May 09, 2007, 02:38 PM // 14:38
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#21
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Krytan Explorer
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I think that playing a monk in RA was a sure 10 streak back 6 months ago. If you could play monk at all you usually gave your team enough of an advantage to win.
Then I think a whole bunch of people started making monks for RA. So I think you're facing more monks, and that makes the level of play go up over a ten streak.
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May 09, 2007, 05:06 PM // 17:06
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#22
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by tomcruisejr
coz the skill level in RA is gradually going up..
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Not really, the bad players simply have more builds that lets them karate chop their keyboard and still score kills.
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May 09, 2007, 09:43 PM // 21:43
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#23
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Quote:
Originally Posted by bungusmaximus
PUGing in TA is the only other option, but it's harder then RA
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PUGing TA is awful. I can count on one hand the number of decent TA PUGs I've been in. For TA, I'd really recommend playing with guildies or friends because the average player there is so atrocious. Generally, you'll just have more luck in RA if you can't get an organized group.
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May 11, 2007, 12:09 AM // 00:09
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#24
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Academy Page
Join Date: Mar 2006
Profession: Me/W
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Quote:
Hexing is definitely imbalanced in RA. A good necro can make a team nearly unstoppable.
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Melee hexing is really powerful in ra as you can easilly stack 6-8 hexes on someone, or spread 3-4 hexes across 3 melee players, and at most have one removal.
A funny anti melee build to use is ineptitude, clumsiness, sig of clumsiness spam with 40/40 recharge.
Ill take purge sig on my warriors in ra now to make myself not useless when I get stacked by two curse necros and a bunch of conditions.
Dom mesmers arent that great in ra since the distortion nerf. They have no way to keep themselves alive with warriors bashing their face, and they'll soon make your monk run out of energy keeping them alive, unless hes a bonder.
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May 13, 2007, 02:42 PM // 14:42
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#25
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Krytan Explorer
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best build i run for glad point that also provides ton of fun is a curse (shutdown) necro with corrupt enchantment.
I just love to see the sin attack through insidious parasite, activates neutrality only to see it turn into -10 degen.
Or the crip-slash warrior standing still after reckless + price of fail see his conjure turned into -10 degen. The funnyest are the bonder monk seeing everything go strip and -10. The other candidate for the funnyest is the shield of regeneration monk spending 15 energy to gain -10 degen.
The best thing in this build is that the stronger the foe is the stonger your build becomes, this translates to glad points.
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May 13, 2007, 02:49 PM // 14:49
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#26
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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 Thom Bangalter
When I want a glad point I roll a curses necro with a bunch of melee shutdown and if the monk isn't retarded its pretty much a guranteed glad point.
randoms=srs business?
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Exactly, roll a blindbot or a Mesmer with inepitutde and your golden...
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May 13, 2007, 04:33 PM // 16:33
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#27
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ǝuoʞoɯ
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i rolled an R/D Eda despite the lack of energy management by now.
degened teams to death while (usually) keeping the 4 melees that were there blinded. :P if there's a monk, dshot dismiss is too easy. ^_^
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May 14, 2007, 08:07 AM // 08:07
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#28
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Ascalonian Squire
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Quote:
Originally Posted by Teh [prefession]-zorz
Exactly, roll a blindbot or a Mesmer with inepitutde and your golden...
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Then hit a double monk or monk - rit backline and be utterly worthless.
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May 14, 2007, 08:39 AM // 08:39
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#29
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Grizmor
Then hit a double monk or monk - rit backline and be utterly worthless.
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Or my favorite, dual Searing Flames or Savannah Heat eles.
Worst is hitting an earth tank when your team didn't bring any decent interrupts or enchant removal.
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May 14, 2007, 10:52 AM // 10:52
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#30
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Ascalonian Squire
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i agree, RA glad points are harder to get now. i think it's to do with the fact that monk stomp is so much stronger, i used to be able to roll a boon prot and get a 10 streak every 3 or 4 tries. no more. also, there are so many more skills, making everything more random.
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May 14, 2007, 11:59 AM // 11:59
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#31
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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How to farm glad points in RA.
Play as :
-an Ineptitude/Spirit of failure mesmer
-A necro hexer with generally Spoil VIctor
-A ZB or BL Monk
-A spirit spammer (Spirit Camping, although completely lame, is the best way to farm IMO)
-A shadow prison sin (but you'd better have hex/condition removal on your team, or else...)
