Feb 25, 2010, 05:04 PM // 17:04
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#21
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by Reverend Dr
I know a lot of people that quit HA because it was filled with R/A's and BB sins. Long waits, halls restarts, and fighting the same 3 teams over again is cool way to make an arena better.
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Yeah it was way better when you got to fight honorable iwayers in UW for 20 minutes and get ganked by them in halls...oh, wait.
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Feb 25, 2010, 10:05 PM // 22:05
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#22
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Forge Runner
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Yeah, IWAY is a minor annoyance, and a good IWAY takes about 5-6 minutes to kill, but the thing is that they do no pressure whatsoever. If you ever die to an IWAY, you're bad.
Shattering Assault way, hexway, and BBway on the other hand stand a very good chance at beating balanced. I would almost go as far as saying a good hexway and BBway will beat the best balanced.
SA, BB won't be missed. Hexway is still an easy build for bad people to farm HA, so they have no reason to complain.
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Feb 25, 2010, 11:12 PM // 23:12
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#23
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Grotto Attendant
Join Date: Dec 2008
Profession: W/
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Quote:
Originally Posted by Killed u man
Yeah, IWAY is a minor annoyance, and a good IWAY takes about 5-6 minutes to kill, but the thing is that they do no pressure whatsoever. If you ever die to an IWAY, you're bad.
Shattering Assault way, hexway, and BBway on the other hand stand a very good chance at beating balanced. I would almost go as far as saying a good hexway and BBway will beat the best balanced.
SA, BB won't be missed. Hexway is still an easy build for bad people to farm HA, so they have no reason to complain.
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True, especially bbsway
A bbsway with same skill lvl as balance, bbsway will win 100%. Although it was a pretty fun template, i hope the update kills it for assasins. Its just not right that the sins can keep u perma kded and dealing 400-500 damage a spike.
I dont think a good hexway can beat good balance though. Good balance will shutdown ur hexes, and if they survive the first wave of hex pressure, you are pretty much going to lose.
Dunno what sins are gonna see play in ha though.
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Feb 26, 2010, 12:54 AM // 00:54
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#24
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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Enough with the whining and finger pointing.
Any more of these posts will warrant infractions.
__________________
Currently active in GW1 as of February 2015!
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Feb 26, 2010, 03:21 PM // 15:21
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#25
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Grotto Attendant
Join Date: Dec 2008
Profession: W/
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hint for all the people who dont know how to read updates and make new builds
Try a bbwar with sword attacks, to replace bbsins, even better cause of the high armour.
O yea i hurd seeping wound is good aswell
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Feb 26, 2010, 04:14 PM // 16:14
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#26
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Desert Nomad
Join Date: May 2005
Location: America
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Seeping Wound is going to be a real problem. Oh well, we know the drill, one step forward two steps back =/
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Feb 26, 2010, 09:01 PM // 21:01
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#27
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Krytan Explorer
Join Date: Mar 2007
Location: Rocky (Dragon)Mountains
Profession: Mo/Me
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Everybody and his daddy is playing 2 SW sins, 3 necro hexers, 1 mesmer and 2 monks now, with an occasional rspike and contaway.
We still play balanced, but we had to change the build a bit after we got destroyed by the new SWway. Holded a few times even after we got a DC, but then SWway got us, too.
Cough *nerf SW* cough....
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Feb 27, 2010, 10:40 AM // 10:40
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#28
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Frost Gate Guardian
Join Date: Dec 2005
Guild: vin
Profession: W/Mo
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Quote:
Originally Posted by Killed u man
Yeah, IWAY is a minor annoyance, and a good IWAY takes about 5-6 minutes to kill, but the thing is that they do no pressure whatsoever. If you ever die to an IWAY, you're bad.
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Depends on the map. There are only two maps where u can actually pressure out an iway. (fetid and burial). Iway outshines teams on tactic maps + large circular maps. So if you can get your iway past fetid and burial, which you wil 9/10 times, its a walk in the park up to courtyard. Koth favors iway i feel, because 1 cap = easy 5 pt hold. so you will win courtyard 7/10 times. Then your next stop is hoh where u need people who are decent if you want to hold.
In hoh, relic run is a game of chance.
Cap points is an iway-unfriendly map due to the lack of aoe for the central altar.
KOTH is kinda the best map for iway.
You are right it takes about 5 mins to kill an iway. (although i belive in fetid or burial, it takes 3-4 mins). The opposing teams lasts the same amount as well if the rit is shut down efficiently.
Last edited by vinoth; Feb 27, 2010 at 11:07 AM // 11:07..
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Mar 01, 2010, 01:00 PM // 13:00
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#29
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Lion's Arch Merchant
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Quote:
Originally Posted by vinoth
Let me list the iway nerfs so far1. Nr nerf
2. Eoe nerf
3. 66% stack nerf
4. iway 33% to 25%
5. Tf 33% to 25%
6. Mantra of resolve trappers nerf
7. evicerate nerf
8. Orders stack nerf
9. Multiple soul reaping nerfs
10. Fear me nerf
11. Nerf to some songs of the paragons
12. Prism nerfs
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Doesn't seem fair to call both 6-8 warriors beating the piss out of you with no backline whatsoever and whatever the newest generation of no-damage bore-you-to-death is the same build, even if people have somehow given them the same name. You also forgot the pet corpse exploitation nerf, not to mention a bunch of indirect nerfs via the creation of counters, buffing of armor, etc, etc.
