Dec 05, 2007, 11:51 PM // 23:51
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#21
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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1 Smiter SoJ monk with rend
1 Rc prot
1 Divert Hexes prot
1 ZB
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Dec 06, 2007, 01:09 AM // 01:09
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#22
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Lion's Arch Merchant
Join Date: Apr 2007
Location: WA
Guild: zulu
Profession: Mo/
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I heard Vega runs this build.
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Dec 06, 2007, 01:13 AM // 01:13
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#23
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Desert Nomad
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Quote:
Originally Posted by Cammy
I heard Vega runs this build.
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Yes, he does.
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Dec 06, 2007, 01:15 AM // 01:15
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#24
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Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
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Quote:
Originally Posted by Legendary Shiz
Yeah if you can get the ranger to hit Shove that's the best option, but for baed rangers as long as you can get crushing your monk should have a breeze saving the spike.
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A ranger with brain and 75 ping is kinda jade now....
Many TA matches are just about who have the better ranger
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Dec 10, 2007, 10:15 AM // 10:15
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#25
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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I find single or dual warmongers weapon teams much more annoying than this..
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Dec 10, 2007, 12:26 PM // 12:26
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#26
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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Quote:
Originally Posted by urania
I find single or dual warmongers weapon teams much more annoying than this..
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That's because Warmonger's is retardedly overpowered, especially in TA when you can shut down 1/4 of the team quite easily. Especially when that 1/4 is the one that keeps you all alive.
Surely it's annoying when they keep running around, but the spikes are quite predictable if you use the timer, and just keep knocking one down and he'll stay behind, which usually means a free kill.
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Dec 11, 2007, 08:23 PM // 20:23
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#27
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Academy Page
Join Date: Aug 2005
Location: www.serpents-guild.com
Guild: [Serp]
Profession: Mo/A
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This build only needs to score 1 kill to be successful. the rest of the time they can run around and keep the other team from killing them. Even if you can interrupt their spike once- You'll need to be able to snare one of them and score a kill.
The current TA meta doesn't run a lot of snares so this is a pretty hard to beat build. Sure, it might not milk glad points quickly. But It's interrupted several of my glad point streaks.
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Dec 12, 2007, 04:43 AM // 04:43
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#28
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Lion's Arch Merchant
Join Date: Jan 2006
Location: Closest Dumpster.
Guild: Liars, Cheats and Thieves [Liar]
Profession: Mo/
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i came up against this build surprisingly 2 times in 23 wins...
1st time our mesmer took care of the whole thing with signet of weariness for the 1st 10 seconds which is all we needed to RaO/SF spike them to 1 left alive.
2nd time, i guess a better group pulled of a spike on me (as the monk) and managed to kill me the 1st time. However after that SoW and Ward of Stability kept things in check untill Gale from the ele and the RaO took care of killing)
overall i think that if you understand the way a team will work around to get you, you shouldnt havea problem of just stopping a spike. (3 A/ spikes howver are a little different)
The 1st time i ever faced this, i guess we got lucky that the group had horriffic timing and couldnt even execute the spike properly. From there on, we knew what to do, and had this spike in mind, and were prepared for it.
I think this will die off very quickly unless some better skills were thought up to fill in the rest of those Skill Slots.
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Dec 12, 2007, 05:47 AM // 05:47
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#29
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Frost Gate Guardian
Join Date: Jul 2007
Location: Washington State
Profession: W/
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Oh fun, this. I've ran it a few times, late at night, just to have fun.
It's pretty idiotproof, as said. But still, when I've gone against it, maybe it was a really bad team, but I was able to ZB through it monking. When I run balanced with guildies, we usually bring a blinder with wards, so it's not much of a problem. It's easy to spot, so if someone on vent just tells you they're being spiked, you can throw a ZB and it will usually mess it up, if it doesn't, well, the ranger throws some interrupts in the warrior's direction.
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Dec 12, 2007, 07:38 PM // 19:38
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#30
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Ascalonian Squire
Join Date: Jun 2007
Guild: The Biggyverse
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this build is fun to play, first time i saw it was in a gvg with a 6 man team doing this and 2 self heal sins going through our portal (match was on jade), but yea its not the hardest build to defend against and i prefer over heavy attack TA builds, yes im not a monk player, so i usually would just take down their spikers with this build because it lacks any other way to kill, through degen or hexes its pretty one dimensional
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Dec 13, 2007, 06:33 PM // 18:33
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#31
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Pre-Searing Cadet
Join Date: Apr 2007
Profession: Mo/
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First off I am Pelius, you may have seen me with Vega ect. in TA and GvG with the monk spike. I would like to say that overall while it is a very powerful spike there are numerous counters to it. I would look to the monthly and watch for Blood And Chains[Goth]. Good luck with all your counters.
