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Old Aug 23, 2009, 10:20 PM // 22:20   #101
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edited OP......................
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Old Aug 25, 2009, 01:47 AM // 01:47   #102
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yep as you said defense are their traps. problem is once you start missing dust traps, they can get a blind chain going smokes, shadows, mingsons.

It's not as over powered as half the thread of this people make it(1v1 annihilation maps). However this becomes is quite a problem on forgotten shrines because they have such good split capabilities and survival, yet still maintain their crazy damage, compared to balance where once damage is split(warriors + ele) it is almost impossible to kill a single r/a, and you are forced to send two or even 3 people to annihilate the threat.

Also, i want to add it was a good update in that a-net wanted to try promote assassin usage, but as dumb as they are, they forgot it would be abused by expertise and blocks.

If people want a nerf, i say make expertise to only ranger skills, but then people will say give fast casting the same nerf. I reckon it would be good, because they are the two primary attrbitues which can work too well atm with any other classes normal attributes.

The change will be exactly like the soul reaping nerf, where rit and ranger spirits didnt give infinite energy
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Old Aug 25, 2009, 03:23 AM // 03:23   #103
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Originally Posted by Equus Africanus View Post
It will be nerfed, but because it's overplayed, not because it's overpowered. This discussion has been going on since page 1, and I presume is very frustrating to people who're consistently losing to sway.
The only sway I lost too all weekend was Dent, and only because they had an assault enchant ranger that surprised our HB and got an auspicious by complete luck. I just think this sort of play style with spamming attack skills on recharge and / or with fast activation is retarded and bad for the game. Anet needs to get with the program and figure that out.

*edit - I also think this is far less annoying than battle rage IWAY and would gladly take it over that, which it has seemed to kinda replace in the meta.

Last edited by Krill; Aug 25, 2009 at 03:27 AM // 03:27..
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Old Aug 25, 2009, 03:10 PM // 15:10   #104
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The only sway I lost too all weekend was Dent, and only because they had an assault enchant ranger that surprised our HB and got an auspicious by complete luck. I just think this sort of play style with spamming attack skills on recharge and / or with fast activation is retarded and bad for the game. Anet needs to get with the program and figure that out.

*edit - I also think this is far less annoying than battle rage IWAY and would gladly take it over that, which it has seemed to kinda replace in the meta.
Yeah, We owned your team. It was my idea to run a Assault Enchantments aswell.

Also: lulz to the people who say this build is overplayed rather then overpowered.

We're getting straight runs to HoH, no complications on any map (We loost 1 on 1 maybe once every 6-7 runs -else, it's straight to HoH)

Play it for you rate it, imo. I can still safely say it's an overpowered gimmick that, when played right, will beat balanced. We have little to no problems with hexway (echo expel, gogo) and we sometimes have 10+ minute matches against dual para, earth ele + air ele trashbalanced. (Seriously, if you're gonna run that much defence, just run Rspike or ritspike)

Edit: and then I havn't even started on my Assault Enchantments build. I can litterelay strip every enchantmant every 2 seconds, indefinatly... (We now simply train ghostly's down in HoH, only weapon of shadow prevents us from killing it under 30 seconds...

Last edited by Borat_Best_Player; Aug 25, 2009 at 03:12 PM // 15:12..
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Old Aug 25, 2009, 09:01 PM // 21:01   #105
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Quote:
Originally Posted by Borat_Best_Player View Post
Yeah, We owned your team. It was my idea to run a Assault Enchantments aswell.
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Originally Posted by Master Ketsu View Post
Just bullshited this up 3 hours ago for modded against any team that uses an HB monk. Tested it against a top guild and got it confirmed for broken.

If one of the three rangers uses this, their HB monk cant do shit and their prot cant help him either.

( obviously the other 2 stay as escape for running )



EDIT: Its way too OP. Build deleted. Figure it out for yourself.

