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Old Aug 21, 2008, 06:09 PM // 18:09   #1
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Default Searing Flames...

Anyone else agree that this, along with rangerspike is one of the skills thats slipped through the nerf chain? SF is an extrmely powerful skill and can be easily maintained with 16 fire. I just hate seeing bad guilds like [FINE] and [EpiC] win halls with this crap. Yes, it's VERY easy to counter, enchant strip, mesmers, e-denial. But look at it in halls... it represents one of the best HoH builds because its perfect for the gimmicky shit in halls. King of the hill, the nuke the shit out of the holding team with their massive burning and damage so that they can easily spike ghost. Cap points is a COMPLETE joke. Teams NEED to stand on the altar, and if they are... sf hits them all! Even relic runs are crazy because they can easily spike out the runner and CANNOT lose 1v1 relic runs or cap points or king fo the hill. I think the skill needs either a) range turned down. or b) same hit as invoke, if not under an enchant cause exhastian kthx. bad guilds like FINE are bad.

Last edited by NoXiFy; Aug 22, 2008 at 07:34 PM // 19:34..
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Old Aug 21, 2008, 06:10 PM // 18:10   #2
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Rangerspike

Or just use lots of rangers.

Or don't ball up.
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Old Aug 21, 2008, 06:14 PM // 18:14   #3
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Really just needs a 10 second recharge time, because it only scores kills right now because it recharges so fast imo.
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Old Aug 21, 2008, 06:41 PM // 18:41   #4
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Halls has always been about gimmicks since I started playing over two years ago. Just got to bring counters to the flavor of the month builds.
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Old Aug 21, 2008, 06:44 PM // 18:44   #5
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Quote:
Originally Posted by Snow Bunny
Rangerspike

Or just use lots of rangers.

Or don't ball up.
Yes obviously there are MANY counters... but lets not talk about counters. Lets talk about SF... it recently got BUFFED by the Spirit Bond nerf. Now that SB is retarded you cant save your team with it anymore :/
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Old Aug 21, 2008, 06:47 PM // 18:47   #6
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Quote:
Originally Posted by NoXiFy
Yes obviously there are MANY counters... but lets not talk about counters. Lets talk about SF... it recently got BUFFED by the Spirit Bond nerf. Now that SB is retarded you cant save your team with it anymore :/
SF spike is bad if your team doesn't ball up. The meta currently revolves around rangers, whether people are still trying to sway or using rspike, people are using rangers.

Why should we not talk about counters? SF is readily counterable. It's a 1 second cast skill that provides minimal pressure and an easy to catch spike if your team's not balling up.
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Old Aug 21, 2008, 06:51 PM // 18:51   #7
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[skill]frigid armor[/skill]
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Old Aug 21, 2008, 06:55 PM // 18:55   #8
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[avatar of melandru]

[searing flames] is a bad skill for PvP in my opinion because energy just flies out and a GoLe isn't gonna help you
also consider [protective spirit] to counter damage
and yes don't ball up because that's an easy way to spike you in notime when they all throw it on you
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Old Aug 21, 2008, 06:57 PM // 18:57   #9
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Go back and keep QQing about rspike. SF got nerfed like 10 f*ckin times.

Quote:
Originally Posted by N1ghtstalker
[avatar of melandru]

[searing flames] is a bad skill for PvP in my opinion because energy just flies out and a GoLe isn't gonna help you
also consider [protective spirit] to counter damage
and yes don't ball up because that's an easy way to spike you in notime when they all throw it on you
If you dont HA please dont post
(btw, SF+glowing+gole+attunement=infinite energy, and still managable with enchant stripping)
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Old Aug 21, 2008, 07:03 PM // 19:03   #10
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When you fight it 1v1 on any map, just pick a spot for your midline away from everyone else and don't kite from that spot. The only people who should be taking damage on a spike are the Warriors and whoever, if anyone, they happen to be running by during the spike. Monks don't even need to channel vs this crap if everyone isn't balled up. A spirit bond and a patient/kiss followup is more than enough to stop the spike and keep the red bars up. Interrupt both Aegis and the team of 8 squishies will explode in about 30-60 seconds. As long as they aren't able to get kills, your pressure will blow them up unless you're bongobad.
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Old Aug 21, 2008, 07:19 PM // 19:19   #11
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Fancy seeing you here, Nox.

