Feb 26, 2007, 11:40 AM // 11:40
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#21
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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Don't discount the advice I gave earlier, tailor your build to beat smart players not dumb ones.
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Feb 26, 2007, 02:00 PM // 14:00
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#22
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Lorde
..People say "smart people would dodge the trap"... well, all I can say is problaly RT is full of dumb people....
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Many people carry condition removals, and trapping when underfire, is not so easy, gets disturbed rather quickly.
However u are not dumm to set of a trap, especially when alone, as the rest doesnt suffer the consequences then. , U cant dodge traps as they dont move, waiting 90 seconds before it wears off is also bs, u better finish off the one who sets it in the mean time. It seems there is very little option not to set it off.unless its a stack of traps, from which u can die.
Quote:
Originally Posted by Dzan
Don't discount the advice I gave earlier, tailor your build to beat smart players not dumb ones.
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so true, a smart warrior doesn't fall for all the hex spells that damage him when attacking, so insidious, spitefull, empathy and other combinations. Yeah u fight throught it when it can give u the edge, but otherwise u best bb people a bit and kite for show, attack a bit use signet to maintain adrenaline. Unless u have a really powerfull healer behind you. Making builds that do direct damage or are conditional, but in which u can manipulate conditions are best.
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Feb 26, 2007, 02:21 PM // 14:21
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#23
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Forge Runner
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Quote:
Originally Posted by Patrick Smit
so true, a smart warrior doesn't fall for all the hex spells that damage him when attacking, so insidious, spitefull, empathy and other combinations.
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Good warriors attack through Empathy because Empathy sucks.
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Feb 26, 2007, 02:54 PM // 14:54
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#24
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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empathy alone is not the problem, i agree to that, u can make 3 to 4 attacks and still heal once with a signet, though when multiple hexes land on u its usually better not to empty your monk if u have one. If you are the only physical in your team then these hexers jump onto you as if u were the only one in the arena. The same with spitefull, by it self not so problematic, unless you are "packed", i dont like to damage my team mates too. But again i need to emphasize that what i said counts mainly for stacks of hexes.
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Feb 27, 2007, 06:34 AM // 06:34
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#25
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Adventures of a PvP noob 2 - Ritualists Ahoy!
So, after a bad streak of loses (I blame my new spec) I end up on group with 2 Ritualists, a Monk and me, Ranger extraordinarie.
At first I didn't noticed we had 2 ritualists. Only when one asked to coordinate the efforts I actually noticed the unsual match up.
Ritualists make me happy to be ranged. I actually can do something against the Spirit Wall of Doom, same couldn't be said of my enemies, the wall moved slower, but steady and the few brave enough to try to charge the incomplete wall meet the old Barbed Trap.
Best part I need to say, was actually fightint teams with a Ritualist on their ranks. Both teams started their walls, but ours was always bigger. Good to give a Rit a sample of their medicine for once.
No, I lie.. best part was seeing an Assassin Shadow Step to us.
This just cemented a thing I noticed... support is just as good as your team is. Playing a Ranger is fun (the view is great) but when the topic is actually usefulness, I can't say I think the best class around for Random Teams.
Before Ranger defenders pin down me with a barrage of replies, what I want to say is on the crazy world of random team, the best thing you can have is some class which can kill fast. A good Ranger can hold a enemy, a good sin kill him. Support mess the enemy, but you are trusting someone else to finish the job.
Not saying I can't kill some... but Ranger medium damage coupled with a reliance on conditions can be easily overthrow by any class offensive player with decent healing / condition removal.
I, personally, throw jealous eyes for these Mesmer / Necro with Conjure Phantasm and Burning Elementalist. These are builds hard to escape which put a good pressure.
I will open a exception for Monks... a team with a Monk is, more then not, the team who wins. But assuming both teams with the same quota of Monk love, a build made to kill is a better then a utility build.
And since I like to win, unless I find a way to actually kill people using a Ranger, the family Redstar will grow to have some more damage oriented brethen. I am open to sugestions.
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Feb 27, 2007, 09:34 AM // 09:34
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#26
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Jungle Guide
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This is true. Utility is a force multiplier. If there's no force to multiply...
