and maybe a good hexway team but thats also a gimmicky build.

Most times I play against iway if the paragons on thier team have even half a brain and DONT get thier infuse diverted, then it takes 3-4 minutes, more if thier warriors know how to play the game and dont all try to train my two monks.

And, your monks really shouldnt need to kite against iway, channeling > fear me, sad but true. Smart iways wont let monks channel tank, but 90% of them do. My monks usually stay in thier low sets entire match anyway spamming and saying AHHHH CHANNELING FTW
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Old Jan 08, 2008, 03:32 AM // 03:32   #56
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Quote:
Originally Posted by TheOneMephisto
Balling up in wards is a no against fear me spam. If you want to use wards, make sure that you kit around the edges and attempt to stay as far away from warriors as possible.
QFT. It's amazing how even r10+ players don't realise balling in wards is bad.

i herd hexes wuz gud vs iway btw
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Old Jan 08, 2008, 03:37 AM // 03:37   #57
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lol reason why players can't beat iway, most HA monks cry if they aren't in 3 monk backlines. Tells you everything you need to know right there.
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Old Jan 08, 2008, 05:33 AM // 05:33   #58
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this is a little off topic, but 3 monks is the way to go for 1v1 maps that arent annihilation, ie: cap pt, relic run, or kill count.

Three monks allow for more build versatility against map objectives, but dont offer much at all in the straight up 1v1 fights.

Against iway, if you dont want to devote to much of your build against iway, take a ward against melee, and 2 monks, RC and WoH. let the monks stand in the ward, they get amazing channeling against warriors and pets, and fear me is only -4, channeling is +50 million, sometimes my WoH monk gets heal parties almost for free.

The rest of your team needs to be kiting and running and mitigating damage, but your monks need to be standing there riding channeling (assuming your running channeling monks, some HB monks prefer glyph and they need to kite)

I might take a screenshot next time my RC prot stands there with 4 iway warriors smashing on him and he does /flex


----
edit to respond to below

ward melee + guardian = block block block block hit block block block block hit block block....

also, prot spells are mostly 1/4 second cast, sure some slow ones like guardian and RC but those arent the end of the world.

Dchop is also slow, and mainly luck against anything other than a 2second cast.

finally, you run somewhat of a greater risk by running and then stopping to cast, first of all if you run straight away without kiting, you get hit with autocrits.
Second, running and stopping to cast immediatlly is bad because they will use dchop then, which hits your skill. Not many monks know to wait half a second before using a skill.

Last edited by Kyp Jade; Jan 08, 2008 at 05:44 AM // 05:44..
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Old Jan 08, 2008, 05:38 AM // 05:38   #59
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Quote:
Originally Posted by Kyp Jade
this is a little off topic, but 3 monks is the way to go for 1v1 maps that arent annihilation, ie: cap pt, relic run, or kill count.

Three monks allow for more build versatility against map objectives, but dont offer much at all in the straight up 1v1 fights.

Against iway, if you dont want to devote to much of your build against iway, take a ward against melee, and 2 monks, RC and WoH. let the monks stand in the ward, they get amazing channeling against warriors and pets, and fear me is only -4, channeling is +50 million, sometimes my WoH monk gets heal parties almost for free.

The rest of your team needs to be kiting and running and mitigating damage, but your monks need to be standing there riding channeling (assuming your running channeling monks, some HB monks prefer glyph and they need to kite)

I might take a screenshot next time my RC prot stands there with 4 iway warriors smashing on him and he does /flex
But if you're just standing there casting the chance of you getting DChopped is far greater, especially if NR is allowed to be up for even a few seconds.
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Old Jan 08, 2008, 05:59 AM // 05:59   #60
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Quote:
Originally Posted by Kyp Jade
this is a little off topic, but 3 monks is the way to go for 1v1 maps that arent annihilation, ie: cap pt, relic run, or kill count.

Three monks allow for more build versatility against map objectives, but dont offer much at all in the straight up 1v1 fights.

Against iway, if you dont want to devote to much of your build against iway, take a ward against melee, and 2 monks, RC and WoH. let the monks stand in the ward, they get amazing channeling against warriors and pets, and fear me is only -4, channeling is +50 million, sometimes my WoH monk gets heal parties almost for free.

The rest of your team needs to be kiting and running and mitigating damage, but your monks need to be standing there riding channeling (assuming your running channeling monks, some HB monks prefer glyph and they need to kite)

I might take a screenshot next time my RC prot stands there with 4 iway warriors smashing on him and he does /flex


----
edit to respond to below

ward melee + guardian = block block block block hit block block block block hit block block....

also, prot spells are mostly 1/4 second cast, sure some slow ones like guardian and RC but those arent the end of the world.

Dchop is also slow, and mainly luck against anything other than a 2second cast.

finally, you run somewhat of a greater risk by running and then stopping to cast, first of all if you run straight away without kiting, you get hit with autocrits.
Second, running and stopping to cast immediatlly is bad because they will use dchop then, which hits your skill. Not many monks know to wait half a second before using a skill.
Agree with some but not all, especially not kiting, you take more damage means you need to cast more, means you get drained more. In your case if you have a ward of melee i guess it's ok. But i hardly see teams bring ward of melee in ha.

Also a good iway will d-chop channeling on monks

You say you get free heal parties, i doubt that especially when pets die after the first minute or two.

If 4 warriors are smashing one monk, all he needs is a soa and gaurdian, reason why his staying up. Also means they are a bad iway
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