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Old Jun 03, 2008, 12:06 AM // 00:06   #1
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Thumbs up Beating Shove Spike / Goth Spike

If your struggling to beat this annoying team in TA, then here are some helpful tips you can use. These tips are given assuming they are spiking your monk! B/c your monk should be able to catch this spike on other players. How? First make sure your teammates all have at least 600 or more health and a +60hp weapon set. Second, if you are running WoH/Pt spirit cast PT spirit FIRST! then WoH. (remember to have your +60 hp set on and no +20% enchants) If you are ZB/RoF cast ZB FIRST then rof. Follow each one with draw/condtion removal. Third, you may be tempted to use your 40/40 set, DONT! Stay on your +60 hp set incase the spike comes for you. You will still save your party member even with the 3/4 cast woh/zb.


--Surviving--
Things that Work (monk can rely on himself):
dark escape
balanced stance
(sorry not much in this category)

Things that "can" work:
shield of regen (only if Deep Wound is stopped i.e. blocked, only useful to bonders)
healing breeze (only if DW is stopped i.e. blocked, semi useful elsewhere)
restful breeze (only if DW is stopped i.e. blocked, not useful eleswhere)
supportive spirit (not useful elsewhere)
watchful healing (not useful elsewhere)
protective bond (not useful elsewhere)
shield of absob (only if they are stupid and dont wait for it to wear off)
shielding hands (only if they are stupid and dont wait for it to wear off)

Things that "can" work, you will be relying on others though:
2nd healer
ranger dshot/mbane war's shove
mesmer cry of frustration any target
warrior shocks a monk when he teleports in (must be fast)
balthazars pendulum
paragons brace yourself
aura of stab (only if your teammates waits and casts it on you after they teleport in but before shove gets off)
rits grasping was kuurong
rangers spike trap (not useful elsewhere)

Things that dont work:
getting death penatly (if anyone dies, including yourself, saving them or saving yourself becomes increasingly difficult if not impossible)
dshot/mbane/any interupt on crushing (still will kill monk without DW)
shield bash
discplined/shield stance
return
prot spirit/spirit bond
hum sig shove (grapple is just as effective & DW is not needed)
any blocking / stance / enchantment
falling asleep from chasing them for 12 minutes (lol)


--Killing Them Revenge Time--

Even though the team has three monks, you have to realize that most of their bar is not being used for healing. 2 spots is for damage, 3 spots is for running and teleporting, 1 spot is a res sig, so that leaves only 2 healing/prot spots on each bar.

How to kill them:

First and most important is everyone on your team ball up in an open space at the begining. Stay away from any cliff's or bridges, or differnt elevation levels. Do not let them teleport to you from a cliff, or area that you cannot run to very fast after their spike. Do not spread out and try to rush them or chase them or kamikaze. Let them come to you and try their first spike, while you are balled up with your team.

Next, you must be able to snare them. After they spike they will teleport away, so before their spike is finished you must have the snare already on them. The best way to do this is to use grasping earth. This will snare all four targets, and even after they teleport away they wont be able to remove the snares from every person.

Next run up to them and start bashing the RC monk. This is done because even though another character will have draw, the RC cannot RC himself. Therefore, even tho his conditions will be drawn away, He will not be getting healed for each condition removed. If his hex is removed first, then switch targets! Pick another person who is still snared.

Most important! Once you have one person who is still snared, and your pounding away on him, have your entire team body block them! Have your casters wield swords if necessary, and run up to attack. Surround him in every direction. KD or snare him again if necessary, but make sure your entire team body blocks him. This is important and you need everyone on your team to do this, (unless you get lucky and snare him against a wall) you will need all 4 of your team running together and surrounding the same person. Body block first! Keep him snared or kd'd, but do your damage after he is completely body blocked.

Next pound away!! Even if you dont have the RC snared, they have no BIG prots! They have dark escape but dont worry, it will wear off. They will not be able to keep him alive I promise! Keep him snared and KD'd and dont let him get away.

After he dies: Second most important thing! Dont move! Dont try to d-shot res's! Dont run around and do a dance or rank the other people, dont go chasing another monk. Dont do anything just sit there and DONT MOVE! When he res's, pound on him again untill hes dead. Then DONT MOVE! Keep him bodyblocked! Keep him snared and kd'd, and keep repeating untill hes dead again. Then keep repeating untill they have no res's.

