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Old Jul 10, 2005, 09:15 AM // 09:15   #1
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Default Teh keys to Ubah groups.

There are a few running themes Ive seen in almost all good balanced HoH groups.

1.) Necros... at least one. Putrid is just too good. A large radius high damage spell that ignores armor for 10 energy and instant recast is key to breaking through pretty much any HoH encounter.

2.) Knockdown Warriors. Any group should have at least one, if not 2. Running either Aftershock, or Blackout for total shutdown.

3.) Protection Monks... I know Nature's Renewal, blah blah blah... but if you want your hero to survive on the altar you need some form of protection. A Protection Monk with healing seed, and a few life bonds running is nearly invincible.

4.) Spirits, in some form or another. Symbiosis, Fertile Season, and you will not die anytime soon. Laugh as spike groups barely touch your 1000 hp, while your warriors wreak havoc on their monks.

Are there anymore necessities of a balanced group that you guys have noticed?
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Old Jul 11, 2005, 02:02 AM // 02:02   #2
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Since no one else is putting stuff up, I just thought of another very common and particularly powerful combo. Spell breaker, on both of your 2 healing monks. They should already have 16 Divine Favor which puts the duration at 18.3 seconds. A 20% enchantment mod increases this duration to 21.96.. rounded to 22 seconds. The recharge on Spell Breaker is 45 seconds. Two Monks can make one target invulnerable to ALL spells for 44 seconds straight with a 1 second break. Effectively castrating Spike groups, especially in Altar maps.
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Old Jul 11, 2005, 02:47 AM // 02:47   #3
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Quote:
Originally Posted by ICURADik
Since no one else is putting stuff up, I just thought of another very common and particularly powerful combo. Spell breaker, on both of your 2 healing monks. They should already have 16 Divine Favor which puts the duration at 18.3 seconds. A 20% enchantment mod increases this duration to 21.96.. rounded to 22 seconds. The recharge on Spell Breaker is 45 seconds. Two Monks can make one target invulnerable to ALL spells for 44 seconds straight with a 1 second break. Effectively castrating Spike groups, especially in Altar maps.
Well once the spell casters realize they can't hit a character, there would still be 7 other targets for them to nail. If you're facing an all spell casting group damn you'd do some good. Besides, knockdown has few ways to be stopped and spellbreaker won't stop a warrior wielding a hammer.
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Old Jul 11, 2005, 03:05 AM // 03:05   #4
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It looks like a good balance of skills and classes is getting more populair
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Old Jul 11, 2005, 05:50 AM // 05:50   #5
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3. Wards work as well as protection spells do, plus they're AoE and aren't affected by Nature's Renewal.
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Old Jul 11, 2005, 06:44 AM // 06:44   #6
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Quote:
Originally Posted by ICURADik
There are a few running themes Ive seen in almost all good balanced HoH groups.

1.) Necros... at least one. Putrid is just too good. A large radius high damage spell that ignores armor for 10 energy and instant recast is key to breaking through pretty much any HoH encounter.

2.) Knockdown Warriors. Any group should have at least one, if not 2. Running either Aftershock, or Blackout for total shutdown.

3.) Protection Monks... I know Nature's Renewal, blah blah blah... but if you want your hero to survive on the altar you need some form of protection. A Protection Monk with healing seed, and a few life bonds running is nearly invincible.

4.) Spirits, in some form or another. Symbiosis, Fertile Season, and you will not die anytime soon. Laugh as spike groups barely touch your 1000 hp, while your warriors wreak havoc on their monks.

Are there anymore necessities of a balanced group that you guys have noticed?
/agreed, don't tell the noobs though .

They might stop doing their 5 spiker/3 mo healer groups.

It's so funny when they take down their first 1-2 targets and start flaming you.

LOL NOOB DID YOU SEE HOW FAST HE WENT DOWN ROFL ROFL NOOBS YOU'RE GETTING OWNED.

Then like 15 seconds later they can't scratch you and 5 of them are down.
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Old Jul 11, 2005, 01:34 PM // 13:34   #7
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Quote:
Originally Posted by Racthoh
Well once the spell casters realize they can't hit a character, there would still be 7 other targets for them to nail. If you're facing an all spell casting group damn you'd do some good. Besides, knockdown has few ways to be stopped and spellbreaker won't stop a warrior wielding a hammer.
With the protection monk alive they will have a very tough time killing the other members over your team. Even running disenchants, it is easy for a decent team to run several overlapping enchants to protect life bond, while the prot monk, uses protective spirit/rof if he starts feeling heat on himself.

