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Old Feb 17, 2006, 11:01 PM // 23:01   #1
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Default Skills - Shelter

You can view this database entry at: http://www.guildwarsguru.com/skill/584-shelter/.
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Old Feb 23, 2006, 03:09 AM // 03:09   #2
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Ooooo an anti-spike spirt
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Old Feb 23, 2006, 03:13 AM // 03:13   #3
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Catapults have just been obsoleted.
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Old Mar 29, 2006, 09:29 AM // 09:29   #4
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And there is the end to spike groups.... Thank god.
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Old Mar 29, 2006, 08:25 PM // 20:25   #5
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...Until they kill the spirit. Which isn't hard, from the playing I've done with it.

It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.

And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team.
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Old Mar 30, 2006, 06:58 AM // 06:58   #6
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Quote:
Originally Posted by Tarot Ribos
...Until they kill the spirit. Which isn't hard, from the playing I've done with it.

It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.

And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team.
oath shot ftw.

But ya i do get your point, i have a very bad feeling that spirits will not play an overwhelming roll in factions, what with all of the easy spirit killing tools available (such as unnatural sig) it can easily be killed, of course the fact that you pretty much have to kill it is in of itself defense enough.
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Old Mar 31, 2006, 03:02 PM // 15:02   #7
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Still you forget in all the time it takes to destoy the spirt and the second one (if you use oath shot) you can kill the spikers.

In other words this buys you time.
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Old Apr 01, 2006, 11:48 AM // 11:48   #8
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You can also put up ward against foes to 'buy you time' against another team as spike. The entire concept of this and all other spirits is to work under their effect. Otherwise... you NEED oath shot. The entire existence of elite spirits (which there are several being introduced) is plain crap for any kind of organised combat. Make them all unelite, and they still wont get used by 90% of teams, since you have to dedicate an entire character to get what is often a utility effect, which isnt that hot under fast moving battles, where you can be out of the range of a spirit in no time via opposing/your own pressure.
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Old Apr 01, 2006, 04:48 PM // 16:48   #9
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ya having a dedicated spirit spammer dosnt seem to be that useful, plus the fact that these spirits take dmg doing what they do, but who knows.
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Old Apr 30, 2006, 02:27 AM // 02:27   #10
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With ritual lord (-63% to spirit recharge), 36/36 equipment and boon of creation, one rit can keep this and other spirits up for quite a while I believe.

Soul twisting allied spirits (such as restoration against spike teams, heh) also works wonders. Heck restoration works in general.
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Old Apr 30, 2006, 03:17 AM // 03:17   #11
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the fact that spirts tend to die pretty quick can be countered. Serpents Quickness+Ritual Lord is very effective, and Soul Twisting is great as it allows u to effectively spam one ritual over and over with very little down time.

Shelter completely hurts spike in anyway, and Union does brilliantly against pressure.
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Old Apr 30, 2006, 12:52 PM // 12:52   #12
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Rspike still has plenty of room to get around this. Spirit summons are easy to hit with a Distracting Shot.
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Old May 01, 2006, 10:59 AM // 10:59   #13
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Throw in union and you got a surefire antispike.
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