Oct 05, 2006, 12:55 AM // 00:55
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#21
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Frost Gate Guardian
Join Date: Nov 2005
Location: Netherlands, The
Guild: Bambis Dont Say [Meow]
Profession: Me/
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Quote:
Originally Posted by The Real Roy Keane
They're as likely to leave Hypochondria the way it was as they are to leave Signet of Might the way it was.
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As long as they don't keep them bugged then they're ok. :P
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Oct 05, 2006, 01:40 AM // 01:40
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#22
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Academy Page
Join Date: Jul 2005
Guild: Good Eye Sniper [GeS]
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Quote:
Originally Posted by romO
Spike became popular again because the metagame had shifted to KGYU-esque builds, which have little defense. It's not nearly as powerful as it was last year because back then, EVERYONE ran it, including the top teams, simply because no one knew how to beat it. After people developed strategies against it, people stopped running it and the meta evolved. The players that were around back then will know how to counter it through smash-mouth pressure and although it may work to an extent these days, people are much smarter now than they were back then and it really won't make it to the top.
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Perhaps not #1, but they're getting darned close, per the ladder today. I'll refrain from mentioning specific guilds, as it's not something the mods like around here, but there are some *exceptionally good* spike teams out there in the top 20, right now, as I type this, and some relatively bad ones that have come up with victories against highly-ranked 'balanced' teams.
Maybe I'm just getting a little frustrated seeing the proliferation and success of something I find relatively skill-less (spiking) as compared to successfully running a well-tuned balanced build. I don't know. The good news, I guess, is that Nightfall is coming soon, and people like me who might need a GvG break will have some PvE to entertain themselves with.
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Oct 05, 2006, 02:30 AM // 02:30
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#23
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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*sigh*
Spikes wouldn't matter if it wasnt for the fact that Shelter,Union, and Rituallord were raped..
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Oct 05, 2006, 03:18 AM // 03:18
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#24
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Krytan Explorer
Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
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Quote:
Originally Posted by Theus
*sigh*
Spikes wouldn't matter if it wasnt for the fact that Shelter,Union, and Rituallord were raped..
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the main reason that the spikes are growing is because everyone knows that Rit lords arn't going to be run. So eve nteh nerfed protection rit lords provide is almost garanteed NOT to be their.
nerfing rit lord was like asking for moee spikes in the metagame.
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Oct 05, 2006, 03:27 AM // 03:27
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#25
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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Yea, Hypochondria is so going to get nerfed. Or else it becomes Hypochondria spike . 2-3 Frag Mesmers, 4 Monks, Runner. Each has Hypo
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Oct 05, 2006, 03:55 AM // 03:55
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#26
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Wilds Pathfinder
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ES spike/split is pretty simple. Send the monk back and the E/Mo runner with blind. Turtle up and let the outside NPCs die - protect the inner NPCs.
The offense then just spikes through the remaining monk. Like all splits they will eventually they will push you back and spike your NPC down with ease (especially since they are not on your party list).
Unless your split offense team can kill the monk and E/Mo fast, ES and similar builds will likely get to your lord before your split will with theirs.
Tommy is right. You have to take down their offense. Take down a ranger or the Phantom Pain Mesmer. This will prevent most of their spike by nature.
As Evil have shown, the best defense is offense with spike.
Depending on your infuser as your spike defense is a mistake of most non high-level guilds. Even the best infuser in the game will not catch all the spikes. And once the DP accrues - no infuse will save you. Not to mention pre-proting is just Shatter bait.
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Oct 05, 2006, 11:56 AM // 11:56
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#27
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Ascalonian Squire
Join Date: Sep 2005
Location: Finland
Guild: Storm Bearers [SB]
Profession: Me/
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Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
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Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
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Oct 05, 2006, 08:04 PM // 20:04
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#28
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Frost Gate Guardian
Join Date: Nov 2005
Location: Netherlands, The
Guild: Bambis Dont Say [Meow]
Profession: Me/
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Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
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True, most spikes can be saved with a reversal under boon anyway, when you use infuse you use an extra 5 energy and you have to heal yourself up afterwards aswell (or the other Monk does it).
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Oct 05, 2006, 08:26 PM // 20:26
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#29
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
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Pst... your monks are wrong.
Infuse health isn't even for pure spike teams, necessarily. I was using it on my BL bar just to be ready for unforeseen warrior damage on targets that were unable to be pre-protted. It works amazingly in that situation, and against the pure spikes that are being mentioned, it is the best heal you can ask for. After the infuse, your spiked teammate is at full health and you need to spend another ten energy to heal yourself back up. Assuming you use energy management well and the other team is not spiking every three seconds (trust me, they won't be), you aren't going to be having energy problems. I think it's a lot more safe as well, not having to rely on reversals of fortune, booned or not, against any type of spike. Even if you catch the initial damage, the target can still die, especially versus necro spike. Also, rofs will not bring your teammate back up to full health, so you are going to have to spend at least ten (rof+goh+devo), fourteen (booned rof+goh), nineteen (booned ps/sb+rof), or twenty (ps/sb+rof+goh) energy to heal them back up to full in order to not let them to be susceptible to future spikes. That's not such a big difference from using infuse, and even if the only reason you bring it is for pure spikes, the miniscule amounts of additional energy should be very much worth the security you get from it.
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Oct 06, 2006, 06:04 AM // 06:04
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#30
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Academy Page
Join Date: Aug 2005
Location: Canada
Guild: Black Crescent [BC]
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Quote:
Originally Posted by unmatchedfury
the main reason that the spikes are growing is because everyone knows that Rit lords arn't going to be run. So eve nteh nerfed protection rit lords provide is almost garanteed NOT to be their.
nerfing rit lord was like asking for moee spikes in the metagame.
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Bingo.
Bring back Shelter. With Tombs going to 6v6, it's obvious spikes aren't going to be nearly as popular there. All this nerf has done is hurt the standard of play in GvG, where rits weren't really a problem to begin with.
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Oct 06, 2006, 01:46 PM // 13:46
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#31
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Echo oath shot shelter!!!!!oneoneoneone
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Oct 06, 2006, 04:00 PM // 16:00
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#32
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Desert Nomad
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Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
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lol who's your infuser, and can we borrow him?
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Oct 06, 2006, 09:54 PM // 21:54
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#33
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I believe Spike will always be part of the metagame unless there are changes.
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Oct 07, 2006, 03:45 PM // 15:45
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#34
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Krytan Explorer
Join Date: Mar 2006
Guild: Team Legacy
Profession: N/
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Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
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GvG != HA. Are your monks watching GvG battles or HA battles with top level guilds?
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