Sorry Borat, already posted in this very thread.
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Old Aug 26, 2009, 01:33 AM // 01:33   #106
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Assault enchantments is one of those skills that has a completely overpowered effect, but is generally far too gimmicky to ever use seriously. Now that R/A has surfaced which allows that gimmicky requirement to be spammed constantly, AE surfaces with it as a totally broken skill that can make prots useless and completely gimp HB monks. If more teams start to use this, it will become avatar of grenth all over again.

Whats worse, is that it doesn't "end" after you use it once. If they kite away before your lead attack and cast another enchantment, you can just spam AE again and again and again.

The sad thing is when I first came up with the idea for running AE on sway I was pretty much the only person suggesting it and I got kicked out of a lot of teams for suggesting such a "terribad" build. Really shows the pig headed mindset of HA pugs. Friendslist ftw.

Now I wish I hadn't spread it. It's way too broken, and anet will likely nerf a bunch of stuff in a retarded way in order to fix it.

Quote:
surprised our HB and got an auspicious by complete luck.
Actually, its not luck. That's the really broken thing about it. AE is 1/4 cast and a decent ranger can easily remove what he wants to be removed. Just Jagged->Exausting to quickly get through the dual attack and cast.

Last edited by Master Ketsu; Aug 26, 2009 at 01:42 AM // 01:42..
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Old Aug 26, 2009, 05:27 AM // 05:27   #107
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In theory yes, but when people are just slamming keys, that's not the case. You could also run expunge enchantments instead of leaping mantis without consuming your elite (and since it's a touch skill it's only 4e), but it obviously has a much longer recharge and will also disable your stances for a bit.
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Old Aug 26, 2009, 07:28 AM // 07:28   #108
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But expunge isn't a 2 second recharge that is a complete strip. Assault has been terrible for ages, simply because there was never a viable means to slot it, until now.
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Old Aug 26, 2009, 09:01 AM // 09:01   #109
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If u play balance just casters take trappers.
warriors on eles mes take weapons of shadow,warding and they die pretty easy if u got ranger with magebane u can set him on trappers or on eles/rts and mesmer can pd traps a lot of ways 2 beat it and some defensive foes , snare r/a interupt expel hexes and brutal weapons.rangers snared then make haste monk and like small dmg.

ing:Crystal Story
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Old Aug 26, 2009, 09:49 AM // 09:49   #110
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Quote:
Originally Posted by Krill View Post
In theory yes, but when people are just slamming keys, that's not the case. You could also run expunge enchantments instead of leaping mantis without consuming your elite (and since it's a touch skill it's only 4e), but it obviously has a much longer recharge and will also disable your stances for a bit.
Escape is a filler Elite anyways, so assault > escape imo.
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Old Aug 26, 2009, 09:59 AM // 09:59   #111
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You really only need one of the r/a's to use AE. It's OP enough that just one can handle the job, and then you have 2 escape left for running relics. Plus as sad as it is, having an AE ranger in your team makes you slightly weaker against other sway teams.
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Old Aug 26, 2009, 03:40 PM // 15:40   #112
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You really only need one of the r/a's to use AE. It's OP enough that just one can handle the job, and then you have 2 escape left for running relics. Plus as sad as it is, having an AE ranger in your team makes you slightly weaker against other sway teams.

Hardly tough:

I swapped out Lightening, Escape and Rez for Apply Poison, AE and Natural Stride.

Run a major instead of a minor expertise, get 13 expertise (breakpoint for 5E), 10 wilderniss and 12 dagger.

Against other sways, instead of training the e/rt's down, try and poison as much people as U can. 10 Seconds of poison trainslates to 80 damage.

We don't have problems against other sways, at all. Natural is good enough to keep the R/A's off you, and the Apply Poison is an insane pressure tool on top of AE. (AE doesn't do anything against sway tough)

Also: I love using leaping mantis (The AE should snare) follow with jagged under apply.

