Sep 30, 2005, 09:17 AM // 09:17
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#2
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Desert Nomad
Join Date: May 2005
Location: Belgium
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how bout U quit complaining bout runners and take a snare to stop em in there lil cowardly ass they are
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Sep 30, 2005, 09:49 AM // 09:49
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#3
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Krytan Explorer
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Quote:
Originally Posted by Elena
how bout U quit complaining bout runners and take a snare to stop em in there lil cowardly ass they are
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How about YOU realiziing that not every class can do that? And how about realizing that it will be impossible to get the other randomers to bring snare when 98% of them are allready too dumb to bring a simple res signet?
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Sep 30, 2005, 10:23 AM // 10:23
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#4
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Pre-Searing Cadet
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I'va found that best way to deal with runner nobody in team can beat is to ignory him. Have whole team sit down and talk about something for a while. Most runners get bored when they see that nobody is intested in wasting time on them. If he get's close have monk heal damage and rest of party keep ignoring.
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Sep 30, 2005, 10:47 AM // 10:47
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#5
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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Ive not been a ranger so correct me if im wrong.
Snare ect causes cripple or another slow down effect?
Purge conditions would counter it.
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Sep 30, 2005, 12:03 PM // 12:03
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#6
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Academy Page
Join Date: Aug 2005
Guild: Penguins of Doom
Profession: Mo/W
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Deep Freeze, Mind Freeze, Shard Storm, etc.
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Sep 30, 2005, 12:23 PM // 12:23
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#7
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Frost Gate Guardian
Join Date: Jul 2005
Location: Baltimore, MD, USA
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Or you could try to make a wall.
I never see anyone do this for some reason, but make a wall and wait for him to run into it and then surround him and kill him.
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Sep 30, 2005, 12:31 PM // 12:31
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#8
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Frost Gate Guardian
Join Date: Jun 2005
Location: Scott Township, PA
Guild: Iron Rangers
Profession: W/Mo
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Every class has some sort of method to slow a runner down.
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Sep 30, 2005, 12:45 PM // 12:45
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#9
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Krytan Explorer
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Quote:
Originally Posted by Santanus_Perro
Every class has some sort of method to slow a runner down.
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Show me the monk's way of effectively snaring an enemy.
Show me the Necromancer's way of effectivly snaring an enemy.
A single knockdown... woooo that is SOOO gonna stop a runner specced on running away. Hint: People run through Lornars Pass and there is a lot MORE knocking down thrown at them.
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Oct 01, 2005, 06:39 AM // 06:39
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#10
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Desert Nomad
Join Date: May 2005
Location: Belgium
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alright sorry but i'm so tired bout seeing people complain bout this i couldnt think of anything smart to say and i agree running is lame
snare equals slowing down
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Oct 01, 2005, 02:56 PM // 14:56
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#11
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Ascalonian Squire
Join Date: May 2005
Location: Ottawa, Canada
Guild: Currently homeless
Profession: Mo/Me
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Water elementalists would turn that "runner" into a turtle with the ability to slowdown opponents without having to rely on a projectile. Oh wait, water? Nevermind I must have flipped my lid.
Side note: With the update I'm hoping to see waters usefullness come to light (more people may give it a try with skill reworks).
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Oct 01, 2005, 03:18 PM // 15:18
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#12
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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For warriors and rangers snares are generally crippling, which could easily enough be countered by the runner... but the slow hexes from elementalists and mesmers are very nice indeed. I'm of the opinion that if you head into Random Arena without a means to snare you're hurting yourself whether or not you come up against an actual runner.
Warriors can't hit as effectively if the target is always running.
Rangers arrows can miss more easily if the target is running.
Any kind of caster will be dead in the water without a way to slow down harrassing warriors.
My last encounter with a runner in random arenas was on my warrior. It involved an Iron Mist, shocking axe haft, and Eviscerate spike. It was over in less than 5 seconds.
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Oct 01, 2005, 03:37 PM // 15:37
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#13
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Academy Page
Join Date: Sep 2005
Guild: Hurricane Katrina Relief fund [Give]
Profession: Mo/
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I've never had issues with this. Whenever we encounter a runner, half my team splits up and owns him wherever he goes.
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Oct 01, 2005, 04:16 PM // 16:16
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#14
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Jungle Guide
Join Date: Apr 2005
Location: Yorkshire, UK
Profession: R/Me
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While I agree running is lame, I don't like the healing thing. What happens when you have two very good teams against each other and they naturally extend the match a long time? It shouldn't come down to a "whoever gets the damage in first will win" just because the healing suddenly starts to suck.
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Oct 02, 2005, 03:08 AM // 03:08
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#15
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Wilds Pathfinder
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actually, i fought a pair of runners with out 10th comp arena streak, and they both had hex removal, condition removal, and both of them had charge for unlimited charge. I beat them by just sitting there, as they couldnt do any damage to me, but its almost impossible to stop a pair of runners working together.
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Oct 02, 2005, 03:58 AM // 03:58
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#16
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Midnights Revenge [MiRe]
Profession: Mo/Me
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Ran into a runner who actually brought no attack skills (!!). He ran around, challenged us to 1v1 (both the earth-healing el/mo, my mesmer/necro, and our warrior started to own his ass before he ran away), proceeded to spam me about whether I was *really* a girl (and then ask for pics plz!!).
Took us 69 minutes of sitting and chatting on a bridge. Every time he came close, we'd stand up and attack him until he ran away, then sit down again with a bit of "Our bridge. -_-" in general chat. That bridge is my favorite place in the arena. <3
At the end of it, I'd done my physics. We waited him out, and I had two new friends because of it.
I'd advise just bringing along a good hex and a few conditions if possible. Even if they have remove hex, chances are you can catch up to them enough to layer stuff before they can get away.
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Oct 02, 2005, 02:45 PM // 14:45
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#17
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Iere
Took us 69 minutes of sitting and chatting on a bridge. Every time he came close, we'd stand up and attack him until he ran away, then sit down again with a bit of "Our bridge. -_-" in general chat. That bridge is my favorite place in the arena. <3
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I had a similar experience when I was on my ranger and my crippling kept getting removed by a running W/Mo. We actually sat there and continued to sit there until the W/Mo moved in to beat on our monk. Then all but the monk got up. Thinking our monk was AFK due to boredom, the W/Mo tried to sneak in a kill before running... but our monk wasn't AFK and was waiting for us to get into position around the guy to pin 'im. Worked like a charm. One of the best moments I've had playing this game.
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Oct 02, 2005, 08:52 PM // 20:52
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#18
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Academy Page
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DoT works wonders against runners, poison, life transfer, conjure phantasm, etc...just keep close enough to spam your DoT skill and they will go down.
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Nov 19, 2005, 11:19 PM // 23:19
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#19
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Ascalonian Squire
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Quote:
Originally Posted by Pevil Lihatuh
While I agree running is lame, I don't like the healing thing. What happens when you have two very good teams against each other and they naturally extend the match a long time? It shouldn't come down to a "whoever gets the damage in first will win" just because the healing suddenly starts to suck.
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I would actually like something like this to be incorporated. I've been in random arena matches where there were two monks on both teams and nobody was a spiker. It was impossible for anyone to die.
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Nov 20, 2005, 01:45 AM // 01:45
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#20
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Wilds Pathfinder
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Quote:
Originally Posted by RotJ
I would actually like something like this to be incorporated. I've been in random arena matches where there were two monks on both teams and nobody was a spiker. It was impossible for anyone to die.
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a single good player > your average 2 random arena monks.
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