Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Jan 28, 2007, 02:33 AM // 02:33   #21
Krytan Explorer
 
Manfred's Avatar
 
Join Date: Oct 2005
Advertisement

Disable Ads
Default

rotten, the dervish attacks are 2 seconds long. Diversion only activates when the skill completes, not when it starts. That's why you hold off a bit from recharges. If they fall for it once, that's still a minute of shutdown, and if they don't fall for it twice, that's only 6 seconds of shutdown. In my experience, pretty much every dervish above rank 50 doesn't watch before spamming skills. they're like even worse versions of thumpers.
Manfred is offline   Reply With Quote
Old Jan 29, 2007, 04:43 AM // 04:43   #22
Jungle Guide
 
Chilly Ress's Avatar
 
Join Date: Oct 2005
Guild: Kinetic Fusion [kF]
Profession: Me/
Default

As trains are very popular these days, I think we have all come up against our fair share. The best way we (my guild) has found to slow (you cannot shutdown a train completely) is to simply kite like a madman and in the best care scenario split. When you split, you catch them off guard first of all (sometimes) and force their train to split up. Then, if your monks are good enough and aveu enough support the now fissured train shouldn't be a problem.

Also, one more thing. If you are forced to fight straight up 8v8 for whatever reasoning, kiting far, far back works as well. Since trains normally don't have a telly spike, you should not have to worry about getting someone else spiked down in the process.

Hope it helps.

~Chill from [Fin]
Chilly Ress is offline   Reply With Quote
Old Jan 30, 2007, 09:56 AM // 09:56   #23
Lion's Arch Merchant
 
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
Default

Quote:
Originally Posted by horta
How to stop a Derv Train??
Dont stand in front of the train?

Seriously some good advice is given above. Trains have the tendency to squeez you...so dont get caught by them.

Aggression is an important tool.. yes you might lose the battle even faster with it, but you also might crumble them. Spike the grenths, rapidly and randomly. Force them to go in the defense or play conservative.

Splitting works excellent as well. if you play in a hall with a lot of "depth" use this terrain, accept morale losses, even if it recharges forms, but try to give offensive split the room to stop their runner and clear the base.

and of course the tip of the day:
Quote:
Originally Posted by RaZoO
You don't. You just cry and wait for a nerf.
sir lockt is offline   Reply With Quote
Old Jan 30, 2007, 02:22 PM // 14:22   #24
Ascalonian Squire
 
Join Date: Apr 2006
Default

Tnx for the tips...they have been much helpfull for us!
horta is offline   Reply With Quote
Old Jan 30, 2007, 03:39 PM // 15:39   #25
Frost Gate Guardian
 
Join Date: Jan 2006
Guild: OhNo quitted too active gvg
Profession: W/E
Default

And you shuold not be afraid of these trains either. If your monks are running low on energy as soon as they see the grenth going up, it is not helping u to deal with them. And your whole offence sitting on the grenth is just an another way for them to win the battle. When u are backlining, do it fast and effective. If grenth goes down or retreats even for a sec then u shuold push everything u can find on enemy backline becouse u will not get many chances to be offensive.
Nadine is offline   Reply With Quote
Old Jan 31, 2007, 05:12 AM // 05:12   #26
Lion's Arch Merchant
 
Maiyn's Avatar
 
Join Date: May 2005
Location: Canada
Guild: I Excentrix I [PuNK]
Default

Quote:
Originally Posted by Warskull
If you kite the dervishes, you need perfect kiting.
Yes, yes, yes! PLEASE

Suddenly things like water emo and foes are things i am desperate for against dervishes Weird hybrid heal monks can help a bit as well. I do kinda feel they are a bit overpowered, it will be interesting to see how they buff them over the next little bit.

That advice about kiting way far back is pretty good too, cause that is true no super surprise spikes to punish poor positioning.

