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Old Jul 13, 2006, 08:24 PM // 20:24   #21
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Quote:
Originally Posted by Vindexus
Choking Gas plx
Yup,it's teh metagame.
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Old Jul 14, 2006, 03:04 AM // 03:04   #22
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haha this Smite Ball build totally sucks. My guild came up against two of them the other night when we were running FoC spike, and killed the whole team in 3 Spikes (3rd one killed 6 people). The only way you could lose to this would be if your build was specifically melee based. Here's how we beat it so easy: sent 1 guy forwards, the rest stood back. Monks healed/protected him so much that the spikes didn't do anything, and we just sat there casting.

(We went on the win HoH flawlessly against MATH and MiNi)

Last edited by talon; Jul 14, 2006 at 03:07 AM // 03:07..
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Old Jul 14, 2006, 05:31 PM // 17:31   #23
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I tried something like this b4. The damage just isnt too right.

Damage from SoJ(main "spike) - 553 damage
Damage from(secondary "spike") - 406 damage.
and Bane signet, same as above.

The most biggest problem of this build is the recharge of the spells. A qz would be great.
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Old Jul 14, 2006, 05:52 PM // 17:52   #24
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Quote:
Originally Posted by Ruben
But why do you think the build is weak? I mean, uh, I don't see many ways to counter it (maybe im too much of a noob -_-).
They are far from invincible... these ball groups are never popular enough to be a serious build because its a BALL... its like IWAY they get lucky in a few maps based on where they are positioned relative to everyone else... then they spike(even though i woudn't called it a spike because the dmg rate is so slow) and pray something dies... any infuser could easily infuse it.
Though it is hard to beat them all u can do is move far away and hope that they will move up to u.. then beat the crap out of them as they are repositioning...

body block their people as they move the ball and beat them down by focusing ur fire on one target...

then they go to rez him body block him and take him out a again.. if they are smart they dont waste their rezes.. and if they are not just keep killing the one guy who is out of the ball...

forcing them to go for the ghostly hero.. upon which u take them out some more as they move the ball...

these poeple will never hold halls or anything because the amount of DMG put on ghostly hero due to AoE, expecially against NR Traq far exceeds their healing in the ball....

no easy way to beat them... its all about tactics here... dont blindly attack and hope u kill something .. thats exactly what they want u to do...
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Old Jul 17, 2006, 10:52 PM // 22:52   #25
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This has to be the easiest builds to beat. Meteor OR Meteor shower+Maelstrom+warriors=dead smiteball
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Old Jul 19, 2006, 04:33 AM // 04:33   #26
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i fought 10 teams with that build. Beat them all. Bring aoe damage. If youre running a balance without aoe damage, you deserve getting beat by smite ball.
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Old Jul 19, 2006, 04:51 AM // 04:51   #27
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played this retarded build earlier on broken tower and in halls.

They decided to ball up on altar, so basically they balled up in Smite damage, choking gas and constant interrupts from mesmers. We shutdown their warder so our warrior could hit the sh*t out of them, took out number1 mo/r who is probably the caller and wanded the springs, not hard to beat..
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Old Jul 19, 2006, 07:11 AM // 07:11   #28
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Quote:
Bring aoe damage.
Completely wrong.

Look: Healing Balls don't care about pressure. Some numbers:
- Everybody in the healing ball takes 125 dmg (= 1000 dmg in total). They need to use 1 Heal Area to bring everybody back to full health.
- 1 Person in the healing ball takes 500 dmg. They need to use 4 Heal Areas to bring everybody back to full health.

In other words: trying to deal as much (aoe) pressure as possible will almost never work against smite ball, they're made to work with pressure. If you want to beat smite ball, you need to concentrate on 1 target (and keep draining those healing seeds).

Quote:
Meteor OR Meteor shower
They have 2 copies of Ward of Stability...
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Old Jul 19, 2006, 07:45 AM // 07:45   #29
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I'm actually quite experienced with this build (my former guild beat a few famous HA teams in the 3 or so days we ran it). We ran 2 Warders (one water with Ward Against Harm/Snares, one Earth with Obsid Flame), 5 Mo/R's and a Mo/W (Protector's Defense, Shield's Up!). The key to killing us was interrupts. A good choking gas ranger could make quick work of us (though our spikes were generally perfect and thus we could take them out early with SoJ). And if you have a fire nuker and someone with 2-3 interrupts it was usually gg.

Tips on how to beat it for each build:

Blood Spike: Should be easy if your spikes are good. Spike them out one at a time.

FoC Spike: If I need to tell you how you need to quit GW.

IWAY: Generally good iway teams could beat us, especially those with 2 trappers. Dust trap was generally very annoying, yet the warriors with distracting blow could mass interrupts our spikes and generally stopped our symbols of wrath from getting up (protector's defense sometimes countered this).

Dual Smite: Put a warrior on the warder and try to shock down/interrupt ward of melee. After it is down, try to adrenal spike targets.

Balanced: Again, fire nukers / CG Rangers / Interrupts on the warders owned us quick. The only problem is that we generally spiked down those targets first.

ViM: A fun match to be fought, depends on who kills who faster (we usually killed them all at once though).

The only problem with these strategies is that as a spike we can selectively take down targets we know will give us trouble.
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Old Jul 19, 2006, 10:03 AM // 10:03   #30
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i dont understand why some run this build... maybe to annoy others
no holding power & no interupts = gg, not to mention relic runs
i've never seen this after burial
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Old Jul 19, 2006, 10:06 PM // 22:06   #31
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having recently come up against this build, i can officially say it's completely stupid, annoying, and totally ineffective
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Old Jul 24, 2006, 11:34 AM // 11:34   #32
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this is the reason i only want to play spikes in hoh. So I don't have to deal with crap like this.
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