Was reading a few builds from higher level teams. It seems like almost everyone is now running one Prot/Smite monk. Bond + Balthazar's spirit gives you nearly unlimited energy, to cast Balthazar's Aura on your warrior while he decimates targets. Anyone else tried this?
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Old Jul 11, 2005, 02:15 PM // 14:15   #8
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Works great until you run into Lingering Curse, Rend Enchantments or Nature's Renwal, then you can't really cover things up and the house of cards comes tumbling down. If you don't run into one of those 3 things though you'll feel like that was the easiest fight you ever had.
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Old Jul 11, 2005, 03:24 PM // 15:24   #9
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Originally Posted by Moskel
Works great until you run into Lingering Curse, Rend Enchantments or Nature's Renwal, then you can't really cover things up and the house of cards comes tumbling down. If you don't run into one of those 3 things though you'll feel like that was the easiest fight you ever had.
Like I said in the original post, Nature's Renewal is a problem, but it will also cause problems for their team. Rend does nothing to spell breaker.

Edit: Does anyone actually use Lingering Curse? 25 energ, 10% hp, 3 second cast time and your elite slot for a spell that can be described as meh.

Last edited by ICURADik; Jul 11, 2005 at 03:28 PM // 15:28..
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Old Jul 11, 2005, 04:47 PM // 16:47   #10
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Quote:
Originally Posted by ICURADik
Since no one else is putting stuff up, I just thought of another very common and particularly powerful combo. Spell breaker, on both of your 2 healing monks. They should already have 16 Divine Favor which puts the duration at 18.3 seconds. A 20% enchantment mod increases this duration to 21.96.. rounded to 22 seconds. The recharge on Spell Breaker is 45 seconds. Two Monks can make one target invulnerable to ALL spells for 44 seconds straight with a 1 second break. Effectively castrating Spike groups, especially in Altar maps.
chillblains nature renewal
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Old Jul 11, 2005, 05:46 PM // 17:46   #11
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chillblains nature renewal
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Old Jul 11, 2005, 06:43 PM // 18:43   #12
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Quote:
Originally Posted by ICURADik
There are a few running themes Ive seen in almost all good balanced HoH groups.

1.) Necros... at least one. Putrid is just too good. A large radius high damage spell that ignores armor for 10 energy and instant recast is key to breaking through pretty much any HoH encounter.

2.) Knockdown Warriors. Any group should have at least one, if not 2. Running either Aftershock, or Blackout for total shutdown.

3.) Protection Monks... I know Nature's Renewal, blah blah blah... but if you want your hero to survive on the altar you need some form of protection. A Protection Monk with healing seed, and a few life bonds running is nearly invincible.

4.) Spirits, in some form or another. Symbiosis, Fertile Season, and you will not die anytime soon. Laugh as spike groups barely touch your 1000 hp, while your warriors wreak havoc on their monks.

Are there anymore necessities of a balanced group that you guys have noticed?
1. It is by far not the key, but it helps. You still need to kill their people to use it, so you have to 'break through' whatever they are using anyways....

2. These are lasts months FoTM. Decent groups have better uses for warriors.

3. Prot monk with healing seed? Sounds like the monk advertising he had meteor in tombs yesterday. And, life bonds blow. Decent groups have figured this out long ago.....

4. Actually decent groups won't use fertile outside of 2 reasons. One, they have 2 people to spam it and keep it up constantly. Two, they use it as a tactical move to keep group members up while people can be raised or energy can be regened. Noobs are the ones that bring it without the ability to spam it, then half the group dies from that 'weird spike dmg' when fertile gets taken down....

5. Life bonds suck....

So out of everything you have listed, number one is the only one I will agree with actually.

Quote:
Originally Posted by ICURADik
Since no one else is putting stuff up, I just thought of another very common and particularly powerful combo. Spell breaker, on both of your 2 healing monks. They should already have 16 Divine Favor which puts the duration at 18.3 seconds.

If a monk in my group said they had a 16 divine favor I would kick them right then and there. I wouldn't even ask them why, they would just get kicked. There is absolutely no possible explanation why a monk should have 16 divine favor.


