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Old Jul 09, 2008, 02:54 PM // 14:54   #61
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Quote:
Originally Posted by Arya Nibelrund

Updated wishlist:
- more people playing
- less skips
- no Courtyard
- map based fame system: 1 fame for UW, 2 fame for Fetid, ....., 20 fame for first Halls win etc etc
But only a map based fame system if it combines with less skips... For now, mostly American players would benefit from a map based fame system as after 1AM GMT, after UW or fetid, you immediatly skip to HoH, because of the lack of active players at that time.
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Old Jul 09, 2008, 04:31 PM // 16:31   #62
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Quote:
Originally Posted by LifesRestorer
protting against ritspike is not about reflex, it's all about the timing. between the time of the rend and the rifts hitting, there is a 1/4 second window of opportunity to get the spirit bond in. any earlier and it will be rended. any later and the target will be dead. It's quite easy to do once you figure out how to do it.

your argument of preprotting Rspike with WoW is absolutely rediculous. Rspike is the most powerful spike in the game in terms of damage, is unblockable due to anthem of guidance, is hard to preprot due to it being a fully ranged spike (thus making it difficult to see where the spike is going to land before any damage takes place) and has a short cast time on the initial spike, leaving no time for monks to brace themselves for the incomming damage.

All other ranged spikes require 6+ spikers to join in on the spike, and if one of these spikers are out the spike becomes unclean and therefore infusable. Ranger spike only needs 3 people to be in on the spike, halving the chance of an error occurring.
Exactly you said it yourself, theres a 1/4 of second time frame to catch the spike with spirit bond. Assuming your in halls and under pressure from another team the chances of error is much greater. 1 on 1 situation may be a different story.

Also its unrealistic to say ranger spike has the most damage on spike (unless its clean with all weapons / orders / winds etc..) because all decent teams will kill winds, occasionly interupt your spikes with cry assuming you have a mesmer and there is also defense teams brings that you must take into consideration.

But this defense is not apparent vs rit spike, surely you can interupt their spikes eveynow and then but usually it will depend on your backline to save the spike.

So yes ranger spike may be harder to prot or infuse to a certain extent, but assuming you have defense and correct shutdown even if a monk is slow on his infuse or prot, the target usually stays up long enough for him to be healed again. This is not the case with rit spike though.

1v1 situation rit spike may be more favourable than r spike but, but rit spike is definately the more stronger of the two in hoh.

just to stay on topic
Want to see those new maps in the dat file to be implemented
Maybe bring back sacred temples aswell cause that was fun
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Old Jul 09, 2008, 05:24 PM // 17:24   #63
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Quote:
Originally Posted by ghostlyfenix
Exactly you said it yourself, theres a 1/4 of second time frame to catch the spike with spirit bond. Assuming your in halls and under pressure from another team the chances of error is much greater. 1 on 1 situation may be a different story.

Also its unrealistic to say ranger spike has the most damage on spike (unless its clean with all weapons / orders / winds etc..) because all decent teams will kill winds, occasionly interupt your spikes with cry assuming you have a mesmer and there is also defense teams brings that you must take into consideration.

But this defense is not apparent vs rit spike, surely you can interupt their spikes eveynow and then but usually it will depend on your backline to save the spike.

So yes ranger spike may be harder to prot or infuse to a certain extent, but assuming you have defense and correct shutdown even if a monk is slow on his infuse or prot, the target usually stays up long enough for him to be healed again. This is not the case with rit spike though.

1v1 situation rit spike may be more favourable than r spike but, but rit spike is definately the more stronger of the two in hoh.

just to stay on topic
Want to see those new maps in the dat file to be implemented
Maybe bring back sacred temples aswell cause that was fun
Hex breaker on both runners. Smart teams bring R/E, so they have Dual Foes + Grasping Earth. They have a Ranger with Savage + Dshot to shut down any snares in their own base. He also has Pin Down, in case there is noone there.

They have 3 Monks, vital Weapon, 6 interrupt total. 2 people who can spam HP every 4-5 seconds under HoH conditions under Healers Boon.

They can spike something down every 5 seconds, which, in HoH, isn't hard, because they can spike stuff down from both teams. In other words, 80 % of the spikes will go through...

Yeah, rspike is BY FAR a worse build then Ritspike. /end sarcasm

Oh yeah, did I forget:

Rspike owns sfway. Something which a ritspike will ALWAYS loose to. A ritspike spikes every 11 seconds, a SF does that every 3.