Not that any of that is particularly relevant. Carry on.
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Mar 03, 2010, 03:46 AM // 03:46
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#30
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by vinoth
Or just plain ignorant.
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As a longtime player of IWAY, he's right.
Koth is the worst type of map for IWAY. IWAY does well in deathmatch because of 7 hard targets, 4 of them with permanent 7 regen. Except the ghostly hero really isn't a high armored target, nor does it have IWAY, nor does it bother to kite anything. Most regular teams stay up in HA by having tons of caster defense, IWAY stays up in part by perma 7 regen and being hard targets; the former is applied to the ghost in koth maps, but the latter is not.
Unfortunately many Koth matches are 1v1 now, which favors only the holding team. Other than teams of absolutely terrible players, the only teams we're able to take off altar 1v1 are IWAY's.
The fact that you start talking about holding the center altar with IWAY shows that you don't know how to play cap points. Cap points is the easiest winning condition for IWAY, you need to just make repeated runs to teams bases rather than trying to bum rush the center.
As far as relic/forgotten shrine maps, I don't know who you are playing against. While the warriors do have strong splits on those maps, they are perfectly easy enough to deal with. We have lost our fair share of matches on those maps, though I really don't recall any losses to other IWAYS, every one of those teams have been steamrolled.
Yes IWAY is a strong skill, but its not this ultimate advantage that you are trying to make it out to be. Its biggest advantage is by far deathmatch and not any of the tactical maps.
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Mar 03, 2010, 01:06 PM // 13:06
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#31
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Frost Gate Guardian
Join Date: Dec 2005
Guild: vin
Profession: W/Mo
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Quote:
Originally Posted by Reverend Dr
As a longtime player of IWAY, he's right.
Koth is the worst type of map for IWAY. IWAY does well in deathmatch because of 7 hard targets, 4 of them with permanent 7 regen. Except the ghostly hero really isn't a high armored target, nor does it have IWAY, nor does it bother to kite anything. Most regular teams stay up in HA by having tons of caster defense, IWAY stays up in part by perma 7 regen and being hard targets; the former is applied to the ghost in koth maps, but the latter is not.
Unfortunately many Koth matches are 1v1 now, which favors only the holding team. Other than teams of absolutely terrible players, the only teams we're able to take off altar 1v1 are IWAY's.
The fact that you start talking about holding the center altar with IWAY shows that you don't know how to play cap points. Cap points is the easiest winning condition for IWAY, you need to just make repeated runs to teams bases rather than trying to bum rush the center.
As far as relic/forgotten shrine maps, I don't know who you are playing against. While the warriors do have strong splits on those maps, they are perfectly easy enough to deal with. We have lost our fair share of matches on those maps, though I really don't recall any losses to other IWAYS, every one of those teams have been steamrolled.
Yes IWAY is a strong skill, but its not this ultimate advantage that you are trying to make it out to be. Its biggest advantage is by far deathmatch and not any of the tactical maps.
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The rules and operation are different for different kinds of iway. The E/Rt backline is significantly weaker than the para backline but it guarentees victory on tactic maps unless your team mates do something really stupid. In closed matches such as fetid and burial, e/rt backline can be killed in 3-4 mins. In open matches such as UW and dark chambers, your backline cannot be pressured cuz backline can keep running with ranger support and therefore accumulate no pressure. They cannot spike down a warrior due to their inherent strength.
Last edited by vinoth; Mar 03, 2010 at 01:12 PM // 13:12..
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Mar 03, 2010, 10:18 PM // 22:18
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#32
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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VS IWAY on relic: Push their base. If they send one runner, kill that runner. If they send support with that runner, their main team is down a healer, wipe their main team/ghost. If they send no one then either wipe them or try to force a relic which will split them.
VS IWAY on forgotten shrines/antichamber: They won't push main team with the ghost. Follow the lone backline, if it is with the main team, wipe the main team, if it is with the ghost kill the ghost. Don't have your fire ele be a retard and just dump AoE on the warriors.
VS IWAY on courtyard: I am going to assume this is a three way match, because if you can't bodyblock their ghost long enough to get yours up, then you need a new team anyway. If IWAY caps altar, take them off altar. Its not really that hard to do, they are pretty terrible at being able to keep up the ghost. The E/Rt IWAY is about the only build that can readily be taken off altar 1v1, I don't know why you are having problems with it, get a new offense.
I don't know where you come up with phrases such as backline cannot be pressured cuz backline can keep running with ranger support and therefore accumulate no pressure. What does this mean? The E/Rt backline takes pressure the same as any other backline, in fact it takes pressure faster than other backlines. If it really didn't take pressure don't you think it would see use outside of IWAY?
Last edited by Reverend Dr; Mar 03, 2010 at 10:20 PM // 22:20..
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