Quote:
Originally Posted by ICURADik
With the protection monk alive they will have a very tough time killing the other members over your team. Even running disenchants, it is easy for a decent team to run several overlapping enchants to protect life bond, while the prot monk, uses protective spirit/rof if he starts feeling heat on himself.

Was reading a few builds from higher level teams. It seems like almost everyone is now running one Prot/Smite monk. Bond + Balthazar's spirit gives you nearly unlimited energy, to cast Balthazar's Aura on your warrior while he decimates targets. Anyone else tried this?
Actually a smiter gets unlimited mana from ether renewal, not crappy life bonds.

It is very simple, LIFE BONDS SUCK. Since most people must have some sort of proof as to why, here we go:

1. You are using up half a skill bar just to keep the retarded bonds up. Not to mention, the other enchantments other people have to bring just to cover them up.

2. Natures renewal. There is nothing more fun then dropping natures on this group. And no, it doesn't mess with my group because I don't run crappy bonds and actually bring useful prot spells. You don't even need to spam it, just one person needs to bring it along just to drop. By the time you try to get the things up again, because you are a worthless prot monk while they are down due to half your skill bar is needed for the things, half your group is going to probably be dead.

I don't even need to go any farther because number one alone is a good enough reason. There are so many awesome prot monk spells that are 10x more powerful that you can't fit on your bar because you are too concerned with bonds. This fits under what would probably be number 3 on my list of why bonds suck. You are more concerned with bonds then you are with keeping people alive.

Last edited by Kaylee Ann; Jul 11, 2005 at 06:46 PM // 18:46..
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Old Jul 11, 2005, 09:04 PM // 21:04   #13
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Quote:
Originally Posted by Kaylee Ann
1. It is by far not the key, but it helps. You still need to kill their people to use it, so you have to 'break through' whatever they are using anyways....

2. These are lasts months FoTM. Decent groups have better uses for warriors.

3. Prot monk with healing seed? Sounds like the monk advertising he had meteor in tombs yesterday. And, life bonds blow. Decent groups have figured this out long ago.....

4. Actually decent groups won't use fertile outside of 2 reasons. One, they have 2 people to spam it and keep it up constantly. Two, they use it as a tactical move to keep group members up while people can be raised or energy can be regened. Noobs are the ones that bring it without the ability to spam it, then half the group dies from that 'weird spike dmg' when fertile gets taken down....

5. Life bonds suck....

So out of everything you have listed, number one is the only one I will agree with actually.


If a monk in my group said they had a 16 divine favor I would kick them right then and there. I wouldn't even ask them why, they would just get kicked. There is absolutely no possible explanation why a monk should have 16 divine favor.


Actually a smiter gets unlimited mana from ether renewal, not crappy life bonds.

It is very simple, LIFE BONDS SUCK. Since most people must have some sort of proof as to why, here we go:

1. You are using up half a skill bar just to keep the retarded bonds up. Not to mention, the other enchantments other people have to bring just to cover them up.

2. Natures renewal. There is nothing more fun then dropping natures on this group. And no, it doesn't mess with my group because I don't run crappy bonds and actually bring useful prot spells. You don't even need to spam it, just one person needs to bring it along just to drop. By the time you try to get the things up again, because you are a worthless prot monk while they are down due to half your skill bar is needed for the things, half your group is going to probably be dead.

I don't even need to go any farther because number one alone is a good enough reason. There are so many awesome prot monk spells that are 10x more powerful that you can't fit on your bar because you are too concerned with bonds. This fits under what would probably be number 3 on my list of why bonds suck. You are more concerned with bonds then you are with keeping people alive.
1. In HoH someone will die on the altar. Whichever groups necro is able to get of the first couple Putrid's will win 90% of the time. I think we agree on this.

2. Why not exlpain this? Your as bad as every other asshat on this forums. Explaning how something sucks, but giving absolutely no alternative. FFS, what are the skills that are 10x better?

3. Protection monks dont carry seed, healing monks carry seed. Have you ever seen a high level seed on a protection monk? I highly doubt it based on your misunderstanding. Spaming +25's 30 times a second is quite a powerful little healing battery.

4. As I ORIGINALLY explained you really don't need this except in HoH. This post is entirely about HoH. You don't need Fertile Season as much in the battles leading up to HoH, but when 2 teams are attacking you from either side it is necessary.

