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Old Jun 02, 2005, 01:03 PM // 13:03   #1
Ascalonian Squire
 
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Default Limit the amount of classes per team...

I think the ammount of classes per team should become limited. For example, look at all the guilds winning HoH nonstop. The simple strat of flooding the teams with 5+ mesmers,monks,elms to spam lame skills, stack enchants, and that's all; nothing else is required at that point. It comes to the point to beat a team like that is to make one with 5+ necros,wars, and so forth. Even then it'll be luck to counter. PvP is becoming more of the lines of who can spam more lame skills better, no strats required. If GW wanted it like this they should just remove all classes and just keep mesmers and monks so there can be 7 mesmers and 1 monk on a team. I won't even consider going to tombs anymore because it's more of just the "tombs of exploits", no fun left there. GvG is the last thing left to be ruined by this teaming issue, but it soon will be and the game becomes useless to play.
My sollution to it, is maybe only allow 2-3 types of classes per team. To have anymore than that is over kill and falls in the lines of just lame. Or if people are totally against limiting classes per team, I think the disechants should at least have a shorter recharge rate. At least then things could be fairly countered and some strats would be required again. But right now this game is quickly losing my interest and so many others.
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Old Jun 02, 2005, 04:04 PM // 16:04   #2
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it's easy to counter, get over yourself...

8-- One wa/mo, one protection monk with spell breaker, two healing monks, one with a second proffesion of ele, using ward vs elements as well... and two wa/nec with that horrid spell i see flesh golems using, that removes ALL enchantments... and also add an elementalist with either fire, or air, preferably fire for aoe... and then add in a mesmer... and you have a perfect hoh team... in which there is NO counter to, other then just facing some better players, in which are more organized...

Instead of blaming others for using good skills... how about you gain some stradegy, and understand that there is a way to counter ANYTHING... instead of just complaining because you cant win. I use pick-up teams and ive won hoh... so what can you blame against me?

All characters have good spells, or something to counter good spells... and rangers can counter mesmers, monks, and ele's if used right... just open your non-broad mind, and think a little bit...

Quote:
Originally Posted by Digitalblast
This thread sucks. The last thing we need is this.
Lol... that made me laugh... no constructive thoughts, no way of making them see things in a different way... just a "this sucks, go away" attitude... thats hillarious... almost like my pissy attitude... just, less reasons with it.

Last edited by Perishiko ReLLiK; Jun 02, 2005 at 04:51 PM // 16:51..
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Old Jun 02, 2005, 04:33 PM // 16:33   #3
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This thread sucks. The last thing we need is this.
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Old Jun 02, 2005, 04:55 PM // 16:55   #4
Ascalonian Squire
 
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*yawn* you obviously never fought a whole team of monks,mesmers before. and that skill that golems use "lingering curse", not only does it require 25 energy it is easily interrupted. :P i guess you could use rend, but takes 30 seconds to recharge... by the time you can use it again, the echants were already put back on 20 seconds ago. oh i guess you could just have the few wars or elms just hit away on of few of them, then drop from empathy,retribution,sheild of judgment. but blah some people know everything. all i was saying there is no reason to have more than 3 types of a class per team, that maybe it can almost be considered a bug/exploit and anet should look into it. :P
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Old Jun 02, 2005, 04:57 PM // 16:57   #5
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I think I'm starting to agree with the Op on this one. Even in the random team arenas, I've seen teams with 2 war/x and of course 2 to 3 mo/x or x/mo always win since the warriors go after the casters and the healing guys keep them alive, and once the casters go it's just a matter of focusing on whos left. Perhaps some kind of point system. Each profession is rated on a scale of points and the team can't have more then X number of points. Or something like that I don't I'm just throwing stuff out.
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Old Jun 02, 2005, 05:01 PM // 17:01   #6
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Quote:
Originally Posted by der kur
*yawn* you obviously never fought a whole team of monks,mesmers before. and that skill that golems use "lingering curse", not only does it require 25 energy it is easily interrupted. :P i guess you could use rend, but takes 30 seconds to recharge... by the time you can use it again, the echants were already put back on 20 seconds ago. oh i guess you could just have the few wars or elms just hit away on of few of them, then drop from empathy,retribution,sheild of judgment. but blah some people know everything. all i was saying there is no reason to have more than 3 types of a class per team, that maybe it can almost be considered a bug/exploit and anet should look into it. :P
Wrong again... sorry, but no... remove enchantments is for a one target situation only... and it totaly terrorises the target... what you need to learn how to do, is to kill fast... remove enchantments, while your attacking, and it will drop FAST... and if your ele's get backfired, use hex removals... use STRADEGY, quit sounding retarded, as if you're not thinking outside the box... really... retribution & shield of judgment can be REMOVED, in a blink of an eye... so can empathy.. maybe you just need to become good... and maybe see that those spells dont deal as much dmg as others can, because of the way they work...

