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Old Oct 03, 2005, 07:08 AM // 07:08   #21
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Originally Posted by Tara Blitzwind
Haven't encountered a single smite build since the nerf.
well, there arent many, thats for sure.

But, came a cross a very interesting smite build the other night using a single smiter (which always seemed to be the most effective smite anyway) in conjunction with about 3 mesmers doing some serious energy surge spiking. Nice build, certainly caught us by surprise. The smite was just enough to take the energy surge spike into the lethal range.

In fact, there have been lots of fun builds around since the update. People using their imagination, which is nice.
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Old Oct 03, 2005, 07:02 PM // 19:02   #22
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now they use QS because of the little 'aftercasts' put in
No they don't.

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Haven't encountered a single smite build since the nerf.
They aren't running E/Mo smite, but monk primaries subbing in smiting to drop balth's aura is still going around. not a hugely intelligent build, but it counters the current FoTMs
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Old Oct 03, 2005, 07:16 PM // 19:16   #23
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Oh noes another nerf debate, close the thread quick!
/signed, bitches.
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Old Oct 05, 2005, 01:30 AM // 01:30   #24
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Originally Posted by Orochim4ru
No they don't.

They aren't running E/Mo smite, but monk primaries subbing in smiting to drop balth's aura is still going around. not a hugely intelligent build, but it counters the current FoTMs
all i can say is BS.

like total, utter, complete, BS
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Old Oct 05, 2005, 02:54 AM // 02:54   #25
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Originally Posted by dargon
Wanna cry just a little bit louder? Like you said you easily beat them, I can understand a little moaning if you hadn't, but you did. Now if there wasn't a 1.25 second pause between each shot from a single individual I can understand the crying but there's a pause now which gives you all the time you need as you've proven.
please dont post things like this if you clearly havent examined the situation. we beat them easily because we had the exact counter to it and pRp wasnt intelligent enough to recognize it. although you can no longer do the three attacks, if each of four rangers does 2 of them (dual+punishing), the target will still die. now that kindle will not hit if the arrow misses, people can just run read the wind. plus, enough with this talk about enchantments! lol no enchantment will EVER be the counter to ranger spike. they have a fast cast Me/N cast lingering and rigor on the target before spiking him so all of the arrows hit and all enchants are removed.
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Old Oct 05, 2005, 03:59 AM // 03:59   #26
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And if you exampine the situation, 6 rangers with vamp bows + 2 necros (1 with OotV and 1 with OoP) = 1 dead target also. Necros cast both orders, 1 each, rangers dualshot the target. My old guild was doing this 3+ months ago. Very effective when your opponent hasn't a clue who is about to get the shaft. The rangers don't even need to have a single point in Marksmanship as you're not worrying about arrow dmg, but rather the bonus from Vamp string + OotV + OoP. Each arrow is hitting for (16+16+5)*2 = 74 dmg per ranger, plus whatever the arrows actually do.

Bring Ward vs Elements, you'll cut down the kindle dmg nicely. Furthermore, kindle nolonger goes off if you block/evade the arrows. Now you said that Rigor screws you, so bring some form of Hex removal, you should have it or more than one team will own you because of the lack. There's plenty of ways to deal with the build, you don't have to call NERF just because you can't adjust to a new possibility. Next thing you know there'll be a nice necro build that someone wasn't expecting and they'll call for a nerf because it's outside their realm of "I can defend against this". Each build has a counter build. Each character has a counter. Use your brain before you simply go running home to mommy because the nasty rangers hurt you.
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Old Oct 05, 2005, 06:14 AM // 06:14   #27
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*hums*

lalala
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Old Oct 05, 2005, 05:28 PM // 17:28   #28
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Originally Posted by dargon
And if you exampine the situation, 6 rangers with vamp bows + 2 necros (1 with OotV and 1 with OoP) = 1 dead target also. Necros cast both orders, 1 each, rangers dualshot the target. My old guild was doing this 3+ months ago. Very effective when your opponent hasn't a clue who is about to get the shaft. The rangers don't even need to have a single point in Marksmanship as you're not worrying about arrow dmg, but rather the bonus from Vamp string + OotV + OoP. Each arrow is hitting for (16+16+5)*2 = 74 dmg per ranger, plus whatever the arrows actually do.