I would beg to differ with your assessment of Divine Favor. Nearly infinite Spell Breaker has owned many a Spike group when attempting to take the altar. It's hard to spike the guild lord when hes running Spell Breaker 44 out of 45 seconds. Spell Breaker like knockdowns, wards, and to an extent spirits, has no counter, or a viable counter.

I ABSOLUTELY love it when I am playing my ranger and I see one or two characters on the other team with Ranger Secondary. It's even funnier when they attempt to cast the "noob owning" Nature's Renewal and I distract it's pathetic 5 second cast time. You claim to not rely on a single spell, yet you rely on Nature's Renewal to beat teams running life bonds. How Ironic.

SO... How about instead of flaming me, you instead list a good build. It's great how you explain how horrbile Life Bond's and Balthazar's is for getting mana because it is enchantment based, but then go on to say that it's better to use Ethereral Renewal, another enchantment that relies on you having many more enchantments and only last for 10 seconds. Take your bullshit somewhere else. This thread was meant to list common builds in HoH. I see these thing's used all the time. I went to HoH with a PuG 6 times last night. Lost every time. And these were the things beating me. I have seen very few Ele/Mo smiters. It looks viable, seeing that Prot/Smite monks don't need Divine Favor really, but you are still sacrificing the use of runes which greatly augment your abilities.
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Old Jul 11, 2005, 09:13 PM // 21:13   #14
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16 DF is worth it when you are running a boon monk which is a perfectly reasonable setup and works nicely with SB too.

A healing ball setup doesn't suck overall since many tombs teams don't bring rend and rarely even have something like Shatter E but they are bad with the current meta game focusing on spirits which includes renewal.

One thing you left out of your list is wards. Not using wards is just absurdly stupid, even moreso when you are in a defending position.
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Old Jul 11, 2005, 09:40 PM // 21:40   #15
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Quote:
Originally Posted by ICURADik
Like I said in the original post, Nature's Renewal is a problem, but it will also cause problems for their team. Rend does nothing to spell breaker.

Edit: Does anyone actually use Lingering Curse? 25 energ, 10% hp, 3 second cast time and your elite slot for a spell that can be described as meh.
I don't need to strip the Life Bond/Barrier off of the Spellbreakered protection monk to remove their effects. I strip it off of the target I'm about to/in the middle of killing. You can't Spellbreaker everyone unless you dedicated a whole team to it (Arcane Echo/Spellbreaker/Arcane Mimicry or something ).

The LB Protection Monk can't afford to recast LB all the time if the target you are hitting doesnt have a LB to give them more energy, its a viscious cycle. Also one well timed interrupt on the Blessed Signet (or just straight up disable it with the mesmer signet disable) and the house of cards also tumbles down.

Until the rending/lingering curse/nature's renewal calm down in the metagame a LB monk is nearly useless. Tides will turn and LB monks will be all over again which will cause the cycle we're in now.
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Old Jul 11, 2005, 10:12 PM // 22:12   #16
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Quote:
Originally Posted by ICURADik
1. In HoH someone will die on the altar. Whichever groups necro is able to get of the first couple Putrid's will win 90% of the time. I think we agree on this.

2. Why not exlpain this? Your as bad as every other asshat on this forums. Explaning how something sucks, but giving absolutely no alternative. FFS, what are the skills that are 10x better?

3. Protection monks dont carry seed, healing monks carry seed. Have you ever seen a high level seed on a protection monk? I highly doubt it based on your misunderstanding. Spaming +25's 30 times a second is quite a powerful little healing battery.

4. As I ORIGINALLY explained you really don't need this except in HoH. This post is entirely about HoH. You don't need Fertile Season as much in the battles leading up to HoH, but when 2 teams are attacking you from either side it is necessary.

1. Your original description said a necro was key to breaking through a build, which I said was wrong, and it is. Like I said, you have to kill someone for it too work which means you already broke through their build. I know how a necro works though ty very much.

2. I never said anything about hammer warrior and how they suck. Quit putting words into my mouth to make your point and actually quote what I said instead. You might actually make your point better. "These are lasts months FoTM. Decent groups have better uses for warriors." Nope, I don't see anywhere where I said hammer warriors suck.

3. I know how healing seed works ty, but lets look at your original statement (watch how I use quotes to make my points instead of trying to make stuff up).