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Feb 27, 2007, 05:28 PM // 17:28
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#27
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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merged threads
__________________
Team Arena Moderator
Said the joker to the thief.
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Feb 27, 2007, 11:56 PM // 23:56
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#28
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Interested on knowing how things are on the other side, I made a Dervish and had my tastes being melee.
My first tries on the Dervish world were bad, since I lacked even enough skills to fill a full bar. Suffice to say I didn't grasped the concept of eating enchants for energy and life at first.
After some painful wins, things started to shine...
Some things, from Ranger-hood, are like day and night. Twin Moon Sweep sinergy with [wiki]Vital Bloom[/wiki] is almost comical. I got life (from the enchant and the attack), energy (from communing) and give two attacks! I am not complaining.
The Forms are really fun to use on the short skirmishs of RT. I choose [wiki]Avatar of Melandru[/wiki] because, frankly, the HP bonus is almost indecent, coupled with [wiki]Chilling Victory[/wiki] and I am a happy panda.
I have roughly the same win-ratio I had with my old char, problaly because I am used to play with a Ranger, and I am not used to being kited. The damage is -good- but I am sure it can turn better. Going to sub a class which either improve the DPS, or raise my speed.
Cya on the fields!
Last edited by Lorde; Feb 28, 2007 at 12:02 AM // 00:02..
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Feb 28, 2007, 12:54 AM // 00:54
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#29
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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Try this Dervish Bar
Dervish/Warrior
Scythe Master 14
Mysticism 13
Avatar of Melandru {e}
Wearying Strike
Mystic Sweep
Eremites Attack
Heart of Fury
Zealous Renewal
Rush
Res Signet
What you will learn quickly is the best three dervish skills are Heart of Fury, Eremites Attack and Mystic Sweep. I couldn't imagine a good aggressive Dervish bar that didnt run those.
Chilling Victory is nice, but I think the energy cost is pretty prohibitive and if you are running Melandru, Wearying Strike is significantly better. You can play around with the other skills on the bar, but I recommend a speed buff (Rush is good since its free) or a crippling attack. If you find you need a self heal alot, try Faithful Intervention instead of Zealous Renewal.
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Mar 01, 2007, 04:56 PM // 16:56
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#30
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Krytan Explorer
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For getting glad points in RA it is better to be good support than damage.
If you konw what you do, getting a decent damage dealer and a monk will ensure your 10 win. If you're a monk you will spend 5 rounds of healing poor players before you loose to a decent one. If you're damage dealer you will win 5 times before your team will loose cause your support sux.
On the other hand if youre good support and your damage dealer are bad or your monk is, you find it on first fight and continue with a new bunch.
This is another lesson in RA.
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Mar 02, 2007, 01:02 AM // 01:02
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#31
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Ascalonian Squire
Join Date: Jun 2006
Profession: W/
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I also think playing a decent support char, especially anti-melee, is the best way for getting glad points.
Myself, I love playing sins, they are my favorite class and I got most of my (so far only 42 but growing^^) glad points with playing sins (sometimes burst sins, but I actually prefer moebius sins).
Recently I've played a Reaper's Mark Necro a couple of times and I got more glad points in the same time than with my sin. I'm taking out up to 2-3 physical attackers on the other side and spreading degen through the enemy team as a side effect. Together with the abundance of burst sins found in RA atm, it is fairly easy to get a team with a monk and enough damage to make it to 10 wins.
Though I still prefer playing any melee char over casters, I now take the necro when I'm seriously aiming for glad points.
Last edited by Cursed Steelbringer; Mar 06, 2007 at 06:52 PM // 18:52..
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Mar 02, 2007, 04:10 PM // 16:10
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#32
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Hexes
I found very hard to get rid of hex, specially when you can put multiple hexes on a enemy and hex removal is hard for some classes.
As a Ranger, I miss the Old Nature Renewal, overpowered or not. I noticed Mesmer and Necro specially target me and I have no way to escape even if I retreat, they can just follow me and hex again after a while.
Even hex removal is sketchy since they put lots of hex in sequence and they can reapply faster then I can take then out.
