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Old Jun 16, 2006, 01:20 AM // 01:20   #21
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Join Date: Nov 2005
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Quote:
Originally Posted by lord of shadow
i would have said somethign along these lines but if you had looked up 5 posts you would already have seen it.
They don't have to remove the hex to prevent the spike, they put up a reversal and get ready to heal the guy who's going to get spiked. And this works with gales + drains too. The reason why an infuse/reversal is missed isn't because of the cast time (it's 1/4 of a second), but because you have to identify who's getting spiked and select that person. If you rigor/drain/gale to early, then you've totally eliminated that portion of it.

Last edited by Shortyafter; Jun 16, 2006 at 01:24 AM // 01:24..
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Old Jun 16, 2006, 06:09 AM // 06:09   #22
Krytan Explorer
 
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rigour:
won't be stopped by reversal- so giving it away is irrelevant
drain:
someone's enchants ending is difficult to call without a voice server- which has about a 1s delay even if they say it instantly (unlikely, to say the least)
gale:
not that i'd actually be using it or anything, but wouldn't you be galing the monk rather than the target a lot of the time?

there is also the point that with all of these you can fake one on the wrong target then spike another
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Old Jun 16, 2006, 07:02 AM // 07:02   #23
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Quote:
Originally Posted by lord of shadow
gale:
not that i'd actually be using it or anything, but wouldn't you be galing the monk rather than the target a lot of the time?
What you will find when you play this kind of build is that almost every team you will play will split against you. You will very rarely get 8v8 battles. As a result, your team will essentially spend 90% of its time running around in circles hunting small pockets of enemies. In order to spike these guys cleanly you will need to stop them from running away for long enough, and believe me, they will run when they see you coming. This is where ground control helps a ranger spike team - gale and cripshot on rangers, water hexes on an emo.
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Old Jun 17, 2006, 04:17 PM // 16:17   #24
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Quote:
Originally Posted by lord of shadow
rigour:
won't be stopped by reversal- so giving it away is irrelevant
drain:
someone's enchants ending is difficult to call without a voice server- which has about a 1s delay even if they say it instantly (unlikely, to say the least)
gale:
not that i'd actually be using it or anything, but wouldn't you be galing the monk rather than the target a lot of the time?

there is also the point that with all of these you can fake one on the wrong target then spike another
If I'm playing against a ranger spike team using rigor, I just watch for the /n to cast rigor, and as soon as the pink arrow shows up I remove it immediately. Not to mention how badly it telegraphs your spike, I mean, sometimes you can even tell who's going to be spiked just by which character all the rangers are facing - rigor mortis makes it way too easy. If you're using it to fake... why bother bringing it at all?
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