Jun 25, 2005, 05:16 AM // 05:16
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#61
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Site Contributor
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Yeah EoE backfires on itself, but with fertile season up (and it always is), EoE won't die anytime soon. Same goes for everything else. And the enemy will pounce on EoE first chance it gets.
Otherwise, that build could work (although you have no healing and too much overlapping of skills), but as you mentioned, you are useless vs. anything else. An all ranger warrior team will work vs. spirits, but they're quite gimped vs. anything else. The point is to find a counter that does not involve mimicking the other team and beating them at their own game, since you never know what the other team will be running.
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Jun 25, 2005, 05:20 AM // 05:20
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#62
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Ascalonian Squire
Join Date: May 2005
Profession: R/
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Ah I see, I was wondering about that. (EoE that is)
If all else fails though, after taking care of a spirit wall with that build, you could set up a spirit wall of your own. Maybe switch out two R/E's with Mo/R's for healing, and to be able to throw in a couple spirits themselves. But yea.
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Jun 25, 2005, 06:43 AM // 06:43
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#63
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Frost Gate Guardian
Join Date: Apr 2005
Location: Puget Sound area, WA State
Guild: KnightMare Brigade [KB]
Profession: E/R
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Quote:
Originally Posted by Red Locust
As for the ranger, god I can't believe how many bloody annoying tactics there are for them to stay out of harm's way. I swear, if a group was bent on protecting a R/Me, he could remain untouchable for the entire game. Whirling this, dodge that, spellbreakers, life bonds...
Warriors' biggest problem is that they have to get within melee range, and a half-decent team won't allow that. The counters to this build are way too specific to be pulled off by anything short of a top class team.
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Negative, there are a few builds already mentioned here...
I still ask, why is everyone complaining so? It's Rangers right? Aren't they useless in the HOH?
Quote:
I created (and play) a prot/healing monk for the sole purpose of countering those bloody annoying air spike builds. Now it looks like I'm gonna have to grind through the pve again just to make a ranger debilitating/distracting shot spammer just to have a shot at countering the below-average ranger spirit spammers.
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Hmm... funny, this build was designed to take down the spike build teams. FOTM... so yeah, you'll have to come up with another plan for this type of team. The thing is, the HOH is so much a dynamic battle ground, you never know what you're going to come up against, and you will end up with a loss if you're not ready.
You just try again.
I'm still finding it funny that not a few weeks after everyone was posting about how useless Rangers were in the game, NOW they're the build to piss people off and start winning.
Comes the penance for such disdain for them. And now, they're calling for nerfs on the class that no one wanted.
No Nerfs.
We've had the big time monk spam healing builds with the W/Mo's that could last for hours if they needed to.
A few more in between there.
We've had the big time spike builds with the huge damage potential.
Now the Ranger's have the trapper and spirit spammers that are winning and making others upset.
Adapt and change... all you can do.
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Jun 25, 2005, 07:29 AM // 07:29
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#64
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Site Contributor
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The only people who ever called rangers useless were the inexperienced. I'm pretty sure noone who knew what he was talking about ever called rangers useless. If by "adapt and change" you simply mean taking warriors and rangers to the tombs in hopes of taking advantage of the spirit spam, well, I don't see many other options.
Thing is, air spike builds had a simple counter in prot.spirit/RoF, which any decent prot. monk carries with him. This new FoTM is almost impossible to counter by PuGs, meaning we're gonna be seeing even more people run the same build. That is what's so bad about the current situation.
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Jun 25, 2005, 07:52 AM // 07:52
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#65
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Flatliner
Seems the July FOTM is arriving a little early
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Christmas in July!!
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Jun 25, 2005, 10:14 AM // 10:14
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#66
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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The problem with tombs is that it is designed as a tournament. A tournament is suppose to be the best playing, or at least people who are going serious. PuGs technically aren't designed for tombs, but it's an option. The sad part is that since arena and team arena are jokes and have 0 prestige, everyone picks tombs. Add the fact that tombs holds more players, and you have people wanting to tombs more then arena. Arena is suppose to be for the casual players, tombs the hardcore, and GvG can cater to both. Tombs has 0 insurance that a crappy team can have fun, because they just get slaughtered over and over? What if a casual group of friends have really busy lives? You can't expect them to evolve enough to catch the flavours of the months let alone make counters. Yet they won't play arena. Why? Arena sucks.
Anet needs to put emphasis on what pvp scenario is for generally what type of player. Secondly, they need to put some point in arena, not mindless killing. Incentives always work, you just have to be creative enough to make one that isn't lame. Fame would be sad, since arena fame would be considered pathetic, but you seriously need something for arena. Random arena seems well done, since it's super casual and just suicide plays, no need for reward since it has 0 test of skill, but for team arena, you should have some kind of incentives. Heck, even put incentives on random arena if you want.
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Jun 25, 2005, 10:23 AM // 10:23
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#67
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Fishing Village in Wizard's Folly
Profession: R/
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The group arenas need more areas that take *thinking* to acomplish. I personally hate the cave zone with the priests, but that's the kind of direction it needs to go. Just sitting there and killing each other first is kinda... lame
Plus it would be nice if it were at least 6 players in a group. With four people in a group, you usually don't see any weird combinations or builds there, just the typical warrior, monk, and two damage dealers.
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Jun 26, 2005, 12:38 AM // 00:38
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#68
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Academy Page
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Anet should add DP back for using spirits the way it used to be in betas. The problem is not to kill spirit team, but to kill them fast enough. Basically this becomes an issue in altar maps where you only have 10 mins. And gawd forbid if a spirit team is holding HoH and your team is matched against a worthy opponent in the first fight which might take more time than could be affordable.
EoE is a goood counter but it doesnt work very well against a well organized spirit factory team. EoE will basically give you 5-10 seconds to spike GH before the spirits are back up. Even if you manage to kill the other team's hero you gotta get your own hero to teh altar and have fun doing that with 894549875485856 spirits poping up on your way blocking you and your hero.
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Jun 26, 2005, 01:47 AM // 01:47
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#69
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Frost Gate Guardian
Join Date: May 2005
Location: Sacramento California
Guild: House Palomides
Profession: Mo/Me
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I hate to say it, but it's called losing. You didn't bring the appropriate counter and they couldn't be killed. It's a lame way to win, true, but it's a win none-the-less.
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