Quote:
Originally Posted by ICURADik
3.) Protection Monks... I know Nature's Renewal, blah blah blah... but if you want your hero to survive on the altar you need some form of protection. A Protection Monk with healing seed, and a few life bonds running is nearly invincible.
Wow look at that. I don't even have to say anything else to prove my point and I didn't make stuff up like you did.

4. And like I said, unless you plan on infinately spamming it you are going to hurt yourself more then any good it will do your group. If you don't spam it it is just going to get taken down. And, if it gets taken down while the ghost is getting pummeled into oblivion you just screwed yourself. And I win Halls every single day consistently, and I almost never have fertile season.

Quote:
Originally Posted by ICURADik
I would beg to differ with your assessment of Divine Favor. Nearly infinite Spell Breaker has owned many a Spike group when attempting to take the altar. It's hard to spike the guild lord when hes running Spell Breaker 44 out of 45 seconds.
I tombs every day, and lately I rarely run into 'spike groups.' What I do run into a lot is necros, rangers, warriors, and smiting. A lot of good spell breaker is going to do against that except to protect enchantments on the ghostly, which is a sound idea. Unfortunately though:

Quote:
Originally Posted by ICURADik
Spell Breaker like knockdowns, wards, and to an extent spirits, has no counter, or a viable counter.
This statement is wrong. Natures renewal and chillbains, both of which are very popular in tombs own spell breaker. And just out of curiosity, what are you gimping to get 16 divine favor? Your health is obviously one thing. But I forgot, running lots of superior runes is a good thing. You know, you might have better luck with those 'spike groups' if you didn't gimp the hell out of your health in the first place.

Quote:
Originally Posted by ICURADik
I ABSOLUTELY love it when I am playing my ranger and I see one or two characters on the other team with Ranger Secondary. It's even funnier when they attempt to cast the "noob owning" Nature's Renewal and I distract it's pathetic 5 second cast time. You claim to not rely on a single spell, yet you rely on Nature's Renewal to beat teams running life bonds. How Ironic.
Considering it gets dropped before a battle even starts when you aren't in range of the other group I have never had this problem actually. You must use those super long range arrows, because last time I checked spirits have a lot longer of a range then a distracting shot. And I don't rely on nature renewal one bit. But since I do believe in necros as stated before a lot of good all those bonds are going to do you when they are getting ripped off constantly.

Quote:
Originally Posted by ICURADik
's great how you explain how horrbile Life Bond's and Balthazar's is for getting mana because it is enchantment based, but then go on to say that it's better to use Ethereral Renewal, another enchantment that relies on you having many more enchantments and only last for 10 seconds.
Yep, it only lasts 10 seconds which means it is 100x more versatile then constantly relying on enchantments from anyone else. Also, a smiter relies on enchantments that he casts on himself, that have semi quick recast timers. He is self reliant (outside of the warrior he has to smite off of) and has the ability to keep enchantments up despite natures without relying on anyone else (still a pain in the butt, but it is more feasible then relying on enchantments from monks who should be healing and protecting and not trying to keep enchantments on the smiter).

Quote:
Originally Posted by ICURADik
I have seen very few Ele/Mo smiters. It looks viable, seeing that Prot/Smite monks don't need Divine Favor really, but you are still sacrificing the use of runes which greatly augment your abilities.
1. Very few e/mo smiters?! This only shows your lack of experience.

2. Relying on runes is actually augmenting the use of your abilities. An e/mo smiter will outdo a mo/whatever smiter any day of the week. And, that is without the use of a smiting rune.

Quote:
Originally Posted by ICURADik
SO... How about instead of flaming me, you instead list a good build.
Here we go putting words into my post that I never used. I never once flamed you in any way. I stated my opinion based on the things you listed. I backed up my opinions using quotes from your posts, unlike your approach of just randomly making stuff up.

See, what you will realize one day that it isn't the build that makes people win. The coordination and team work of the group and the ability to follow instructions from the person calling the shots is what makes groups win.
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Old Jul 11, 2005, 11:34 PM // 23:34   #17
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ICURADik. You haven't a clue. I wonder how it is, you've been able to stay alive this long; irl.

Kaylee Ann is almost exactly right about everything that was said. In fact, I find it hard to believe that it could have been articulated any better.

This flame is blunt and necessary because your base of scientific data is almost completely wrong. It's easy to complain about things you don't understand; wallow in your ignorance.