Agreed it's OP... if your team doesn't know what to do.

<---- See guild

EDIT: By the way Nox, balling up helps =p You said it yourself, SF spike is easy to counter.

Last edited by Rurik Jangeer; Aug 21, 2008 at 07:23 PM // 19:23..
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Old Aug 21, 2008, 07:27 PM // 19:27   #12
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Quote:
Originally Posted by NoXiFy
Yes obviously there are MANY counters... but lets not talk about counters.
Right... let's not point out flaws in the OP's argument. We're here to unconditionally agree.
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Old Aug 21, 2008, 07:34 PM // 19:34   #13
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It isn't OP. Every single halls build can counter this build easily. You keep your +10/fire shield out and don't ball on your teammates. The only thing the spirit bond nerf does is make it so you can't catch multiple people if they get spiked. That is an error by your team. You can't call something overpowered because it capitalizes on an error you make. Once you hold them off for a minute or so they start full wiping because they have 8 60 armor targets that can't handle pressure.

Pick a spot at the beginning of the match far enough away from your teammates that multiple people won't get hit by SF. Don't move for the entire match. Congrats, you just successfully countered SF.
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Old Aug 21, 2008, 08:07 PM // 20:07   #14
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Agreed SF isn't really super OP anyways It's called CoF for a reason you use it against them they cry and get frustrated when you use it agianst them
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Old Aug 21, 2008, 08:51 PM // 20:51   #15
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Quote:
Originally Posted by cgruber
[skill]frigid armor[/skill]
[skill]rend enchantments[/skill]

next.

Quote:
Originally Posted by drakon412
Agreed SF isn't really super OP anyways It's called CoF for a reason you use it against them they cry and get frustrated when you use it agianst them
SF recharge = 2 secs.
CoF Recharge = 15 secs

next.

Last edited by Skyros; Aug 21, 2008 at 08:54 PM // 20:54..
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Old Aug 21, 2008, 09:06 PM // 21:06   #16
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It's been almost two years since Searing Flames was introduced to the game (no joke - NF came out in October 2006).

Understandably, SF teams would hold halls when it was first released because of the long burning duration, and it was a shock to the system. People weren't used to it. Then, for a while, SF teams would pretty much get dominated because everyone and their mum knew how to deal with it, and it was phased out.

If what you're saying is true, that SF teams are holding halls again, I'd say the bigger problem is just the quality of player we see these days. I will concede that the SB nerf has made it out of sync with being able to catch SF spikes, but I still stand by the thought that gimmicks can win now because the average skill of players has decreased.

Note: My opinion comes from someone who hasn't HA'ed in a while, so if I'm misrepresenting any fact, pardon me .
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Old Aug 22, 2008, 12:01 AM // 00:01   #17
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Quote:
Originally Posted by NoXiFy
Anyone else agree that this, along with rangerspike is one of the skills thats slipped through the nerf chain? SF is an extrmely powerful skill and can be easily maintained with 16 fire. I just hate seeing bad guilds like [FINE] and [EpiC] win halls with this crap.
How is it any different seeing other shitter guilds win with rspike?

Quote:
King of the hill, the nuke the shit out of the holding team with their massive burning and damage so that they can easily spike ghost.
Any other spike can spike the ghost just as easily. Nuke the shit out of the holding team? Who said they were all balled up in the altar like retards? If they're that retarded, then they deserve to lose.

Quote:
Cap points is a COMPLETE joke. Teams NEED to stand on the altar, and if they are... sf hits them all!
That's the only valid argument here. Cap points have always been a joke, with or without SF. The same could be said for skills like savannah, searing, teinai's, or any other forms of AoE. Anet is just too lazy to change this game system or take it out.

Quote:
Even relic runs are crazy because they can easily spike out the runner and CANNOT lose 1v1 relic runs or cap points or king fo the hill.
I don't get what you're trying to say. Any spike can spike out a runner if they have all their spikers doing it. Can't lose 1v1 with that build? I beat SF spike 1v1 every day. I don't get your point.

Quote:
Originally Posted by NoXiFy
Yes obviously there are MANY counters
I didn't know good positioning in HA wasn't allowed.