Very useful thread
Maiyn is offline   Reply With Quote
Old Jan 31, 2007, 05:24 AM // 05:24   #27
Desert Nomad
 
Apple's Avatar
 
Join Date: Dec 2005
Profession: N/Mo
Default

From what i've seen, dual teleport mo/a seem to work well too (return/death's retreat). They stop anyone from just sitting on you, that's for sure.
Apple is offline   Reply With Quote
Old Jan 31, 2007, 10:20 AM // 10:20   #28
Frost Gate Guardian
 
The Chimpster's Avatar
 
Join Date: Aug 2005
Location: England
Guild: X-Universe [XU]
Profession: Mo/Me
Default

I'm sick of dervish trains too although our solution to the problem is a little bit different. We're switching to nomad isle and using loads of e denial spirits combined with wards. Dervish energy balance is always very delicate, certainly more so than warriors anyway. The cost of avatar of melandru isn't to be sneezed at - 25 energy can be a lot to find on a melee character in normal circumstances. Now add the fact that every time they attack they lose 2 energy due to the default GH effect + quicksand as well as an additional 30% cost of spells and good ole natures renewal/tranquility combo.

Then our adren based warriors can pressure the rest of the team without having to worry about the mid-backline so much :P

Lets see you get that frigging avatar up now you gits :P
The Chimpster is offline   Reply With Quote
Old Jan 31, 2007, 05:16 PM // 17:16   #29
Jungle Guide
 
deadmonkey4u's Avatar
 
Join Date: Nov 2005
Guild: Hoser Down[HD]
Default

1) Hexes- Referring to both hex builds with faint as well as other more common builds that may run freezing gust maybe deep freeze/ice spikes or something.

2) Wards- these are pretty damn effective against trains; however, you can't always have it at the right place at the right time but they do negate their damage alot.

3) Linebacker

4) Split

5) Spike out their grenths

6) Not all grenths use sight beyond sight. We all know your running a skill about as broken as mels and grenths called b-surge

and finally 7) Kiting helps to a degree just make sure your not crippled and exposing yourself to crits.
deadmonkey4u is offline   Reply With Quote
Old Jan 31, 2007, 06:45 PM // 18:45   #30
Wilds Pathfinder
 
Cirian's Avatar
 
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
Default

There's also the Me/Rt rezmer with Weapon of Warding possibility... fairly sure that currently stacks with an Aegis chain for 100% block. I imagine the Grenths has to land a hit to strip the Aegis off you, so until the Wild Blow lands you'll be ok.
Cirian is offline   Reply With Quote
Old Jan 31, 2007, 08:28 PM // 20:28   #31
Wilds Pathfinder
 
Farin's Avatar
 
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
Default

Quote:
Originally Posted by Cirian
There's also the Me/Rt rezmer with Weapon of Warding possibility... fairly sure that currently stacks with an Aegis chain for 100% block. I imagine the Grenths has to land a hit to strip the Aegis off you, so until the Wild Blow lands you'll be ok.
Actually, as far as I know, the game doesn't add up block/evade percentages. Instead the game evaluates every skill differently. For example, say your target has Aegis and Guardian on. The game will go Aegis and decide wheter the attack is blocked or goes through. If the attack isn't blocked it will move onto Guardian and will repeat the same process, and so on.

Again, I'm not positive on this but it makes a lot more sense than block mechanincs adding up.
Farin is offline   Reply With Quote
Old Feb 01, 2007, 06:16 AM // 06:16   #32
Desert Nomad
 
Apple's Avatar
 
Join Date: Dec 2005
Profession: N/Mo
Default

Ermm, I heard that the way it works is each block chance applies after the next one, so it's 50% + 50% = 75%
Apple is offline   Reply With Quote
Old Feb 01, 2007, 07:41 AM // 07:41   #33
Desert Nomad
 
Bankai's Avatar
 
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
Default

Yup, that's how it works.

Personally, I think spiking the grenth's and hexes work best. Hexes are awesome since they also work on melandru's. If you're going to spike the grenth's, first spike their monks a few times, and when they're not suspecting it suddenly pull back and kill the grenth's while it's out of range.

Last edited by Bankai; Feb 01, 2007 at 02:07 PM // 14:07..
Bankai is offline   Reply With Quote
Old Feb 01, 2007, 07:53 AM // 07:53   #34
Frost Gate Guardian
 
leguma's Avatar
 
Join Date: Aug 2005
Guild: Steel Phoenix[StP]
Profession: Me/
Default

Quote:
Originally Posted by RaZoO
Actually, as far as I know, the game doesn't add up block/evade percentages. Instead the game evaluates every skill differently. For example, say your target has Aegis and Guardian on. The game will go Aegis and decide wheter the attack is blocked or goes through. If the attack isn't blocked it will move onto Guardian and will repeat the same process, and so on.
Jup there are two things you can do with percentages. You can either reduce things or increase things.