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Dec 24, 2007, 11:35 PM // 23:35
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#32
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Frost Gate Guardian
Join Date: Mar 2007
Guild: CBE
Profession: Mo/
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Sorry for semi-ressing this hread, but how would you sop this spike? Considering we had no interupters and the holy strike only did 52 dmg so spiritt bond didnt do anything.
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Dec 25, 2007, 02:13 AM // 02:13
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#33
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Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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At this night run once to this build. They got some of us down and burned sigs but they can't heal very well. Spike is easy to see, but quite hard to counter. Just well timed heals and possible kite helps. Not many of these... Played over 60 matches, one monk spike.
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Dec 25, 2007, 04:32 PM // 16:32
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#34
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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The thing is...monks SHOULD be able to the team healed... because really thats 4 monks healing them haha, and 1 spike every 20 seconds, course that takes a long time to get glad points..
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Dec 25, 2007, 04:52 PM // 16:52
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#35
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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Quote:
Originally Posted by Teh [prefession]-zorz
The thing is...monks SHOULD be able to the team healed... because really thats 4 monks healing them haha, and 1 spike every 20 seconds, course that takes a long time to get glad points..
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With four monk teams overhealing becomes a huge liability; if forced into pressure through snares they will burn through energy more quickly than you might think.
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Dec 27, 2007, 08:12 PM // 20:12
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#36
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Frost Gate Guardian
Join Date: Mar 2006
Location: Slovenia
Profession: Mo/
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balanced stance > shoveway
aura of stability > shoveway
in fact
half decent monk > shoveway
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Dec 27, 2007, 09:32 PM // 21:32
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#37
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ǝuoʞoɯ
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Quote:
Originally Posted by alen
balanced stance > shoveway
aura of stability > shoveway
in fact
half decent monk > shoveway
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offmonk aura of stability (which we never run) would of course help (unlike balanced stance), but the spike is still quite powerful, and a single mistake and it's over. easily happens on some maps while you are chasing them and they are abusing stuff in the monks sight, so ..
i don't really like how it bypasses most monk prots. SB doesn't trigger, rof doesn't help a lot if you precast, for some reason they ALWAYS GET CRUSHING BLOW THROUGH MY STANCE, and ye..
anyways, been hardly facing the build, the only guild i noticed was [Gwen] at noob times when we ran non serious stuff. can hardly judge with craptastic builds.
overall, i think it's crap, but it has the big advantage of being the best example of buildwars. you can be as skilled as you want, if your build doesn't allow you to win, you cannot win. (this is of course, if the other team is playing good)
also, it's hard to snare them. as far as i've seen, they got divert hexes and RC.
besides, it's 3 monks and one warrior.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Dec 28, 2007, 12:47 AM // 00:47
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#38
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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Quote:
Originally Posted by icedwhitemocha
With four monk teams overhealing becomes a huge liability; if forced into pressure through snares they will burn through energy more quickly than you might think.
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Ive ran it. and really no you dont with 4 decent monks.
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Dec 28, 2007, 03:09 PM // 15:09
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#39
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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I've run, I hate it. Its slow, it's boreing. Spike then RUNAWAY until everything is recharged. I won't run it anymore simply because I can wins twice as fast running something else, alot of the match last 5 - 8 mins because of the length between spikes.
Ran into someone the other day and we told them it was a nice copy build and they said they invented it. Then I asked them if they knew why it was called "Gothspike" and they shut up.
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Dec 28, 2007, 10:57 PM // 22:57
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#40
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Frost Gate Guardian
Join Date: Mar 2007
Guild: CBE
Profession: Mo/
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Quote:
Originally Posted by Orange Milk
I've run, I hate it. Its slow, it's boreing. Spike then RUNAWAY until everything is recharged. I won't run it anymore simply because I can wins twice as fast running something else, alot of the match last 5 - 8 mins because of the length between spikes.
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QFT. I hated every single moment of trying it. My team being horrible didn't help much either
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