Last edited by Div; Aug 22, 2008 at 12:04 AM // 00:04..
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Old Aug 22, 2008, 06:42 PM // 18:42   #18
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Keep it on topic ladies.
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Old Aug 22, 2008, 06:58 PM // 18:58   #19
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hi everyone. I understand that around the first few posts people were giving some half ass'd counters to sf spike. Although these counters aren't vital to winning but they make your job a lot easier.

Mirror our attunements. mirror is just nice for other enchants such as taint and aegis for other kind of teams. I can tell you as a fact that we will be bringing it this weekend.

don't bother putting up aegis or DA, I have fought so many groups when I was sf spiking and I'd see aegis and DA go up. Well I guess the ghostly dshot is pretty amazing....

interrupt our aegis(or mirror). But just don't let it go up and make your warriors say over vent "block block."

call your cracked armor, normally I'm putting cracked armor on the target as it's getting spiked but sometimes i put it up early and it's so bluntly obvious on where the spike is going to be.

Most teams that I've lost to had a mesmer sitting on the E/N. the caller. We don't run a spell breaker and it's not hard to rupt rend or gaze. interrupting the enchant removal helps out a lot for your monks.

spirit bond saves lives. spirit bond, soa, rof, channeling will be the skills you will be using when you're a prot vs sf spike. When I'm protting, I like watching the field to see where the animation of sf is b4 i spirit bond. more often than not and sooner or later more than 1 teammate is going to get hit by sf. And if enchant removal isnt going thru then your prot'd target should not die.

Don't ball up, I know people have said this so many times but it's worth reiterating. pay close attention to where your nearest teammate is at and if your near him make sure it's not long.

E/rt's are hard rezz. We normally run with 2 death pacts because of the enourmous amount of energy needed for sf spike. We are able to rezz up with a decent amount of energy that would normally finish a match. It isn't hard to interrupt a 4 second activation so don't be bad mesmer.

Sf spike revolves around quick spiking power that can switch extremely fast. the team build just abuses the 2 second recharge. Sometimes you don't even need a countdown b/c all it is, is just spam on a target till it dies. because people spam it, most eles get their sf diverted which gets annoying on our part and does help out your monks. A good sf spike will be spiking every 5 seconds or less.

FIRE SHIELD PLEASE! I always run with a fire shield on my shield set. I can't tell you how much it helps. When I'm playing midline, I stop what I'm doing and it isolate myself from everyone else and switch my shield set out.

As far as the objectives in hall of heroes. relic run, we have gale, foes and grasping earth. keep aos on runner and just get ready to rupt foes. E/Rt has it. king of the hill. Monks don't be on the altar, be in the team. Don't get timer killed and spread out. second option is play like a glyph monk and stay out of range of the sf spike. cap points. split us, not much else you can do.

For those that talk about how we can't keep up energy, your very wrong my friend. IF we don't get our attunements mirror or removed. We have 3 forms of energy management. glowing gaze, gole and attunement. along with death pact to help out with rezz with more energy.

Those are all I can think of right now and it's been kinda quick so sorry about the grammar and if i think of more I'll add it here. As far as running gimmick stuff in HA, yes we do run it. We run a lot of fun stuff which includes the gimmicks such as iway, heroway and sf spike. But we find them very fun and we don't care if you think. in my honest opinion we are kinda bad but so is about 90%(I'm giving benefit of the doubt here) of guild wars players. It does boil down to it being a game and having a good time and that is why I'm here and so is the rest of FINE. We do have fun and we have a great time.

I didn't think it was vital for me to put counters in and to show you that beating sf spike isn't that hard but to the OP I guess it was kinda needed otherwise this thread would not have been needed. GL and I hope you guys get lots of fame this weekend!

Last edited by Gnat Attack; Aug 22, 2008 at 07:06 PM // 19:06..
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Old Aug 22, 2008, 07:25 PM // 19:25   #20
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Quote:
Originally Posted by Tearz1993
Really just needs a 10 second recharge time, because it only scores kills right now because it recharges so fast imo.

That'd have to be a pvp only change. It would make the skill do nothing other than a few seconds of burning without other copies in the team, which is pretty drastic considering its an elite.
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