Jun 07, 2007, 09:44 PM // 21:44
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#21
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Academy Page
Join Date: Dec 2005
Location: Germany FTW
Guild: [olo]
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No Spirits, No Spike, No Win. After killing the first load of spirits, just pressure them so they have to heal.
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Jun 07, 2007, 10:04 PM // 22:04
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#22
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ǝuoʞoɯ
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Quote:
Originally Posted by lauratos landof
No Spirits, No Spike, No Win. After killing the first load of spirits, just pressure them so they have to heal.
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actually, their spike relies on weapon spells, and spirits are only there for the followup spike which would do the rest with or without spirits anyways.. and you can't outkill the spirits depending on your build, say, you run a warrior only, or even worse, an assassin, so you basically only go for displacement/shadowsong/wanderlust/dissonance.
usually person 4 carries vital weapon and spams it on recharge so it's really easy to distract.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Jul 05, 2007, 02:12 PM // 14:12
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#23
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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Charge them.
As soon as you see 4 Rits attack ASAP.
A spike takes timing, if they are under pressure it will disrupt their timing and their spirit spamming. See thas what they do right away is set spirits they are not even thinking of the spike at the start. So beat them to a pulp then and they drop.
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Jul 13, 2007, 04:02 PM // 16:02
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#24
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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I would precise that having played rit spike (sorry sorry...) You won't kill it as easily as most claim here. Most rit teams bring several disruption spirits, A communig rit and/or a resto rit (each with Doom to support the spike) among 2 or 3 channeling rit.
And when you have Disenchantment, Dissonance, Displacement, and whatever you can bring, Spirit bond or preprotting through Disenchantment or trying to interrupt through Displacement is not what will save you. Granted.
So, the only thing to do is to lure rits out of their nest. If you don't, you don't have a chance.
Spirit camping is overpowered. Really.
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Jul 13, 2007, 04:09 PM // 16:09
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#25
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ǝuoʞoɯ
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you don't have to preprot, you can just spirit bond it and still get it easily like you could infuse it. and you can't pick disenchantments target afterall, so it relies on luck. and besides, spirits die so fast.
i found solo spirit spammers to be more dangerous than in a group of a ritspike; 2 other offensive chars can farm your team way too fast while you're busy countering spirits already.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Jul 15, 2007, 04:28 AM // 04:28
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#26
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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I find it confusing that people bother with a build like this. I've faced it maybe 10 times recently and have lost to it all of once. Perhaps some run it better than others, but it just doesn't strike me as a build that's going to put easy 10 winners together, unless you're really playing at the hours when it's simply 90% RA scrubs. The bottom line with a build like this is, if you're expecting to heal and spike with the same people, you just won't have the ability to spike properly if your first spikes fail and you're under heavy pressure. The last time I faced and beat this build was friday with a (lol) bonder monk of all things. Yes, we were a RA carryover, but we had enough pressure with 2 hammer warriors and a mesmer to keep them on their heels, and in turn they folded quickly.
You just have to fight them the same way you'd have fought an old blood spike. Move in, apply pressure, do what you can to interrupt spikes, and if you're lucky enough that the first spikes fail, you should be in the clear. If you're running a passive build and trying to bait them out of spirits and such, you will probably lose. The best strat is to run in quickly (though not overextending of course), and pressure them immediately, hopefully before their spirits are fully setup.
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Jul 31, 2007, 07:07 AM // 07:07
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#28
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Frost Gate Guardian
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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I played a Rit, and we came up against Rit spike. The warrior told me to put on Warmonger's Wep on him, and GG =P
What was funny was that at the beginning of the match, the Rits all said that we should quit because they were on their ninth win. We showed them lol
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Jul 31, 2007, 02:04 PM // 14:04
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#29
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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The spiking ability of the ritualist can be countered easily with a solid ranger or mesmer in the party. Ritualists that spike from a distance and depend on spirits to defend them are destined to be stopped.
They want to be stopped. How much does it take to stop a spike? 1 guy doesn't get his skills off with his team and no spike kill occurs. Period.
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Aug 02, 2007, 08:22 AM // 08:22
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#30
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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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Displacement > dshot savage shot. If the rit spike you are versing doesn't have enchantment removal or spikes a preprotted character theyre retarded. Enough said lightning shields ftw.
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Aug 04, 2007, 05:14 AM // 05:14
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#31
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Pre-Searing Cadet
Join Date: Aug 2007
Profession: N/R
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Almost every Rit build is reliant on a spirit being around (obviously) so you have 2 options; 1 Prevent the spirits from being summoned in the first place, using interrupts (If you Do have an interrupt and notice a rit casting a spirit, why don't you wait until they are almost done before interrupting them, this will waste 3 seconds of their time, and give you the oppurtunity to throw some damage at them in the meantime) 2 Remove the spirits, anyone who can deal decent long-range damage target the spirits, even 4 no-skill flatbows or spears will take out a dinky spirit pretty fast. Once their spirits are gone you should be able to properly close on them, pressure them, and crush them with interrupts if they try to re-summon a spirit. Once the spirits are gone, the skills do meager damage and have horrible rechargerates. Many rits will place their spirits within adjacent range of each other, so if they are multi-spammers, throw one of two ele spells at them (Meteor and fire storm might suck against players, but are extremely useful vs NONMOVING spirits). Bottom Line, close as fast as possible and pressure into oblivion.