If you dont have grasping earth, use what ever snare you have. Water hexs, cripple, kd chains, bulls strike, You can still use the above steps although it may take a few tries to get someone body blocked.

Next option, is if you have zero snares and zero kd's but still want to win. JUST GIVE UP!! (lol no j/k) Your only chance is to try to spike them out. The best time is when they go for your monk, so you can have 3 people doing damage to them. If you rely on adrenaline, then you wont be contributing much but do what you can. Make sure you have a predetermned target picked out. When they come in, have everyone hit that one target with everything you've got. The monks will be using smiting skills, and not healing skills, so if your fast enough, you have about 3 seconds to kill them before anyone starts healing.

Good Luck!!
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Old Jun 03, 2008, 08:14 PM // 20:14   #2
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zb first b/c you will get the whole 200+ heal before the deep wound, rof second because you will get the whole 60+ dmg negate & heal even with deep wound.

bodyblock is easier with 4 people

any other trolls need need to be slayed?

Last edited by Tarnix; Jun 03, 2008 at 08:26 PM // 20:26..
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Old Jun 03, 2008, 10:31 PM // 22:31   #3
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im going to go against the crowd and agree with the OP about casting ZB first on this one.

the spike isn't clean. each stonesoul is 3/4 cast, same as ZB.

this means that the spike is possible to save with ZB seeing as it carries on for over a full second. lets say the spike is pretty perfect and everyone is sync'd up, so it will take 1.5 seconds for each spike to go through. with the average reaction times of people + ingame lag, using that RoF will not help you. sure it may heal for ~70 including DF, though after casting that you will probably just miss out on finishing the cast of ZB due to the target dying.
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Old Jun 04, 2008, 12:09 AM // 00:09   #4
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@moriz: Normal spikes yes, this spike no. Hence the reason I put in this thread to warn people. ZB first RoF second. If you dont belive me get some friends and try it my way, then try it your way and watch the target die.

@moriz: I would respond to your second commet if only I could understand it

@lifes: ty
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Old Jun 04, 2008, 12:58 AM // 00:58   #5
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ZB/WoH before RoF is correct.

RoF will only negate one -58. Due to aftercast, you will not have time to ZB/WoH the spike before the target dies.

As soon as you see the shadowstep, start casting ZB/WoH on the target. Afterwards, draw the deep wound and ZB/WoH again.
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Old Jun 04, 2008, 01:49 AM // 01:49   #6
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Quote:
Originally Posted by moriz
the whole point of rof is to prevent the target from dying in the time it takes to cast your big heal. zb is the big heal that tops up a target's health bar after you've just saved him with rof. please get your skills in the right order.

bodyblocking with 4 people is pointless in TA, because you only have 4 people, and the target you want to block for has to do the blocking, which negates the whole point of trying to block with 4 people to begin with.
Epic.



As a former goth member, the key to shutting down the goth spike is to disable the warrior in any way possible.

snares are of little use, but interrupts work wonders; and you can interrupt any number of skills in the spike in order to disrupt it. Some of Goth's toughest matches were against a single mesmer with cry of frustration.

I personally HATED the build, and part of the reason why I just stopped playing was that they didn't move past it...
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Old Jun 04, 2008, 05:57 AM // 05:57   #7
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Quote:
Originally Posted by moriz
rof actually "negates" around 116 damage, simply because it turns the next source of damage into a heal. thus, if someone hits you for 50 damage, you are healed for 50 hp instead. that's the equivalent of a 100hp straight heal, which also means that rof will negate the hits from TWO of the spikers.
If the shove/grapple went through, each monk will do two packets of -116 dmg via holy strike + stonesoul strike. Even if you can negate one packet of -116 with RoF, enough packets go through + deep wound that the target will still die.