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Old Jul 12, 2005, 12:46 AM // 00:46   #18
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Quote:
Originally Posted by Kaylee Ann
1. Your original description said a necro was key to breaking through a build, which I said was wrong, and it is. Like I said, you have to kill someone for it too work which means you already broke through their build. I know how a necro works though ty very much.
I don't know how hard it is for you to understand. People die in altar. Even if your team does not kill them. I assume your team does not run Putrid from your adamant hate of the skill? Btw, you still havent mentioned a build.

Quote:
Originally Posted by Kaylee Ann
2. I never said anything about hammer warrior and how they suck. Quit putting words into my mouth to make your point and actually quote what I said instead. You might actually make your point better. "These are lasts months FoTM. Decent groups have better uses for warriors." Nope, I don't see anywhere where I said hammer warriors suck.
So what is a better use of a warrior? Enlighten me please. You've had two chances to give you opinions on this and all you can do is shoot down other's ideas. Without expressing your own. I wanted this thread to be about ideas. Not you looking up a few skills posting some counters and the checking out of the thread. Post something constructive please.

Quote:
Originally Posted by Kaylee Ann
3. I know how healing seed works ty, but lets look at your original statement (watch how I use quotes to make my points instead of trying to make stuff up).
What if I had said a W/Me running lifebond? Would you have thought I was talking about the W/Me casting lifebond on himself? It is not my fault your brain can't handle a blatantly simple interpretation. This is a PROT/SMITING monk were talking about. How the hell are they supposed to use seed on themselves. BTW, STILL no build/ideas or anything really from you.


Quote:
Originally Posted by Kaylee Ann
Wow look at that. I don't even have to say anything else to prove my point and I didn't make stuff up like you did.
You are awfuly good at misinterpretation. Proving it once again.

Quote:
Originally Posted by Kaylee Ann
4. And like I said, unless you plan on infinately spamming it you are going to hurt yourself more then any good it will do your group. If you don't spam it it is just going to get taken down. And, if it gets taken down while the ghost is getting pummeled into oblivion you just screwed yourself. And I win Halls every single day consistently, and I almost never have fertile season.
Like I said, every time I have been to halls Fertile Season is running, by one team or another. Actually the last time, I could have sworn there was a level 11 Fertile Season adding over 350 hp to everyone, Including spirits. I'm sure it would be hardly any trouble for a prot monk to throw a protective spirit on it if you wanted to keep it up. Let me guess, now your going to waste disenchants on the spirit too while your team dies attempting to take it out.


Quote:
Originally Posted by Kaylee Ann
I tombs every day, and lately I rarely run into 'spike groups.' What I do run into a lot is necros, rangers, warriors, and smiting. A lot of good spell breaker is going to do against that except to protect enchantments on the ghostly, which is a sound idea. Unfortunately though:
Wohoo! Finally a semi constructive idea. Let's use Spell Breaker on the Guild Lord to protect him. I've never thought of this. BTW, Now your scared of Necros? Since Putrid isn't very good what kind of necro's exactly are you scared of? Still no build posted.


Quote:
Originally Posted by Kaylee Ann
This statement is wrong. Natures renewal and chillbains, both of which are very popular in tombs own spell breaker. And just out of curiosity, what are you gimping to get 16 divine favor? Your health is obviously one thing. But I forgot, running lots of superior runes is a good thing. You know, you might have better luck with those 'spike groups' if you didn't gimp the hell out of your health in the first place.
By lots of Superior runes you mean one? This also goes back to the Fertile Season Debate. If Fertile Season is running then losing 75 hp is an easy thing to do for the signifigant gain in skills. With Divine Boon, 2 points into Divine Favor will increase your healing hands by 16 health. Nothing amazing, but none the less. Still increasing you HpS and HpE, and in a drawn out battle those are the things that matter.



Quote:
Originally Posted by Kaylee Ann
Considering it gets dropped before a battle even starts when you aren't in range of the other group I have never had this problem actually. You must use those super long range arrows, because last time I checked spirits have a lot longer of a range then a distracting shot. And I don't rely on nature renewal one bit. But since I do believe in necros as stated before a lot of good all those bonds are going to do you when they are getting ripped off constantly.
So life bond doesn't get cast before battle? Since I can easily be in range of Nature's Renewal without being in arrow range, does this imply that I can cast lifebonds, at least on the most important members within renewal range?