Rspike can easily split off the 3 rangers to a base to solo cap it, beating everything else 3 v 3, even Monks.

You need 1 skill to stay alive against ritspike: [Spirit Bond]

You need this to stay alive against Rspike, and even then, I've still seen a R20 guild collapse to an rspike yesterday (They stayed alive for 15 minutes, and couldn't kill the rspike because of the defence/dshots etc... Then they spike the mesmer once on a 40/40 set and won. VERY balanced build if U ask me)

[Defensive Anthem] x2
["Shield's Up!"]
[Cry of Frustration]
[Earth Shaker]
[Grasping Earth] (Hex the forked arrow)
[Spirit Bond]
[Infuse Health]

After U have all these skills, you still need to have flawless play, both in order to stay alive and/or to score kills.

15 effing minutes, and the R20 guild couldn't take the rspike down. The rit was camping the Warrior with Water Trident, so he couldn't do alot during that game. The mes was focusing on the Rit + Caller for cries, and diversion on Brutal. (Watching the Mesmer > Diversion Brutal tough)

None of the Rangers had Brutal most of the time during that game. So the rspike started playign defensivly. Pumping out 3 savage shots, and dshots every 5-10 seconds. Mesmer couldn't do anything but PD monks (GL PD'ing prot and 2 Hb's), shame and diversion got dshotted on sight. Fire ele couldn't do crap, because of the imba recharge on savage + dshot. Earth ele got dshotted the second he jumped in with Shockwave, thus dshotting shockwave.

After 15 minutes, they spiked once, got some lucky crits and cleaned a mesmer. From there on, it was an easy game...

Yeah, the build is most definatly NOT in need of a nerf. I mean, they should have interrupted that spike right?

Last edited by Killed u man; Jul 09, 2008 at 05:26 PM // 17:26..
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Old Jul 09, 2008, 05:57 PM // 17:57   #64
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Quote:
Originally Posted by Killed u man
Rspike owns sfway. Something which a ritspike will ALWAYS loose to.

Um...what? The only time Ritspike should ever reaonably loose to a SF spike is in Cap Points because Split Spam > Split Spike.

You forgot [Blurred Vision] as a decent counter well. (lead with another hex dur.)

/Agree a Rspike that knows what it is doing is sick.
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Old Jul 09, 2008, 06:47 PM // 18:47   #65
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is he still complaining about how his eurospike can't beat rspike? Kinda funny considering that the best counter to rspike, preprotting, is utter useless considering that 100% of ha monks can't prepot....
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Old Jul 09, 2008, 07:31 PM // 19:31   #66
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Quote:
Originally Posted by wuzzman
is he still complaining about how his eurospike can't beat rspike? Kinda funny considering that the best counter to rspike, preprotting, is utter useless considering that 100% of ha monks can't prepot....
What do u mean by preprotting vs rspike? U think every HA monk is so retarded he/she can't spam guardian on dervish caller (a "squishy" without any shield bonus) or mesmer? Or u mean random throwing of SB on ur teammates?
Preprotting = casting prots on ppl close to some source of danger (balled up ppl in a narrow corridor, a squishy nearby a charged up warrior). Can u oooo wise one explain me how u preprot against damage dealers who stand still 95% of time? Do u follow ur instict or something like that?

Or do u think gvg monks who are used to keep an eye on crazy dervishes spamming wounding strikes do any better vs rspike? Tut mir leid they don't.

But maybe I'm talking bullshit and u can easily preprot or SB at least 70% of incoming rspikes. If so lemme know and demonstrate ur godly skills to us, noob mortals.
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Old Jul 09, 2008, 09:10 PM // 21:10   #67
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Quote:
Originally Posted by Killed u man
-> Hex stacking fixed: Elite hex always gets removed first, regardless of position in the stack.
That's an absolutely bizarre idea.
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Old Jul 09, 2008, 09:52 PM // 21:52   #68
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If you know a monk that consistently preprots rspike (9 out of 10) using [Spirit Bond], you should seriously consider imprisoning them solely for your HA group.
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Old Jul 09, 2008, 09:57 PM // 21:57   #69
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A monk who I was playing with once said that the best way to prot against rspike is to stand next to their caller, wait for the spike, and then "prot along the lines". Not sure if this is true/valid, but I'm just throwing it out there.
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Old Jul 09, 2008, 10:29 PM // 22:29   #70
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Wishlist:

Weekend event - 6v6 heroway. GOOOOOOOOOOOOOOOOOOO HEROWAY!
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Old Jul 09, 2008, 10:30 PM // 22:30   #71
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Ofc u can see/guess the angle of spike (if u are quick enough) but the problem is usually more than 2 ppl stand in that way so he has to choose who to prot. Infuser can't afford this. He has to watch the red bars and caller closely while praying for no random power shot from ghost or fake spike which could confuse him.
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Old Jul 09, 2008, 10:36 PM // 22:36   #72
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Resurrection Signet: 1 energy. Foes near ally takes 1,000 in the next 10 seconds. This skill can be easily interrupted. 1 cast time. 5 recharge.
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Old Jul 10, 2008, 12:23 AM // 00:23   #73
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Quote:
Originally Posted by Teh Jace
Ofc u can see/guess the angle of spike (if u are quick enough) but the problem is usually more than 2 ppl stand in that way so he has to choose who to prot. Infuser can't afford this. He has to watch the red bars and caller closely while praying for no random power shot from ghost or fake spike which could confuse him.
INfusing R-spike is the most intense experience i have ever had. i could say i had maybe a 10% chance hit rate for catching the spike. Most of the other time i would infuse just before or just after the spike. You get so jumpy by the end that you start infusing anyone who is getting any form of damage by the end

Last edited by Trinity Fire Angel; Jul 10, 2008 at 12:28 AM // 00:28..
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Old Jul 10, 2008, 12:32 AM // 00:32   #74
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Quote:
Originally Posted by Trinity Fire Angel
INfusing R-spike is the most intense experience i have ever had. i could say i had maybe a 10% chance hit rate for catching the spike. Most of the other time i would infuse just before or just after the spike. You get so jumpy by the end that you start infusing anyone who is getting any form of damage by the end
This is called experience

Ull learn it eventually, but keep playing, thats the key
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Old Jul 10, 2008, 02:40 AM // 02:40   #75
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Adding to my list:

Nerf ANY form of stacked bow damage.

(Just obs'ed HoH where an rspike managed to get TRIPLE FOES and GRASPING, hexbreaker runners, and offcourse the OP Punishing + Dshot interrupt -can also be savage + dshot-)

Rspike is in SERIOUS need of nerfing. With all the other builds, bloodspike, ritspike etc, this is THE ONLY build left that's OP through the roof, and has a redicilous monolopy when it comes down to holding power...
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Old Jul 10, 2008, 03:34 AM // 03:34   #76
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Uhm Borat if you want to comment on a build please do it right.the runners didnt have hex breaker.( in your logic we would have had 3 r/e and 2 r/me)

The triple foes grasping was just because 2 of the rangers were to lazy to go r/me and interupt stuff..

Last edited by bitchbar player; Jul 10, 2008 at 03:42 AM // 03:42..
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Old Jul 10, 2008, 03:45 AM // 03:45   #77
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Quote:
Originally Posted by supa tim
This is called experience

Ull learn it eventually, but keep playing, thats the key
true.. but trying to infuse a spike that has no infuse point. if the spike is clean, there is not point on the bar that the infuse can hit. ie. 1 sec 100% health. 1.25 sec, 0 health. it's too much dmg in one clean hit.

but, thankyou. i do keep playing. maybe it;s the australian lag difference that might be causing problems. but at least i could infuse a bloodspike.
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Old Jul 10, 2008, 11:46 AM // 11:46   #78
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My Wishilist:
Add functionality to in game commands:

/jump allows you to dodge projectiles (for Killed U Man)
/sit allows you to avoid Scythe attacks (also for him)
/dance removes a hex for every 5 seconds of dancing (for John Travolta)
/rank gives you the dishonorable hex for an hour
/doh deletes a post in this thread (The OP's posts always gets removed first, regardless of position in the stack.)

Did I miss anything?

Last edited by Ben-A-BoO; Jul 10, 2008 at 12:02 PM // 12:02..
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Old Jul 10, 2008, 12:20 PM // 12:20   #79
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You Missed Ward against Arrows(also for borat)
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Old Jul 10, 2008, 02:24 PM // 14:24   #80
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I wish that they would put in a rank tier sytem, maybe it could help all the rank segregation. So unraked to r3 play together r4-r6 play together r7-r9 -play together and so on.

Its an idea ^_^ Might help get more life back into HA, and it will give the less experienced a chance to battle with the same and learn, rather then spend an hour trying to get into a group to be wiped by an r9 team first round.
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