Bring Ward vs Elements, you'll cut down the kindle dmg nicely. Furthermore, kindle nolonger goes off if you block/evade the arrows. Now you said that Rigor screws you, so bring some form of Hex removal, you should have it or more than one team will own you because of the lack. There's plenty of ways to deal with the build, you don't have to call NERF just because you can't adjust to a new possibility. Next thing you know there'll be a nice necro build that someone wasn't expecting and they'll call for a nerf because it's outside their realm of "I can defend against this". Each build has a counter build. Each character has a counter. Use your brain before you simply go running home to mommy because the nasty rangers hurt you.
first of all, im talking about the standard build with 4 ranger spikers, 1 curse mesmer, 3 monks. not the build that you described. anything can beat that. ward against elements does not help against read the wind because there is no elemental damage. obviously we bring hex removal but they spike exactly when the hex gets on and use a mesmer with 16 fast casting, so we can either try remove the hex or try to heal.

and did you just tell me to use my brain? and then you give those utterly useless suggestions? yeah, thats intelligent. i really meant this thread to be a community discussion about possible new counters to this rather than newbs like this guy trying to explain to me how the game works.
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Old Oct 05, 2005, 06:07 PM // 18:07   #29
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granted a ward vs ele won't prtect you against read the wind. Read the wind however is 1/2 the dmg of kindle, and a single ranger on your team with Greater Conflag will make a ward nice and useful. The reason I posted that Ranegr Spike build is because it's been in the game and used for quite a few months now. Spirit spam is the reason it stopped being useful as a single greater conflag kills the build, OoP and OotV don't go off if the dmg isn't physical. Kindle and/or Read the Wind are just a modification to the build.

In your opening post you said

Quote:
but it was still distressing to see that it was not nerfed one bit
hell your opening post was simply a whine fest about how a build you ASSUMED had been killed via the change to interrupts had infact been hardly affected. May you weren't calling for it, but your posts have definately seemed to be along the lines of 'This build is too powerful, I'm gonna cry a bit and then call for a nerf'. Maybe you didn't intend that, I don't know what your thinking so I can't say whether or not that's what you wanted.

Pretty much any class can spike, even warriors if they are coordinated well enough. Think of this one.

8 characters with a primary or secondary necro class with their curses as high as it will go. Each one with a different hex. For a ball, each targets a different person in the ball and on signal, hexes them, follwed up immeadiately by a feast of corruption. Right off the bat their target takes between 90-120 dmg depending on if the necro was primary or secondary, and then everyone near the target who is also hexed also takes 90-120 dmg. In a nice bunched up group, odds are most of the group will die, and those that don't will be so low that a putrid explosion will take them out. Or, each necro can all hit the same target, though only a single hex is needed in that case, again, 8 necros feasting on a single target = dead target. Powerful build? Yes, can it be countered? Almost certainly. Should it be nerfed? No.

Any build, Ranger Spike, IWAY, Smite, Trappers, etc, has big disadvantages that a well prepared team should be able to take advantage of.
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Old Oct 05, 2005, 06:40 PM // 18:40   #30
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actually, romo, they did *sortof* nerf this, because i remember back when you could use punishing shot, if they targeted your prot you couldnt even use shielding hands or *anything*, you just kind of died. now granted a really coordinated spike can do it in less time than it takes to cast shielding hands, but most really arent *thaat* good, so in a way they kind of took an edge off it.

*keeps humming*
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Old Oct 05, 2005, 06:57 PM // 18:57   #31
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Ranger spiking is still around strong but its just not the same. Spamming interrupts doesnt work, but you can spam about 4 arrows out fast with whatvever mod on it and whatever buff and do a nice spike. So rangers can still spike. So can everyone else. The important thing is that they dont put someone in interruptlock when they do it, although they can get a little interrupt.
However, the current *best* ranger spike has a total cooldown of 5s, so when people start using it en masse, there probably wont be that much timing requred.
Considering most other spikes require large amounts of energy and have a reasonable cooldown, it might be considered quite powerful.
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