In short, preemptive ZB/WoH is the way to save the spike.
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Old Jun 04, 2008, 06:34 AM // 06:34   #8
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body blocking vs a shove spike is kinda funny since most of them have shadow stepping...also, if they decide to spike one of the body blockers it is far harder to figure out which one they've chosen as their target because of the balling up.
The key to beat them is
a) snare (grasping earth is still the best; usually the best time to snare them is when they spike and have to ball up. It is viewable also in narrow passages, yet somewhat more risky)
b) building up enough pressure (after they are snared, obviously)
c) disruption (on the spike and on vital monk elites)
d) forcing a kill through because the pressure is too high or because they cant heal (because they are busy spiking, for example)

Often they are most vulnerable exactly when they spike, so getting a kill through at that time is more viewable than when they're kiting away. However, if your ranger doesnt get shove or at least the deep wound, things get slightly complicated =]

Last edited by urania; Jun 04, 2008 at 06:38 AM // 06:38..
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Old Jun 04, 2008, 09:36 AM // 09:36   #9
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WoH/ZB before RoF.

RoF should be used in situations where there's not enough time for a 3/4. However, the spike takes long enough from start to finish that you shouldn't miss the initial 3/4, whether it's WoH or ZB.

If you RoF -> WoH/ZB, you land the small heal and risk missing the big heal. If you WoH/ZB -> RoF, you land the big heal and risk missing the small heal. However, if you do the latter and your target dies before you can land the RoF, he would've also died if you had RoFed first. The reverse is not always true.

As for bodyblocking, it depends on the kind of Shovespike. If it's one of those spike and run away ones, then the point of blocking is so they don't run away. If one guy is stuck, the rest of their team is forced to stay back, meaning they can't gain any positional advantage (until they tele out on the next spike). It also gives you an opportunity to score a kill from the desyncing bug.

Last edited by Sab; Jun 04, 2008 at 12:23 PM // 12:23..
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Old Jun 04, 2008, 01:20 PM // 13:20   #10
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OP has more of a clue than most of you others giving bad advices. try monking against it first before giving bad advice. now stop trolling, kbye.
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Old Nov 12, 2008, 10:44 AM // 10:44   #11
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Hm ... found this thread and having played Shovespike / Gothspike quite a bit myself I thought there're things I should add.

One more thing that counters the spike but is not useful elsewhere - the Paragon's "Can't Touch This!". Another one that helps heal against it is Infuse Health, although of course it's TA and so not of much use. Yet another one that works is Ward of Stability, though using an Elementalist in TA is hard. Of the prots that do work against this spike and are reasonably useful elsewhere there really are only two, Shielding Hands and Shield of Absorption. Both need to be cast after the spike starts or they won't be of much use. SoA if cast on the right target stops the spike almost entirely, pity the 1-second cast though. Shielding Hands may or may not be enough - you typically need to follow up with Word of Healing.

The biggest counters to this spike are Cry of Frustration (it usually takes one failed spike to realize a Mesmer has it) and Grasping Earth (which is pretty much the only AoE snare around that can be used effectively). Icy Shackles is extremely good at catching them; it can be removed but Divert Hexes does cost 10 energy. Another significant counter: Psychic Distraction works on Shove, and then on one of the spike skills.

There are variants of Shovespike that don't include RC or Divert Hexes but instead run one or multiple copies of Empathic Removal, so hopefully there's something to cover Cripple / Grasping Earth with. There are also variants of Shovespike that run Return, although it's still possible to catch them (everyone should contribute by bodyblocking or landing Bull's Strikes, or similar). Finally there are variants of Shovespike that run a single copy of Spirit Bond and forego a Res - probably because Ride The Lightning spike thrashes the build otherwise. In any case catching the Shovespike team is always a challenge.

If a Shovespike team spikes the Monk first they aren't very good. The spike usually cannot be saved by the Monk alone. Therefore a good team will spike the biggest danger first - Fire Elementalists for example, or anyone /E who might be carrying Grasping Earth, Dervishes, and so on.

Good luck beating the build, it's a tough one to crack.

Quote:
Originally Posted by moriz
rof actually "negates" around 116 damage, simply because it turns the next source of damage into a heal. thus, if someone hits you for 50 damage, you are healed for 50 hp instead. that's the equivalent of a 100hp straight heal, which also means that rof will negate the hits from TWO of the spikers.
RoF alone isn't enough to stop the spike. Some mathematics on the total spike damage:

Shove - 67
Crushing Blow - random but let's estimate low and guess 50.
6 copies of Stonesoul Strike - 58 * 2 damage each, or 116 damage. There are six copies, which makes 696 damage.