Quote:
Originally Posted by Kaylee Ann
Yep, it only lasts 10 seconds which means it is 100x more versatile then constantly relying on enchantments from anyone else. Also, a smiter relies on enchantments that he casts on himself, that have semi quick recast timers. He is self reliant (outside of the warrior he has to smite off of) and has the ability to keep enchantments up despite natures without relying on anyone else (still a pain in the butt, but it is more feasible then relying on enchantments from monks who should be healing and protecting and not trying to keep enchantments on the smiter).
I guess you really are lost here. What enchantments are monks casting on the smiter? He's the one casting the enchantments. And what are these enchantments with semi quick recast timers? You are really the master of vagueness.

Quote:
Originally Posted by Kaylee Ann
1. Very few e/mo smiters?! This only shows your lack of experience.
I actually give you credit for E/Mo smiters being viable, and you flame my lack of experience... ok I guess. I would still put a Monk based Smiter/Proection Monk over an Ele/Mo any day.

Quote:
Originally Posted by Kaylee Ann
2. Relying on runes is actually augmenting the use of your abilities. An e/mo smiter will outdo a mo/whatever smiter any day of the week. And, that is without the use of a smiting rune.
If by outdoing you mean doing less damage and less overall help to the group then I would agree with this statement.


Quote:
Originally Posted by Kaylee Ann
Here we go putting words into my post that I never used. I never once flamed you in any way. I stated my opinion based on the things you listed. I backed up my opinions using quotes from your posts, unlike your approach of just randomly making stuff up.
The fact of the matter is by using statements, like "decent groups never use life bonds" you are flaming. And you make it worse by not giving some semblence of another build. This site is completely riddled with elitest that simply rummage thru, tell people they are worthless and noob, not bother to post a single of their own ideas, or a better way to run the same idea, and then get their panties in a wad when someone calls them on it.

Quote:
Originally Posted by Kaylee Ann
See, what you will realize one day that it isn't the build that makes people win. The coordination and team work of the group and the ability to follow instructions from the person calling the shots is what makes groups win.
I'm sorry, but this carebear shit doesnt fly. If this were true, it would only be true because everyone ran the exact same build. Teamwork is important, but having an above par build also will garner just as much sucess.

Last edited by ICURADik; Jul 12, 2005 at 12:51 AM // 00:51..
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Old Jul 12, 2005, 12:53 AM // 00:53   #19
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Quote:
Originally Posted by RayneEternal
ICURADik. You haven't a clue. I wonder how it is, you've been able to stay alive this long; irl.

Kaylee Ann is almost exactly right about everything that was said. In fact, I find it hard to believe that it could have been articulated any better.

This flame is blunt and necessary because your base of scientific data is almost completely wrong. It's easy to complain about things you don't understand; wallow in your ignorance.

-Rayne Eternal
--<Guild Leader> Korea Friendly
Ban? Please...
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Old Jul 12, 2005, 02:41 AM // 02:41   #20
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Quote:
Originally Posted by ICURADik
I assume your team does not run Putrid from your adamant hate of the skill?
Never said or implied that.

Quote:
Originally Posted by ICURADik
BTW, Now your scared of Necros? Since Putrid isn't very good what kind of necro's exactly are you scared of?
Or that...

Quote:
Originally Posted by ICURADik
"decent groups never use life bonds"
la la la or that....

Quote:
Originally Posted by ICURADik
I'm sure it would be hardly any trouble for a prot monk to throw a protective spirit on it if you wanted to keep it up.
Wow, enchanting spirits, this keeps getting better and better.

Quote:
Originally Posted by ICURADik
motion to ban.
Quote:
Originally Posted by ICURADik
Ban? Please...
LMAO... Lets just ban everyone on the forums because they don't need to make stuff up to try and get their ideas across!!!

Quote:
Originally Posted by Kaylee Ann
See, what you will realize one day that it isn't the build that makes people win. The coordination and team work of the group and the ability to follow instructions from the person calling the shots is what makes groups win.
Quote:
Originally Posted by ICURADik
I'm sorry, but this carebear shit doesnt fly. If this were true, it would only be true because everyone ran the exact same build. Teamwork is important, but having an above par build also will garner just as much sucess.
I'm sorry, but that 'carebear shit' does fly.
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