Dec 13, 2007, 06:11 PM // 18:11
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#21
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Ascalonian Squire
Join Date: Jan 2007
Location: htown
Guild: Gangsters In The Hood
Profession: R/
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pRp rspike, when both orders stacked, talk about holding lol
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Dec 13, 2007, 10:02 PM // 22:02
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#22
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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Original Rangerspike...orders on that was just nasty xD
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Dec 13, 2007, 10:09 PM // 22:09
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#23
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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the pre-quick shot nerf?
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Dec 13, 2007, 10:33 PM // 22:33
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#24
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Ascalonian Squire
Join Date: Jan 2007
Location: htown
Guild: Gangsters In The Hood
Profession: R/
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Quote:
Originally Posted by Anata
Sand shards, freaking seeing 8 x 25 per second ... and with the old altar camping, holding halls was a breeze (just kill the ghost)
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lmao i remember this, it was so crazy but it got nerfed so quick
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Dec 13, 2007, 10:38 PM // 22:38
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#25
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Spirit spam was the only build that allowed players to hold Halls for 50+ consecutive. Without ever losing the altar. The only way that a good spirit spam team lost Halls was when one of its players had to go or they got error 7s before reconnects. I remember my pug recruitment message that included 'must be able to stay for at least 6 hours'.
IWAY made bad players win with ease, but it still didn't allow strings of HoH holds, and most good teams would be equipped to easily beat it.
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Dec 13, 2007, 10:43 PM // 22:43
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#26
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Ascalonian Squire
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Guildwars has known many era's over overpowered play. I think the most difficult to play against was the bloodspike holding halls. They just could hold pressure for so long. I remember them holding a good 8+ min altar...
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Dec 14, 2007, 08:28 AM // 08:28
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#27
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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I guess it was Sierra's build. With thumpers, paras and shit. Holding for ages...
Or maybe 8 bonders (but they got RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up with NR).
And Power's rspike. Nice one indeed.
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Dec 14, 2007, 02:19 PM // 14:19
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#28
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Forge Runner
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Since i mostly started playing after the spirit nerf i will say there was no build more overpowered then bloodspike pre-nerf with faction.
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Dec 14, 2007, 03:53 PM // 15:53
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#29
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Wilds Pathfinder
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spirit way? Holding halls? which spirit way is that.............................................. .................................................. ..............................................FoC spike was the most overpowered. SB/RI coming in close second, but it got nerfed before it got foothold in HA.
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Dec 14, 2007, 04:01 PM // 16:01
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#30
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Krytan Explorer
Join Date: Feb 2006
Location: New York
Guild: Vanquishing Memories [VM]
Profession: Mo/Me
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original rspike
FoC spike
and spirit spam, (was my first 15 winning streak)
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Dec 15, 2007, 08:24 PM // 20:24
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#31
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Without question, it was spirit spam.
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Dec 16, 2007, 12:09 AM // 00:09
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#32
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Forge Runner
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Quote:
Originally Posted by thee savage
pRp rspike, when both orders stacked, talk about holding lol
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Actually the double order stuck wasnt the thing most powerfull of old ranger spike.
It was more the fact of a spike ever 5 second. (the double order was used only to spike ghost and warriors) and shield up sucked at the time
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Dec 16, 2007, 01:41 AM // 01:41
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#33
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Frost Gate Guardian
Join Date: Aug 2006
Guild: Illusions of Grandeur [Illu]
Profession: W/
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Quote:
Originally Posted by Ozlae
Guildwars has known many era's over overpowered play. I think the most difficult to play against was the bloodspike holding halls. They just could hold pressure for so long. I remember them holding a good 8+ min altar...
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Then the other teams sucked. A lot.
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Dec 16, 2007, 03:50 AM // 03:50
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#34
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Well if you hold for 8 hours you are bound to face at least one good team o.o. Back then anyways.
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Dec 16, 2007, 03:04 PM // 15:04
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#35
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Bspike can make bad players win, look at opening poster's guild They're all bad players, but got owned vs their bloodspike once. And then they try some balanced build and get wiped in 10 seconds. funniest match i've ever played :P
Last edited by deluxe; Dec 16, 2007 at 03:06 PM // 15:06..
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Dec 16, 2007, 09:07 PM // 21:07
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#36
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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Sinsplit also helps bad players win :P
Signet of Might was the most powerful.
I dont think spirit spam was great, it certainly wasnt balanced, but hardly blitzed teams.
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Dec 16, 2007, 09:30 PM // 21:30
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#37
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Signet of Ghostly Might. Run to teh Lord, use and win 10 seconds later.
EoE Bomb. Minion Factory, original IWAY/ViMWAY, Blood/FoC Spike.
In pve - Searing Flames + ToF Tank, Spirit Bond (my level 10 monk got to level 20 in 2 hours...), Shield of Absorbtion 55 monks able to tank 20 Ice Imps at once...
Overall I wanted to use more of them instead of just Spirit Bond.
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Dec 17, 2007, 05:54 AM // 05:54
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#38
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Wilds Pathfinder
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sinsplit helped bad players lose games in funny ways ^_^
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Dec 17, 2007, 09:20 PM // 21:20
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#39
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Retired GW Player
Join Date: Jun 2006
Location: UK
Profession: Mo/
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Spirit spam.
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Dec 17, 2007, 09:24 PM // 21:24
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#40
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Wilds Pathfinder
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spirit spam helped bad players lose because they refuse to look at the far upper left corner of their screens.
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