A team with four necros and four monks, vs four mesmers and four monks, or anything as the such, the necro team if used properly can beat ANY mesmer build...

All those that dissagree just dont know what skills to use, and obviously just dont have enough Real experience to consider that there are better builds that will be discovered... Just a while ago, teams with only eles and monks were "Perfection", then mesmers and monks, then necros and monks, then i see rangers coming into play finaly, then perhaps the warriors take down those rangers, then perhaps people will finaly realize that no ONE class can do it all...

Not to mention i saw a korean guild that used NO primary monks... but every character had secondary of monk... they had rangers/mes's/warriors/necros... it was kind of funny actually, because this group i thought was good just got totaly clustered up, and then we all started calling different targets we saw healing, when really... they were ALL healing, and they would All deal dmg if you attack them... it was kind of funny... and that's a build that i might call nearly perfected... go figure, cause they thought outside the "Stupid head box"

Last edited by Perishiko ReLLiK; Jun 02, 2005 at 05:10 PM // 17:10..
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Old Jun 02, 2005, 05:23 PM // 17:23   #7
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well i guess it'll be different once a guild goes ahead and makes a team 6+ mesmers and some monks and hold HoH for 24+ hours. and the "remove hex" skills do have a much longer recharge than any hex. the things you mention i can see working on a team of 3 mesmers or monks but not something with more. with more than 3 it's easy to just sit back and just spam the same echants,hexes,interrupts over and over again until the other just drops.
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Old Jun 02, 2005, 06:35 PM // 18:35   #8
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Quote:
Originally Posted by der kur
well i guess it'll be different once a guild goes ahead and makes a team 6+ mesmers and some monks and hold HoH for 24+ hours. and the "remove hex" skills do have a much longer recharge than any hex. the things you mention i can see working on a team of 3 mesmers or monks but not something with more. with more than 3 it's easy to just sit back and just spam the same echants,hexes,interrupts over and over again until the other just drops.
Well, the thing i'm trying to get accross, is the fact that only good players are going to be the ones winning... not necisarily the mix matches of people they use... it all depends on how well people work as a team in the end... so in the end, your team build doesnt matter as much as it does to have skills that work well together... it's always a matter of who kills first, and i personaly think a build i saw during beta would murder...

Hear me out on this... 5 ele's 4 earth, all having a different ward, and one fire... Three monks(obvious)... Well, anyways... what they did was use many wards, stick together, and use aoe on groups... alright, with that said, when they call a target... they would work together, with some sort of teamspeak, and tell everyone when to click their obsidian flame (which ignores armor)... and then... Poof, that guy is instantly killed, and they go onto the next target... using defensive spells so they can wait for their exhaustion to not be so bothering... The only way to counter this is by knowing which target they will choose next, and placing spell breaker on him...
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Old Jun 02, 2005, 06:52 PM // 18:52   #9
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Quote:
Originally Posted by Perishiko ReLLiK
Well, the thing i'm trying to get accross, is the fact that only good players are going to be the ones winning... not necisarily the mix matches of people they use... it all depends on how well people work as a team in the end... so in the end, your team build doesnt matter as much as it does to have skills that work well together... it's always a matter of who kills first, and i personaly think a build i saw during beta would murder...

Hear me out on this... 5 ele's 4 earth, all having a different ward, and one fire... Three monks(obvious)... Well, anyways... what they did was use many wards, stick together, and use aoe on groups... alright, with that said, when they call a target... they would work together, with some sort of teamspeak, and tell everyone when to click their obsidian flame (which ignores armor)... and then... Poof, that guy is instantly killed, and they go onto the next target... using defensive spells so they can wait for their exhaustion to not be so bothering... The only way to counter this is by knowing which target they will choose next, and placing spell breaker on him...
No, there are a ton of ways to counter it. Wells are limited to an area; they also need to be recast. The enemy have limited range with the obsidian flame, and bows outdistance the spells. They'll be close together so they can all target the same guy. How do you fight this?

Ranger with choking gas/debilitating shot/concussion shot
Energy denial/interrupts
Protective spirit to limit the impact of the focus fire.
Spellbreaker, obsidian flesh
Focus right back at them
Glyph of sacrifice an earthquake and time your assault to it, hit them while they are standing up.
Enchant the heck out of yourselves and run symbiosis

There is no ultimate strategy - yes, focus fire hurts, but it works both ways.
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