Jun 24, 2006, 03:17 PM // 15:17
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#21
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Jungle Guide
Join Date: Jun 2006
Profession: W/N
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What's water spiking? Certainly not this build. Vapor Blade is just a very bad skill to bring into PvP. While it is great on paper, your enemies will almost everytime have some kind of enchantment on them.
"hmmm, those 5 elementalists have taken my enchantment of me, i REALLY wonder what they will do. Ohh, they've cast shatterstone on me, now what should i do, oh oh. Ahhh... enchantment is back. Shatterstone just ends and now? Hum.. Vaporblade hits me for 50 damage each... ouch that reaaaaally hurts... uh uh, i've ONLY got 250 hitpoints left and the enemy now suffers from having to recharge his skills..."
Sorry to say, but water is just not meant to be used as a spike. It's good as a utility line. It can add some additional damage now and then but it is mostly used for its powerful snares.
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Jun 24, 2006, 05:38 PM // 17:38
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#22
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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. . . When looking at the thread starters post i can see that: Its a Solo spike build. Seeing how the Elite hex can only be applyed to a targed once.. So as a Solo spiker (as the thread seemed to start with) then you cannot use the 3 secound profession ofc.. Meaning that a Water ele barb spiker sucks. That was what i ment in my old post..
~Shadow
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Jun 24, 2006, 06:06 PM // 18:06
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#23
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Evilsod
I wonder how badly they lost...
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They did loose, yes. During VOD (~34 minutes). They trashed the opposing guild the first half of the match though, to the point where they had all but 2-3 people dead.
Funny thing is, the people they played against had the wierdest capes. They had this bright gold trim, does anyone know what that means? I think their guild tag was: [EvIL]
Quote:
Originally Posted by Shadow-Hunter
. . . When looking at the thread starters post i can see that: Its a Solo spike build. Seeing how the Elite hex can only be applyed to a targed once.. So as a Solo spiker (as the thread seemed to start with) then you cannot use the 3 secound profession ofc.. Meaning that a Water ele barb spiker sucks. That was what i ment in my old post..
~Shadow
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Nowhere does it say 'solo' in his post, or where he linked to. Its senseless to try to spike a target solo. You have a team for a reason. Solo spiking with an ele is as silly as a team having a single "ranger spiker" using dual shot. 3-4 dual shots = spike. 1 dual shot = annoying.
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Jun 25, 2006, 07:59 AM // 07:59
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#24
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Ah yes, I saw that guild with those funny golden capes play again against a Soul Barbs spike.
They lost, so for Soul Barbs to suck as much as people claim it to, they must *really* blow.
PS: Love Mijin was using Expel Hexes, and Soul Wedding was using Blessed Light.
Last edited by ubermancer; Jun 25, 2006 at 08:03 AM // 08:03..
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Jun 25, 2006, 11:42 AM // 11:42
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#25
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by ubermancer
Ah yes, I saw that guild with those funny golden capes play again against a Soul Barbs spike.
They lost, so for Soul Barbs to suck as much as people claim it to, they must *really* blow.
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Ah, I was assuming this is more of a RA/1v1 discussion, as this "spike" could not possibly be integrated with 4 copies of itself.
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Jun 25, 2006, 12:45 PM // 12:45
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#26
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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No, Soul Barbs has open-ended damage, thus with infinite hexes being applied, the damage from Soul Barbs is infinite. Therefor, itd be as foolish for me to suggest trying to use it with a small number of people as it would be to use Deep Freeze as a finisher to a spike.
Its all similar to Order of Pain, would you run that for a single Warrior?
It is also clearly a skill which you need to coordinate with your team, because if you use it independent of them its removal will be expedited... making you casting it useless. However if you have a half dozen other hexes popping up on the same target, especially if one is recurring insecurity, your target has a dozen -32's pop up. Oh yeah, and they take damage each time they get hit with an enchantment.
Countering it is difficult too, as Convert Hexes is more or less the only way to remove that many hexes, and using that skill has some serious drawbacks. Blessed Light *helps* but wont save you... Shielding Hands will make the damage manageable, for around 12 seconds... even Expel Hexes isnt a cure all.
The best counter is probably Nature's Renewal, as 4 second Soul Barbs are kinda easy to pick off.
Of course, if your Warrior is using frenzy, and Soul Barbs is hitting him for 31 or over base (and they usually do) you can merely toss a Spirit Bond up on him and have him go nuts. The harder they try to spike him the more he will get healed... saw this happen with Bloodlight Eyes, and was thoroughly amused.
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Jun 25, 2006, 01:14 PM // 13:14
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#27
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by ubermancer
No, Soul Barbs has open-ended damage, thus with infinite hexes being applied, the damage from Soul Barbs is infinite. Therefor, itd be as foolish for me to suggest trying to use it with a small number of people as it would be to use Deep Freeze as a finisher to a spike.
Its all similar to Order of Pain, would you run that for a single Warrior?
It is also clearly a skill which you need to coordinate with your team, because if you use it independent of them its removal will be expedited... making you casting it useless. However if you have a half dozen other hexes popping up on the same target, especially if one is recurring insecurity, your target has a dozen -32's pop up. Oh yeah, and they take damage each time they get hit with an enchantment.
Countering it is difficult too, as Convert Hexes is more or less the only way to remove that many hexes, and using that skill has some serious drawbacks. Blessed Light *helps* but wont save you... Shielding Hands will make the damage manageable, for around 12 seconds... even Expel Hexes isnt a cure all.
The best counter is probably Nature's Renewal, as 4 second Soul Barbs are kinda easy to pick off.
Of course, if your Warrior is using frenzy, and Soul Barbs is hitting him for 31 or over base (and they usually do) you can merely toss a Spirit Bond up on him and have him go nuts. The harder they try to spike him the more he will get healed... saw this happen with Bloodlight Eyes, and was thoroughly amused.
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I was talking about the Water spike...
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Jun 25, 2006, 01:56 PM // 13:56
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#28
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Ubermancer.. I have seen Barbs spike, sure it was neat.. But looking at the Thread starters build.. Then you can see that you can only cast one hex on the targed at the time.. showing its a somewhere RA/AB solo spike kinda thing where there likely is no monk to heal the Target... So based on that then i did say: Soul barbs on that kind of Solo spike Water ele build would sucks.. I dident say Soul barbs spike sucks in general, cus it dont, but on a Solo water ele spike it does..
Sry for any miss understandings
~Shadow
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Jun 30, 2006, 01:47 PM // 13:47
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#29
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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I think we should all face it, water is basically to slow down (ice spikes, deep freeze, mind freeze) Knockdown (water trident) and mabye even interupt (maelstorm) it supports in killing the enemy not by doing damage but by stoping the enemy from doing damage.
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Jun 30, 2006, 01:52 PM // 13:52
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#30
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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I versed Nuclear Launch Deteced in GvG... That soul barbs stuff is nasty, you see about 20 hexes pop up.
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