Or else, you could just like me don't play RA, excepted in real emergency situations.
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May 14, 2007, 05:08 PM // 17:08
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#32
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Ascalonian Squire
Join Date: Apr 2006
Profession: N/E
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I agree with necro hexers being very powerful right now in RA... I've gotten consistent glad points with the following variation on many common melee-hex builds...
Reaper's/PBond/Price of Failure/Reckless Haste/Insidious Parasite/Desecrate Enchants/SoLS/Rez
Ra is dominated by weapons classes (imo), and this build just lollerpwns dervishes. If you want to be the monk's best friend, this is the build you want. The healing and e-mgt are either indirect or conditional, but there is a lot of it.
I usually spec 12+1+3 curses and 12+2 sr. You could swap out Desecrate for something else, but its a good finishing move and does a number on spirits as well.
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May 14, 2007, 06:23 PM // 18:23
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#33
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Wilds Pathfinder
Join Date: Jan 2007
Location: canada
Profession: N/W
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I used a wither/malaise necro and air spike/prodigy to get my first two titles. My necro took out up to seven ppl a match, and my ele could keep a whole team healed with good spike dmg. Too bad the builds aren't effective anymore
Curses necros are very effective, though, and always have been. Even an SS necro is useful. If I use W, D or R, I won't attack with SS up, meaning I'm completely useless . A word of advice: don't put empathy, SS and IP on one guy...
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May 15, 2007, 08:46 AM // 08:46
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#34
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Ascalonian Squire
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Quote:
Originally Posted by pooface_po
If I use W, D or R, I won't attack with SS up, meaning I'm completely useless
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smack, smack, healsig, smack, smack, healsig, smack, smack, healsig.....
UNLOAD!
SS shouldn't completely incapacitate you
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May 15, 2007, 03:54 PM // 15:54
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#35
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Wilds Pathfinder
Join Date: Jan 2007
Location: canada
Profession: N/W
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Quote:
Originally Posted by tunabreath
smack, smack, healsig, smack, smack, healsig, smack, smack, healsig.....
UNLOAD!
SS shouldn't completely incapacitate you
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2 hits + heal sig = 105+ dmg. unless you have 11+ tactics, sig would be useless, as you would take more dmg when casting it
EDIT: I also use frenzy with wars, 70dmg ftl. I will only attack if my chain is ready. At that point, ill use frenzy, so Ill take way too much dmg
Last edited by pooface_po; May 15, 2007 at 03:58 PM // 15:58..
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May 15, 2007, 04:01 PM // 16:01
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#36
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Ascalonian Squire
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Quote:
Originally Posted by pooface_po
2 hits + heal sig = 105+ dmg. unless you have 11+ tactics, sig would be useless, as you would take more dmg when casting it
EDIT: I also use frenzy with wars, 70dmg ftl. I will only attack if my chain is ready. At that point, ill use frenzy, so Ill take way too much dmg
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9 tactics = 107 healing from healsig. and, um, don;t use frenzy when you're taking dmg, that's basic...
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May 15, 2007, 04:06 PM // 16:06
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#37
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Wilds Pathfinder
Join Date: Jan 2007
Location: canada
Profession: N/W
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cancel stance will trigger ss as well, but that's not very bad
also have to consider you will be attacked and be under degen as well. If you just had SS on you, then
you wouldn't have a problem. You will most likely have minimun 1 degen with parasitic on you [12dmg for 6 seconds] 105+12=117 hp lost
Last edited by pooface_po; May 15, 2007 at 04:10 PM // 16:10..
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May 15, 2007, 04:17 PM // 16:17
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#38
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Ascalonian Squire
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my point was simply that SS alone shouldn't completely incapacitate you, as you originally made out. i think it still stands...
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May 15, 2007, 04:18 PM // 16:18
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#39
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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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Yesterday.
Anyways, The trick to RA and TA is realizing that they both have a metagame. Tracking TA meta will kind of give you an idea. TA meta is pretty obvious. RA meta is harder to track, and half of it is oddly enough target psychology.
I wont let out the build I was using, but you may be able to guess. Very lulzy build it is...I have a hobby of taking crappy builds, changing a few skills to make them just good enough so that a good player can run it, and then RA'ing.
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May 15, 2007, 11:12 PM // 23:12
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#40
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Forge Runner
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No offense, but you could've just had the luck to getting a good team? Also, it's much easier to do well in TA by just going in during dead times, as most of the teams there are from RA at those times either way.
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