May 28, 2007, 08:47 AM // 08:47
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#2
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Ascalonian Squire
Join Date: May 2006
Profession: Mo/
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Spirit Bond works against rit spike.
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May 28, 2007, 01:23 PM // 13:23
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#3
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ǝuoʞoɯ
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Disruption, shutdown, chop their spirits and then kill them (their defense SUCKS really badly), spirit bond.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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May 29, 2007, 04:47 AM // 04:47
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#4
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Lion's Arch Merchant
Join Date: Mar 2006
Location: new york
Guild: Korean Gawd Mode
Profession: Mo/A
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A mesmer with gale and four lightning shields.
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May 29, 2007, 04:55 AM // 04:55
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#5
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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4 shadowform assassins?
but a few questions since i havent played them...
is there spike spells?
what do they use for defence?
what have you tried against them?
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May 29, 2007, 05:03 AM // 05:03
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#6
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Um, a monk that pays attention will usually do the trick. For it to work, it has to be a two-part spike since there's only four of them...
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May 29, 2007, 05:05 AM // 05:05
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#7
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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 holymasamune
Um, a monk that pays attention will usually do the trick. For it to work, it has to be a two-part spike since there's only four of them...
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i was gonna say prot. spirit
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May 29, 2007, 10:19 AM // 10:19
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#8
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Mylon
How does one counter ritualist spike in TA? They do enough damage to kill a person, and if they get shut down for whatever reason, they can spam spirits and spirit light each other until they can spike again. It's like fighting a group of 4 monks, except they can fight back.
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Ritualist hate getting spiked themselves, When I play warrior and I encounter any form of spirit spam I will try to take out the spirits first (displacement blowz). When that is done I saved up so much adrenalin I can run up to the rit and make his life pretty miserable. When the spirits are gone half of the rit's usefulness is gone with them ^^.
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May 29, 2007, 10:47 AM // 10:47
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#9
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Krytan Explorer
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Never fight on thier terms. Make them fight where you have advantage.
RT are overpowered right now, so use lure, decoy and position to win.
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May 29, 2007, 02:35 PM // 14:35
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#10
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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most teams have mainly physical type damage, so make sure to disrupt Displacement and Shadowsong. stick a warrior in their face... once the ritualist team begins to crack it's pretty much over for them.
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May 29, 2007, 08:09 PM // 20:09
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#11
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Quote:
Originally Posted by blackbane
four lightning shields.
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definatly QFT
saved me a bunch of times during the GVG-rt spike madness. I assume it can save you there too.
Otherwise, i'd say positionning is the key
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May 29, 2007, 08:12 PM // 20:12
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#12
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Frost Gate Guardian
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The problem with a good spirit spike is that unless you can keep prot spirit (or any other anti-spike enchant) on everyone, it's impossible to stop a good spike that way.
Also, the spirits are not a part of the spike, there're just 1/2 of the defense used (everyone bringing Spirit Light is the other half). Wielder's strike (plus some weapon skill or another) is the actual spike skill used. And this skill conveniently ignores armor bonuses, so skills like Shield of Regen doesn't work. I don't even think Shield of of Absorption works as advertised in the wiki (Wiki says it stops 10 damage on the second hit, 15 damage on the third, and so on), else the spirits would do a good job of getting this skill "Charged" up to stop a decent amount of the spike.
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May 29, 2007, 08:12 PM // 20:12
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#13
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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When it comes to rit spike,
Spirit bond >>> Infuse health
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May 29, 2007, 08:16 PM // 20:16
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#14
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Desert Nomad
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try a ranger with a flatbow. he can take out the spirits before charging in (though he needs some protection since spirits fight back)
other then that:
[skill]Spiritual Pain[/skill]+[skill]Glyph of Lesser Energy[/skill]
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May 31, 2007, 04:57 AM // 04:57
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#15
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Jungle Guide
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Take an interrupt character, show's over.
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May 31, 2007, 08:19 AM // 08:19
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#16
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Spirit Bond...
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Jun 01, 2007, 02:58 AM // 02:58
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#17
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Ascalonian Squire
Join Date: Sep 2006
Guild: Team Affinity [tA]
Profession: Mo/
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My guild ran into a rit spike team once...they only got two spikes off..one which tottaly sucked and the other, which failed. they died farily quickly after our mesmer took out their spirits..
i was monk. they were using rift+channeled strike. it was extremely easy to tell who they were targeting..preprotted with spirit bond. spike failed.
edit: spelling
Last edited by Moun10Dew; Jun 01, 2007 at 03:01 AM // 03:01..