I am open to any sugestion which would allow me to survive the hex bombs which are running around. Unless I take a elite spot just to survive it (Melandru Resilience) look like I am prey to hex spam.
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Mar 02, 2007, 04:16 PM // 16:16
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#33
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Frost Gate Guardian
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The only thing that I do when I'm faced with a lot of hexes is pre-veil so 1) hexes take twice as long to cast on me, and 2) removing it RIGHT AFTER a hex that can be really annoying hits, before it's covered. (diversion, spoil victor, SS, shame, etc.)
Then after it's removed, pre-veil again.
With a lot of hexes I'm not even trying removing all of them, just the big ones.
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Mar 02, 2007, 04:21 PM // 16:21
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#34
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ǝuoʞoɯ
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you're a ranger. place NR and interrupt hexes. its that easy.
also, as its Team Arenas, make a team with a divert hexes monk, or at least some purge signets.
your job isnt to remove them - you just make sure the key ones are being disrupted.
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Mar 02, 2007, 04:24 PM // 16:24
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#35
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Quote:
Originally Posted by Mokone
you're a ranger. place NR and interrupt hexes. its that easy.
also, as its Team Arenas, make a team with a divert hexes monk, or at least some purge signets.
your job isnt to remove them - you just make sure the key ones are being disrupted.
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I am a Random Team nutso... NR generate girly scream of the wammos because they can't use Healing Breeze effectively.
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Mar 03, 2007, 04:40 PM // 16:40
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#36
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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Quote:
Originally Posted by Lorde
I am a Random Team nutso... NR generate girly scream of the wammos because they can't use Healing Breeze effectively.
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It's not being used 'effectively' in the first place.
Thanks,
Program~
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Mar 03, 2007, 06:18 PM // 18:18
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#37
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Academy Page
Join Date: Oct 2006
Location: Little Rock, AR
Guild: XoO
Profession: R/
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I would suggest staying in RA for awhile. There is nothing wrong with that and it is a good way to learn, test, and unlock. Learn the RA meta and exploit it, that is part of the lesson itself. All arenas have metas to be exploited (maybe not GvG so much, I never GvG I don't know. But from what I do know it seems simply what is at stake in GvG [prestige not faction] mean teams use different kinds of builds.) Hexes are a good exploit in RA. Teams in other arenas can deal with them but 95/100 RA teams cannot effectively. Learn the professions and how to play them. The builds, the skills, what is used in PvP and what is not and why. Also don't get too sold on the meta-game yourself. Everyone has different ideas on how to use professions (Rangers for example) and what skills and builds are best. Meta-game was never about what works best though, because what works best depends. It is about a progressive selection of skills and builds based on what has worked in the past and what is likely to work in the future. Exploit this by designing your RA builds around that: you know what most people will be running.
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Mar 05, 2007, 10:10 PM // 22:10
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#38
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Quote:
Originally Posted by Windjammer
I would suggest staying in RA for awhile. There is nothing wrong with that and it is a good way to learn, test, and unlock. Learn the RA meta and exploit it, that is part of the lesson itself. All arenas have metas to be exploited (maybe not GvG so much, I never GvG I don't know. But from what I do know it seems simply what is at stake in GvG [prestige not faction] mean teams use different kinds of builds.) Hexes are a good exploit in RA. Teams in other arenas can deal with them but 95/100 RA teams cannot effectively. Learn the professions and how to play them. The builds, the skills, what is used in PvP and what is not and why. Also don't get too sold on the meta-game yourself. Everyone has different ideas on how to use professions (Rangers for example) and what skills and builds are best. Meta-game was never about what works best though, because what works best depends. It is about a progressive selection of skills and builds based on what has worked in the past and what is likely to work in the future. Exploit this by designing your RA builds around that: you know what most people will be running.
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Now thats, sound wise.
I, too, noticed the power of the Hex. Diferent from conditions, it's far harder to remove conditions, specially for Rangers.
I could use Melandrus Stance as a elite, but I would just make the hexer choose another target for hex spam, and I could end up not ever being target of hexs to start.
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