Total = 696 + 67 + 50 + any other hits the Hammer Warrior might make to finish off a target + Deep Wound = 800++ damage with Deep Wound.

With Reversal of Fortune and 13 Divine Favour, you heal:

42 health from Divine Favour.
58 health from the reversed Stonesoul Strike
You negate another 58 damage.

Total = 158.

Total spike damage you take anyway = ~800 + Deep Wound - 158 = ~642 + Deep Wound

This is enough to kill pretty much everyone. Single Reversal of Fortune is not enough to save the spike; you need more (Foul Feast / Draw Conditions the Deep Wound, a fast-cast WoH, etc).

Last edited by Jeydra; Nov 12, 2008 at 10:52 AM // 10:52..
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Old Nov 12, 2008, 09:35 PM // 21:35   #12
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Quote:
Originally Posted by Jeydra View Post
Hm ... found this thread and having played Shovespike / Gothspike quite a bit myself I thought there're things I should add.

One more thing that counters the spike but is not useful elsewhere - the Paragon's "Can't Touch This!". Another one that helps heal against it is Infuse Health, although of course it's TA and so not of much use. Yet another one that works is Ward of Stability, though using an Elementalist in TA is hard. Of the prots that do work against this spike and are reasonably useful elsewhere there really are only two, Shielding Hands and Shield of Absorption. Both need to be cast after the spike starts or they won't be of much use. SoA if cast on the right target stops the spike almost entirely, pity the 1-second cast though. Shielding Hands may or may not be enough - you typically need to follow up with Word of Healing.

The biggest counters to this spike are Cry of Frustration (it usually takes one failed spike to realize a Mesmer has it) and Grasping Earth (which is pretty much the only AoE snare around that can be used effectively). Icy Shackles is extremely good at catching them; it can be removed but Divert Hexes does cost 10 energy. Another significant counter: Psychic Distraction works on Shove, and then on one of the spike skills.

There are variants of Shovespike that don't include RC or Divert Hexes but instead run one or multiple copies of Empathic Removal, so hopefully there's something to cover Cripple / Grasping Earth with. There are also variants of Shovespike that run Return, although it's still possible to catch them (everyone should contribute by bodyblocking or landing Bull's Strikes, or similar). Finally there are variants of Shovespike that run a single copy of Spirit Bond and forego a Res - probably because Ride The Lightning spike thrashes the build otherwise. In any case catching the Shovespike team is always a challenge.

If a Shovespike team spikes the Monk first they aren't very good. The spike usually cannot be saved by the Monk alone. Therefore a good team will spike the biggest danger first - Fire Elementalists for example, or anyone /E who might be carrying Grasping Earth, Dervishes, and so on.

Good luck beating the build, it's a tough one to crack.



RoF alone isn't enough to stop the spike. Some mathematics on the total spike damage:

Shove - 67
Crushing Blow - random but let's estimate low and guess 50.
6 copies of Stonesoul Strike - 58 * 2 damage each, or 116 damage. There are six copies, which makes 696 damage.

Total = 696 + 67 + 50 + any other hits the Hammer Warrior might make to finish off a target + Deep Wound = 800++ damage with Deep Wound.

With Reversal of Fortune and 13 Divine Favour, you heal:

42 health from Divine Favour.
58 health from the reversed Stonesoul Strike
You negate another 58 damage.

Total = 158.

Total spike damage you take anyway = ~800 + Deep Wound - 158 = ~642 + Deep Wound

This is enough to kill pretty much everyone. Single Reversal of Fortune is not enough to save the spike; you need more (Foul Feast / Draw Conditions the Deep Wound, a fast-cast WoH, etc).
No one gives a shit about shovespike anymore. :|
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Old Nov 13, 2008, 07:07 PM // 19:07   #13
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couple of things are not even looked at in this thread that i considered viable counters to shove spike

1)wod (wail of doom) you wail a monk on the spike its soooo much easier for your monk to catch/the spike usualy wont go through

2)e denial, you edenial that w/a and he is done the team cant spike.

i think most shove spike builds nowa days in ta are just very bad wiki copies, unlike the moded version we used to run, just follow this thread keep your cool and its an easy win, unless we are running shove ofc :P.

Last edited by phenylamine; Nov 13, 2008 at 07:09 PM // 19:09..
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