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Jun 01, 2007, 03:08 AM // 03:08
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#18
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Jungle Guide
Join Date: Jun 2006
Profession: Mo/
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lightning shields > rt spike
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Jun 01, 2007, 06:34 AM // 06:34
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#19
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by mylon
How does one counter ritualist spike in TA? They do enough damage to kill a person, and if they get shut down for whatever reason, they can spam spirits and spirit light each other until they can spike again. It's like fighting a group of 4 monks, except they can fight back.
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Yes, they can kill a person, but they really shouldn't ever do so in Team Arenas. You can disrupt their spike with any number of tools, for example Distracting Shot, Savage Shot, Shock, Gale, Power Leak, Power Return, Power Drain, Distracting Blow, Disrupting Dagger, etc. You can use various other mes effects here as well, like Migraine, Frustration, Arcane Conundrum, Diversion, Guilt, etc. You can also prot the spike (read: put your prot on before big, nasty chunks of damage hit, a.k.a. pre-prot), with Spirit Bond, which makes them fail entirely. In addition, you can carry extra PvP gear (read: weapon sets) and swap to it if you face a Ritualist Spike, like a +10al vs Lightning shield. Also, running descent health (read: don't run majors or superiors for no good reason, and don't run sub-par weapon sets either) can help.
As for killing them, it's easy. Don't think of them as 4 monks that are spending all of their skill bar, time, attention and energy keeping people alive/clean. They're worse than Monks(no prot, aside from 2 weapon spells which are basically equal to Guardian, and no Divine Favor), and their skillslots, attention, time and energy are divided between spiking, putting down spirits, and healing. Just make sure to kill nasty spirits like Displacment, Shadowsong, Dissonance, and Wanderlust. In fact, keeping those spirits from ever going up a second time once you've killed them is even better. If you do even most of that, they crumble, and they crumble fast.
Quote:
Originally Posted by blackbane
A mesmer with gale and four lightning shields.
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I would advise against working in a Mesmer with Gale just to beat Rit spike. Honestly, any build that's good in Team Areans should have enough utility and offense to stomp Rit spike into the ground. If your build doesn't, you're either not playing it right, or you're playing a bad build.
Everyone bringing +10al vs Lightning shields is somthing that everyone should do, though.
Code:
Teh [prefession]-zorz]
Quote:
Originally Posted by the guy whose name is in code tags because that name is gay and won't quote properly
4 shadowform assassins?
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Or just run a build that's actually good and grind them into dust. Your suggestion there is silly, if you were actually being serious. If you weren't, I guess my sarcasam dectector is broken again. =/
Code:
Teh [prefession]-zorz]
Quote:
Originally Posted by the guy whose name is in code tags because that name is gay
i was gonna say prot. spirit
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Spirit Bond is vastly superior to Protective Spirit.
Quote:
Originally Posted by Mylon
The problem with a good spirit spike is that unless you can keep prot spirit (or any other anti-spike enchant) on everyone, it's impossible to stop a good spike that way.
Also, the spirits are not a part of the spike, there're just 1/2 of the defense used (everyone bringing Spirit Light is the other half). Wielder's strike (plus some weapon skill or another) is the actual spike skill used. And this skill conveniently ignores armor bonuses, so skills like Shield of Regen doesn't work. I don't even think Shield of of Absorption works as advertised in the wiki (Wiki says it stops 10 damage on the second hit, 15 damage on the third, and so on), else the spirits would do a good job of getting this skill "Charged" up to stop a decent amount of the spike.
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Just from that post it sounds like you really don't know very much about pre-protting, prot, monking, or playing Guild Wars in general. I'd strongly suggest you brush up on how you use protection effectively, which obviously includes pre-protting, and when you should use prot.
I can't write an essay right now, but I'm sure someone else around here can, or you could just delve into the Becoming A Better Monk thread, because I know most of that information has been covered in there, multiple times.
Last edited by Zui; Jun 01, 2007 at 06:54 AM // 06:54..
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Jun 01, 2007, 07:21 PM // 19:21
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#20
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Banned
Join Date: Jul 2006
Guild: Atomik Fear [aF]
Profession: W/E
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Kill number 1. Usually hes the caller, ive been in so many situation in which number 1 was killed, and people kinda kited around.
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