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Old Nov 20, 2008, 09:47 PM // 21:47   #1
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Default Dealing with SacSins in JQ

So last night I was running up against a recurring theme for the Kurzicks (tho it would work for the lux as well). The basics of this build are for a A/N to self cast Death Nova, Contagion, Ddark Aura. Then target an NPC with Putrid Bile and dash/tele into them. Using Signet of Agony will complete the bomb and more often then not results in the entire grouping of NPCs dieing.



My question is this, aside from an opportune Gaze of Contempt or Rend Enchantment, is there a good way to combat this bomb?
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Old Nov 20, 2008, 09:59 PM // 21:59   #2
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not really,isnt that hard to load rend on your bar though..id just bring it.
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Old Nov 20, 2008, 10:27 PM // 22:27   #3
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1. Heal an NPC.
2. Capture the shrine back.

Pick one, there's your solution. There's no need for Rend or any silly 1-skill counter. You should be capable of doing one of those two anyway in order to be of real use in JQ. Only after you're capable of doing one of the two should you consider build variants like Rend.
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Old Nov 20, 2008, 11:50 PM // 23:50   #4
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Quote:
Originally Posted by Shayne Hawke View Post
1. Heal an NPC.
2. Capture the shrine back.

Pick one, there's your solution. There's no need for Rend or any silly 1-skill counter. You should be capable of doing one of those two anyway in order to be of real use in JQ. Only after you're capable of doing one of the two should you consider build variants like Rend.
3. Snare and degen the Juggernaut/Turtle and laugh as the other team focuses on shrines and wonders why their score doesn't rise. Enduring Toxin works wonders.

As for the build they're running, it's lame and it goes against 'honorable' rules but then you don't have to abide by those unless you restrict yourself to them. So, do whatever it takes to win short of exploits. Good counter, hmm try a Savannah Heat ele and continue capping and using your speed to try and stay ahead of him. Try Melandru's Shot, constant cripple+degen+interrupts=angry lamer.
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Old Nov 21, 2008, 02:02 PM // 14:02   #5
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Why would anyone play A/N, when N/A has the ability to have 16 death and 15 blood. Its really fun build btw, running for over 200k of luxon fac with it now.
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Old Nov 21, 2008, 05:16 PM // 17:16   #6
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Originally Posted by Zabe View Post
Why would anyone play A/N, when N/A has the ability to have 16 death and 15 blood. Its really fun build btw, running for over 200k of luxon fac with it now.
Zabe <3
Going to try the build.
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Old Nov 26, 2008, 01:17 AM // 01:17   #7
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The SacNecros are a real pain. Very quick capping ability. You can usually tell which players are more skilled at it right away compared to people that haven't used it very much or are new to it. I use a timely Rend Enchantment when they are at around 1/3 to 1/4 health at the shrine. They still deal damage to the NPCs, but not enough to be lethal.
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Old Nov 26, 2008, 02:05 AM // 02:05   #8
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The N/A sac builds are making Jade Quarry a drag to play. With quick respawn in Jade Quarry, it is turning into a game of who-has-more-Necro/Assassins.
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Old Nov 26, 2008, 05:29 PM // 17:29   #9
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I did have a laugh last night, one of the Kurz monks kept healing the sacsin...

[Gaze of Contempt] is pretty much a permanent fixture on my skill bar for JQ now. I've changed my goals as a ranger in JQ - if I see a sacsin, they are my fun to interupt pincushion (only higher priority is the Jade carriers of course).
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Old Nov 26, 2008, 09:18 PM // 21:18   #10
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I find the sac Necro's quite silly tbh.
It is so easy to heal one npc and keep it up.
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Old Nov 27, 2008, 04:31 AM // 04:31   #11
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i just snare and spike it down before it reaches the npcs...
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Old Nov 27, 2008, 06:46 AM // 06:46   #12
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Quote:
Originally Posted by Esprit View Post
With quick respawn in Jade Quarry
This is the biggest key. Any form of PvP (or even PvE) with such a quick respawn and no penalty for dying is going to lead itself to retarded play.
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Old Nov 27, 2008, 04:05 PM // 16:05   #13
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A quick respawn is normal in many FPS formats such as Capture the Flag in Unreal Tournament. It's a fine mechanic in a casual format such as Jade Quarry because players can take risks without being harshly punished (like being out for the round as you would be in CounterStrike).

