Nov 30, 2009, 10:14 AM // 10:14
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#41
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Lion's Arch Merchant
Join Date: Apr 2007
Location: WA
Guild: zulu
Profession: Mo/
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Even with pious concentration it's not very hard to hit vital boon, echo, or sig pious light because of how much the derv needs to cast to pump red bars. If you hit either of the latter two before the other team can outpressure your team, the derv's healing effectiveness decreases quite a bit and the team will collapse (assuming you've been spreading poison and your teammates know not to healer-stomp and spread damage around).
Unfortunately, the derv really is good at powerhealing through just about anything and can keep RA baddies alive longer than your healer (assuming you have one) can keep your team up.
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Nov 30, 2009, 03:03 PM // 15:03
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#42
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Frost Gate Guardian
Join Date: Sep 2009
Location: Kansas
Guild: Righteous Anarchy [RA]
Profession: D/Me
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Personally, I don't have trouble with interrupts. When I do get hit, its usually my own fault because I got lazy, stupid, greedy, or just don't pay close enough attention. I am sometimes prone to all four faults.
It seems that lately, the fashion in RA is just to pack as many KD's into your build as possible, or just spam that rediculously buffed Ebon Hawk/Stoning crap, which in my opinion is the ele , or Me/E which seems to be more popular, version of a touch ranger. That can cause some grief if you don't anticipate the KD and let your signet get hit.
I'm thinking of reverting my build back to the pre-EoTN version and carry Fleeting Stability instead of Shield of Force again. It makes you more vulnerable to assassins and makes it harder to spread weakness to rangers, but it shuts down KD spammers.
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Dec 03, 2009, 05:11 PM // 17:11
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#43
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by IninefingersI
that rediculously buffed Ebon Hawk/Stoning crap can cause some grief
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Dec 03, 2009, 05:25 PM // 17:25
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#44
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by IninefingersI
I'm thinking of reverting my build back to the pre-EoTN version and carry Fleeting Stability instead of Shield of Force again. It makes you more vulnerable to assassins and makes it harder to spread weakness to rangers, but it shuts down KD spammers.
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I found your build a lot tougher when you ran stability. Shield Force is a nice skill against warriors, but it's of little value against the shattering assault chain since the attack skills have practically no recharge.
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Dec 03, 2009, 05:58 PM // 17:58
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#45
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Frost Gate Guardian
Join Date: Sep 2009
Location: Kansas
Guild: Righteous Anarchy [RA]
Profession: D/Me
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Quote:
Originally Posted by Lux Aeterna
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WTF is that supposed to mean? Have you gone off your meds?
Quote:
Originally Posted by Krill
I found your build a lot tougher when you ran stability. Shield Force is a nice skill against warriors, but it's of little value against the shattering assault chain since the attack skills have practically no recharge.
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Do you mean harder to play, or harder to play against? I always liked Fleeting Stability, its just so damn hard to manage because of the 10e cost and there is nothing worse than interrupting yourself with a self-imposed KD and I hate having to expend the effort to actually pay attention all the time.... lol. It really cuts into what my beer consumption and guild chatting requires.
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Dec 03, 2009, 09:50 PM // 21:50
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#46
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Krytan Explorer
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Fleeting Stability is rough when I played against the derv healers on hammer warrior. Like everything else I can just Q knock you and you can't defend yourself, but if you maintain fleeting stability it makes knocking you down next to impossible unless you screw up.
if you are playing any kind of melee and you're facing a derv healer, the best thing that you can do is to to just train the squishiest target on the other team down. The derv healer can only heal like 600 health every 10 seconds (which becomes more like 480 health with deep wound). So assuming that the rest of your team can apply a bit of pressure it isn't unreasonable to do that much damage on a single target over a 10s period.
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