With it's 1 second recharge (Jagged Strike), it's impossible for a life sheath to remove the cripple from your target. It's like an elite version of the already elite cripshot. (Ok, it can be block, but once the cripple is one, it's a guaranteed full duration)
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Old Aug 26, 2009, 04:49 PM // 16:49   #113
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Originally Posted by Borat_Best_Player View Post
Hardly tough:

I swapped out Lightening, Escape and Rez for Apply Poison, AE and Natural Stride.

Run a major instead of a minor expertise, get 13 expertise (breakpoint for 5E), 10 wilderniss and 12 dagger.

Against other sways, instead of training the e/rt's down, try and poison as much people as U can. 10 Seconds of poison trainslates to 80 damage.

We don't have problems against other sways, at all. Natural is good enough to keep the R/A's off you, and the Apply Poison is an insane pressure tool on top of AE. (AE doesn't do anything against sway tough)

Also: I love using leaping mantis (The AE should snare) follow with jagged under apply.

With it's 1 second recharge (Jagged Strike), it's impossible for a life sheath to remove the cripple from your target. It's like an elite version of the already elite cripshot. (Ok, it can be block, but once the cripple is one, it's a guaranteed full duration)
Against a monk backline, cause if u are vs a sway, mend body and soul says hi.
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Old Aug 26, 2009, 09:23 PM // 21:23   #114
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Why are people still running life sheath? RC is back with a vengeance yo!
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Old Aug 26, 2009, 09:44 PM // 21:44   #115
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RC is nice, especially against hex pressure with taint and wounding strike. The only difference I've noticed though (running hexes) is RC backlines take a little longer to pressure out because party pressure and channeling denial still gets them in the end. Against sway I don't think RC gives a huge advantage either.
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Old Aug 27, 2009, 01:02 AM // 01:02   #116
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LS was great when you needed to pull off cripple to block trampling, but the damage mitigated by LS is much smaller than the healing produced by RC. I suppose LS can pull a deep wound off of a spike faster than RC, but if you need the LS to save the spike then you were a bad prot to begin with.
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Old Aug 27, 2009, 01:42 AM // 01:42   #117
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yep rc/draw backline definately vs hexway + sway, ls was only used so you could fit a rof/condi removal and aegis on the prot bar, now aegis is nerfed ls is pretty worthless. only time when ls helps is when ur on forgotten shrines and ur the prot monk so you can pull cripple of urself.
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Old Aug 27, 2009, 02:20 AM // 02:20   #118
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Running RC against sway with warmongers can be a real problem unless you keep WoW and MH! on the prot all the time (which you probably should do anyway against sway).

Overall I think if you took a poll, most prots only prefer to RC if they know the infuse. When you think about the overall backline healing power, auspicious is sacrificed on the HB (for draw) which at least meant a heal party every ~30 seconds and helped them with energy. Of course you could have it both ways running foul feast somewhere but most balanced teams are not currently running necros.

Last edited by Krill; Aug 27, 2009 at 02:23 AM // 02:23..
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Old Aug 27, 2009, 06:03 AM // 06:03   #119
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imo, LS came about because LS>>>> palm strike. still though, it frees up a skill slot for the prot AND the infuse. that can't be ignored. channeling is amazing on 3 way maps, but until then, it can cause more harm then good.

also, the ghostly hero doesn't have draw. so you better think twice when you split against that trapper/snare

Last edited by dr love; Aug 27, 2009 at 06:06 AM // 06:06..
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Old Aug 28, 2009, 12:17 AM // 00:17   #120
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[email protected] still complaining about sway. The normal sway can be easily countered by locking your ranger on their rit, warriors on ele and mesmer on the trappers. Ele is free to spike or wand. Backline+rit can easily heal up any dmg that comes through. They usually die in 1-2 minutes.

Only probs on our 200+ fame runs in the last days was the sway with 6! r/a, an OotV necro and a heal monk, which can deal insane DPS in a blink of a sec if you are taking them for 'just another sway'.
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