Feb 12, 2007, 11:28 PM // 23:28
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#2
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Re:tired
Join Date: Nov 2005
Profession: W/
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Interrupt Wards/Kill things outside of Wards.
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Feb 12, 2007, 11:41 PM // 23:41
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#3
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Finland
Guild: Kuningas Kunta [Pipi]
Profession: Mo/
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Split perhaps
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Feb 12, 2007, 11:44 PM // 23:44
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#4
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Wards are very powerful, but they're limited by the fact that warders aren't a very versatile template.
If the only off-monk defense you're dealing with is wards, try to interrupt the wards and make a push while they're down. If the wards are stacked with other things (Aegis, hexes, ect) just split them. There's no point trying to fight a huge stationary defense when you can just run them around the map and exploit their inflexibility.
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Feb 13, 2007, 04:25 AM // 04:25
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#5
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Academy Page
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pushing your whole team inside their wards amazingly enough messes up any team who relies on wards
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Feb 13, 2007, 05:00 AM // 05:00
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#6
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Jungle Guide
Join Date: Oct 2005
Guild: Kinetic Fusion [kF]
Profession: Me/
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How to deal with wards:
1. Split
2. Interrupt
3. AoE
4. Push
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Feb 13, 2007, 05:15 AM // 05:15
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#7
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Wards are on a 20 second recharge and have a 1 second cast time. Diversion/d shot work wonders if that's the only thing stopping you from scoring kills.
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Feb 13, 2007, 05:43 AM // 05:43
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#8
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Thom Bangalter
Diversion/d shot work wonders
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QFT - two best skills in game IMO (besides CoF, clearly). Solve so many problems...
And damn you Bangalter - your mad lib is the best.
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Feb 13, 2007, 05:59 AM // 05:59
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#9
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Yeah, I better win.
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Feb 13, 2007, 11:30 AM // 11:30
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#10
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Krytan Explorer
Join Date: Dec 2005
Location: Belgium
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Quote:
Originally Posted by Chilly Ress
How to deal with wards:
1. Split
2. Interrupt
3. AoE
4. Push
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1. Yes
2. Definately
3. Yes
4. How can you push? they will just camp the ward and you achieve nothing.
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Feb 13, 2007, 02:37 PM // 14:37
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#11
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Order of the Black Talons (OBT)
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Quote:
Originally Posted by s w o r d y
pushing your whole team inside their wards amazingly enough messes up any team who relies on wards
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This is completely true most of the time, since most players that rely on wards actually want you to STAY AWAY. So by charging into the ward(s) you might catch them completely off guard. Then again if u happen to come against the few that prepare to be charged and you do charge; your royally f$#%ed.
Last edited by firestorm10; Feb 13, 2007 at 02:40 PM // 14:40..
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Feb 13, 2007, 04:22 PM // 16:22
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#12
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Rushing wards is a psychological game. The less experienced monks think they should stay in the wards, their own relaxed domain. However, if you rush them, they'll become disoriented, and realize there are 2 warriors/dervishes and lots of other enemies next to them. Thus, they panic, and run, which is right where you want them.
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Feb 13, 2007, 06:16 PM // 18:16
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#13
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Mostly Harmless
Profession: Mo/N
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Quote:
Originally Posted by Bankai
Rushing wards is a psychological game. The less experienced monks think they should stay in the wards, their own relaxed domain. However, if you rush them, they'll become disoriented, and realize there are 2 warriors/dervishes and lots of other enemies next to them. Thus, they panic, and run, which is right where you want them.
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Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
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Feb 13, 2007, 09:52 PM // 21:52
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#14
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Phelann
Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
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lol
when we bring wards the warder has an aoe skill just for the impatient guilds that want to charge into our safe happy place.
back on topic I agree with the others. interrupt or divert the wards, or both. but then don't stand around talking about your great interrupt. make a push.
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Feb 13, 2007, 11:12 PM // 23:12
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#15
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Wilds Pathfinder
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If I use a 16 second powerblock against a 20 second cooldown ward, is it disabled for 16 seconds or 20 seconds?
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Feb 14, 2007, 08:46 AM // 08:46
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#16
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Quote:
Originally Posted by Phelann
Telling someone to counter a strategy by assuming the enemy team using said strategy is retarded is . . . well, retarded.
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Please. Read my post. Then draw a conclusion.
I said that rushing wards works against bad teams, but good teams will laugh and whipe you.
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Feb 14, 2007, 09:58 AM // 09:58
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#17
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Lion's Arch Merchant
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Quote:
Originally Posted by Chilly Ress
How to deal with wards:
1. Split
2. Interrupt
3. AoE
4. Push
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IMO AoE is the best counter for wards like SS/SF/Unsteady ground/Maelstorm it prevent them from stacking inside wards and make them think twice before they do that again.
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Feb 14, 2007, 10:04 AM // 10:04
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#18
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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Quote:
Originally Posted by Morganas
If I use a 16 second powerblock against a 20 second cooldown ward, is it disabled for 16 seconds or 20 seconds?
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16 seconds because he didn't actually cast it if you interrupted it right? That's why cooldown didn't apply.
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Feb 14, 2007, 11:42 AM // 11:42
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#19
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Ascalonian Squire
Join Date: Dec 2006
Guild: god
Profession: W/
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that doesnt seem right cus when you savage shot a ward it does recharge for 20 secs (i think) so i think your wrong.
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Feb 14, 2007, 01:47 PM // 13:47
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#20
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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Quote:
Originally Posted by the choseone
that doesnt seem right cus when you savage shot a ward it does recharge for 20 secs (i think) so i think your wrong.
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But savage shot doesn't have "will be disabled for 16 seconds" in it's description does it so you might check if I'm wrong again.
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