Things such as Block/Evade or Shortening the duration of conditions which fall under the reuction category will give diminishng returns on your investment the more % you stack. Take for Example something like Blind duration. you have a 10 second blind, a spirit of recovery (50%) reduction, a rune of clarity (20%) reduction and a "I can see clearly now" shield inscription. The spirit would cut the blind down to 50% or 5 seconds. Then the rune will cur the blind down by 20% of the duration when it comes into play so 20% of 5 seconds or 1 second. Then the shield inscription will give you another 20% reduction of the remaining 4 seconds. At this point, rounding comes into play, and for this there is no hard and fast rule beyond experimenting.

On the other hand, when you are increasing things, such as healing gain, if you take a 50% more life attunement, and a 50% more Aura of faith and a 100 Hp Heal Area, you will get 225 HP from it. 50% of 100 is 50 so you have 150, and another 50% of that is 75 so you get 225.

Then there are some skills that ignore the aformentioned mechanics entirely and simply so not interact with eachother at all, such as Migrane + Arcane Connundrum + Frustration, which do not add up, each increasing the cast time looking at the base value only (100+100+50=250%).
leguma is offline   Reply With Quote
Old Feb 01, 2007, 09:56 AM // 09:56   #35
Furnace Stoker
 
Skuld's Avatar
 
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
Default

Most things are capped now; healing reduction, cast increase, loss of max health from deep wound, speed boosts, IAS to name a few.
Skuld is offline   Reply With Quote
Old Feb 01, 2007, 04:15 PM // 16:15   #36
Lion's Arch Merchant
 
Legendary Battousai's Avatar
 
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
Default

snares, heal monks and more offense than they have are all viable methods for countering derv trains. The best method imo is splitting, but thats just me. So try maybe... 2 hammer warriors, 2 mesmers, water emo, flagger with snares and 1 prot, 1 lod monk. if the pressure it too much, lineback them; your mesmers should have gale or blinding surge for when the forms are down, and snare them whenever possible.
Legendary Battousai is offline   Reply With Quote
Old Feb 01, 2007, 04:34 PM // 16:34   #37
Frost Gate Guardian
 
Mystic-'s Avatar
 
Join Date: Jun 2006
Default

hmm, 50 matches or so won in a row... everytime I see a grenth dervish I just call a spike on it, I run a warrior with 2 teleports, one which doesn't apply a hex so they never see the spike coming. But this is just the way I deal with it, I guess with other builds such as heavy offence, you can just get 1 character (thumper?) to lineback the derv while pressuring the backline. But overall, I'd say the best shutdown is hexover load by far. u dont die if u take no damage.
Mystic- is offline   Reply With Quote
Old Feb 01, 2007, 11:01 PM // 23:01   #38
Academy Page
 
Join Date: Sep 2006
Default

Quote:
Originally Posted by Legendary Battousai
snares, heal monks and more offense than they have are all viable methods for countering derv trains. The best method imo is splitting, but thats just me. So try maybe... 2 hammer warriors, 2 mesmers, water emo, flagger with snares and 1 prot, 1 lod monk. if the pressure it too much, lineback them; your mesmers should have gale or blinding surge for when the forms are down, and snare them whenever possible.
paragons have more than enough to minimise the hurt of a derv every day of the week
s w o r d y is offline   Reply With Quote
Old Feb 02, 2007, 12:23 AM // 00:23   #39
Academy Page
 
Join Date: Jul 2006
Guild: Illusion of Leetness [NERF]
Profession: E/
Default

Quote:
Originally Posted by s w o r d y
paragons have more than enough to minimise the hurt of a derv every day of the week
A paragon can't even come close to minimizing the damage output of a melandru dervish, especially if the dervish has a smiter giving him near infinite energy.
Suedars is offline   Reply With Quote
Old Feb 02, 2007, 01:12 AM // 01:12   #40
Academy Page
 
Join Date: Sep 2006
Default

Quote:
Originally Posted by Suedars
A paragon can't even come close to minimizing the damage output of a melandru dervish, especially if the dervish has a smiter giving him near infinite energy.
even on sundays
s w o r d y is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:45 PM // 17:45.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("