I think Shayne has it right, bring an effective character yourself and counter the opponents with healing/bombing.
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Old Nov 27, 2008, 06:34 PM // 18:34   #14
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Quote:
Originally Posted by masterjer1 View Post
The SacNecros are a real pain. Very quick capping ability. You can usually tell which players are more skilled at it right away compared to people that haven't used it very much or are new to it. I use a timely Rend Enchantment when they are at around 1/3 to 1/4 health at the shrine. They still deal damage to the NPCs, but not enough to be lethal.
Why not just use it while they use putrid bile? They've agro'd the NPCs and don't have time to recast = dead. Unless you get a fast cast and they manage to stop themselves. Then you can just damage them while they're recasting and either kill them or get them low enough that they'll die before they can get signet of agony off.

Quote:
Originally Posted by Makkert
I find the sac Necro's quite silly tbh.
It is so easy to heal one npc and keep it up.
You'd be surprised how many monks can't/don't react when you bomb them all at once.
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Old Nov 28, 2008, 08:35 PM // 20:35   #15
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Quote:
Originally Posted by Cirian View Post
A quick respawn is normal in many FPS formats such as Capture the Flag in Unreal Tournament.
That's because they want to promote more playtime for each individual character. Balance changes when you have guys that can suicide themselves for large amounts of damage.

Quote:
It's a fine mechanic in a casual format such as Jade Quarry because players can take risks without being harshly punished (like being out for the round as you would be in CounterStrike).
It's perfectly fine to make JQ have the same respawn times as AB, which is 20s. With a 5s respawn and the ability to cap a shrine at probably around twice the rate as any other character, it definitely needs to be slowed.

Quote:
I think Shayne has it right, bring an effective character yourself and counter the opponents with healing/bombing.
When such a big part of the gameplay revolves around capping shrines, and a character that is best suited for that is a suicide bomber, there's something wrong. Why should anyone have to bring counters and buildwars a dumb build like that.
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Old Nov 28, 2008, 09:03 PM // 21:03   #16
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Quote:
Originally Posted by Cirian View Post
A quick respawn is normal in many FPS formats such as Capture the Flag in Unreal Tournament.
You also lose all your weapons, ammo, access to contested power-ups and adrenaline (in the 2kx games). Mindlessly running around and dying a lot is never a good strategy in UT or any competitive game really...unless there are rewards for doing such, which is the problem here.

A quick fix might be increasing respawn time each time you die. You could probably rebalance FA and JQ to value not dying more, but it's not likely to happen and skill changes are out of the question.
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Old Nov 28, 2008, 09:06 PM // 21:06   #17
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Does the failcast trick still work?
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Old Nov 28, 2008, 10:14 PM // 22:14   #18
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Originally Posted by Moloch Vein View Post
Does the failcast trick still work?
No, they use contagion, dark aura and death nova with signet of agony and wallows bite linked with shadowstep to kill all the NPC's.
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Old Dec 01, 2008, 08:23 AM // 08:23   #19
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Some of them use dark aura+blinding powder, but the results are about the same....

Best way to counter without running retard skills is either healing them or interupting signet of agony with meteor (or something else).

I do think the build needs to be toned down a bit, 10s respawn time would be much better, and the npcs really could use more health (330? wtf?)
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Old Dec 01, 2008, 12:15 PM // 12:15   #20
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I always make sure to notice them early. If you see an enemy dot moving towards a shrine and virtually ignoring all other players, then its likely to be a bomber.

D-Shot death nova and then savage shot signet of agony, mendtouch an npc if needs be.
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