Last edited by Marc Younbrog; Aug 04, 2007 at 05:19 AM // 05:19..
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Aug 04, 2007, 11:23 AM // 11:23
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#32
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ǝuoʞoɯ
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Quote:
Originally Posted by Marc Younbrog
(Meteor and fire storm might suck against players
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sorry for off topic but;
meteor is a pretty damn good skill on mindblasters actually. ;p
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Aug 06, 2007, 05:40 PM // 17:40
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#33
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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I played rit spike for the first time yesterday in TA. We lost a total of 1 match...and got 4 gladiator points.
Anyway, the build isn't as fragile as you guys make it out to be, expecially against pressure. Multiple copies of power heals and a small army of spirits really does go a long way. And Mend Body and Soul really acts as a draw...
Granted, the actual spike is pretty easily screwed over. A smart Spirit Bond, disrupting shot, knockdown, whatever can ruin the spike. The thing is that it doesn't really matter, against good teams the first few spikes don't work anyway. 4 people isn't a lot. But the monks have to be on their toes at all times, because the spike has an insignificant recharge. Countering a spike isn't going to ruin it, we'll just camp and heal through everything until we're ready again.
The only thing rit spike is truly weak against is....well other spikes. The heals are big, but slow, and we don't have any damage mitigation really, and we can't heal if we're spiking...
Maybe playing Sunday was a good day for farming RA scrubs? *shrug* We did face a handful of excellent guild teams and the like, and our matches do tend to last longer than usual...though plastering some necro for 238 damage was fun too :P (only 2 spikers got their spells off before he dropped...)
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Aug 06, 2007, 05:51 PM // 17:51
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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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do you guys use Icy shackles to snare the target in the first?
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Aug 09, 2007, 02:05 PM // 14:05
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#35
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Krytan Explorer
Join Date: Mar 2007
Guild: Ominous Empire [Oe]
Profession: Mo/A
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What about a team of four Assassins? With each one A/Me, two with a moebius build, two with shroud of silence, use arcane mimicry to pull off a quick 1v1 (four times) spike on each. Without the use of any spells to heal eachother wouldn't they fall quite fast? I've never tried, but it's seems a viable option on paper
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Aug 09, 2007, 09:59 PM // 21:59
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#36
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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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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Having a monk with spirit bond who doesn't suck will usually do the trick.
...that and a competent ranger.
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Aug 09, 2007, 10:05 PM // 22:05
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#37
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Quote:
Originally Posted by Cherng Butter
Anyway, the build isn't as fragile as you guys make it out to be, expecially against pressure. Multiple copies of power heals and a small army of spirits really does go a long way. And Mend Body and Soul really acts as a draw...
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A single ranger can take out all the spirits and interrupt the heals with relative ease.
Quote:
Originally Posted by Cherng Butter
Granted, the actual spike is pretty easily screwed over. A smart Spirit Bond, disrupting shot, knockdown, whatever can ruin the spike. The thing is that it doesn't really matter, against good teams the first few spikes don't work anyway. 4 people isn't a lot. But the monks have to be on their toes at all times, because the spike has an insignificant recharge. Countering a spike isn't going to ruin it, we'll just camp and heal through everything until we're ready again.
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Except that the spike isn't instant, and four targets is less than eight...the number you need to defend against spiking in HA/GvG. It definitely matters if a monk spends 10e and counters the spike's 80e+.
Quote:
Originally Posted by Cherng Butter
The only thing rit spike is truly weak against is....well other spikes. The heals are big, but slow, and we don't have any damage mitigation really, and we can't heal if we're spiking...
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Thus the problem with rit spike...10e from a monk stops all your damage while you're also unable to heal, which ruins rit spike if the team is smart enough to let you lose some energy before applying the pressure.
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Aug 09, 2007, 10:07 PM // 22:07
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#38
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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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How to counter Ritspike:
1. Go to TA after skill balance today.
2. Find a random rit.
3. Point and laugh.
4. Remind him how half his skills cause exhaustion or do much less damage.
5. Bambi him.
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Aug 09, 2007, 10:07 PM // 22:07
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#39
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Quote:
Originally Posted by Dpagona83
What about a team of four Assassins? With each one A/Me, two with a moebius build, two with shroud of silence, use arcane mimicry to pull off a quick 1v1 (four times) spike on each. Without the use of any spells to heal eachother wouldn't they fall quite fast? I've never tried, but it's seems a viable option on paper
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It's going to get destroyed...Monk pre-prots, ranger interrupts, possible bsurge blinds one, high-armor (maybe a war) would just live through it. The team doesn't have any way to stop itself from being killed other than praying that they kill the entire team in the first attack.
Edit: Also, no IAS, a pre-veil would remove shroud even without pre-protting, and then just prot 2 teammates via Spirit Bond (probably on self) and Shielding Hands (or another spell) on an ally. With the IAS you'd have a chance of making a kill before SH could be cast (due to aftercast).
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Aug 09, 2007, 10:10 PM // 22:10
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#40
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Quote:
Originally Posted by holymasamune
How to counter Ritspike:
1. Go to TA after skill balance today.
2. Find a random rit.
3. Point and laugh.
4. Remind him how half his skills cause exhaustion or do much less damage.
5. Bambi him.
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Wow...If they're really adding exhaustion to 1/2 the spells / nerfing the damage on rit spike, that's going to be a major laugh.
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