Nov 15, 2006, 01:02 AM // 01:02
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#41
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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Hey im not playing. Getting my champion points now Seeriously HA is pissing me off so badly now, that Im not gonna go there unless they will make it like it used to be. Same with [Then], [Puff] and [EaT] crew afaik.
Last edited by Nurse With Wound; Nov 15, 2006 at 01:16 AM // 01:16..
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Nov 15, 2006, 01:30 AM // 01:30
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#42
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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The problem with paragons against well of silence is that they have legs...
Paragons add a little too much power to the other chars in the team. I think they're a little overpowered but it's nothing I really care about, seeing as how they can't give their monks infinite energy unless they use
[skill]"Never Give Up!"[/skill][skill]Aria of Zeal[/skill][skill]Energizing Finale[/skill][skill]Zealous Anthem[/skill]
But nobody brings those, right?
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Nov 20, 2006, 01:02 PM // 13:02
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#43
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Ascalonian Squire
Join Date: May 2006
Guild: Forgot The Ghostlyyyyy [ftl]
Profession: Me/
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I Terra from Forget The Ghostlly [FcUk] have been running a build that perfectly counters paragonways since wednesday 15th of november and made 1000 fame with it in 5 days.
Basically paragons prevent any raw damage by increasing armor and reducing damage. Paragons have hardly anything against degeneration (eg phantasm) and life loss/steal (eg soul leech). Consider making your build revolved around that.
Key elements of my build vs paragons: QZ, roaring winds, vocal minority, profane (on the altar), interruptor on divert hexes monk and a few other points i don't wish to divulge.
Last edited by Hephaistion; Nov 20, 2006 at 01:12 PM // 13:12..
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Nov 20, 2006, 09:43 PM // 21:43
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#44
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Ascalonian Squire
Join Date: Nov 2006
Location: Australia
Guild: Diabolic Influence [Di]
Profession: N/
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Energizing finale doesnt make the whole e-surge thing work aswell as it should and the other day i saw a holding team (1 war, 1 thumper, 2 paragons, 2monks -.-) that had Divert Hexes aswell as expel hexes on one of their paragons...so gg vocal minority. As you do they held well over 10 times (more like 50) wtb more chant removal
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Nov 21, 2006, 07:26 AM // 07:26
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#45
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Krytan Explorer
Join Date: Sep 2005
Location: The Netherlands
Profession: Mo/Me
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Hmmm, vs SF:
Xinrae's Weapon
For 4...9 seconds, target ally has Xinrae's Weapon. Whenever a foe casts a Spell on that ally, that Spell is disabled for an additional 5...13 seconds for that foe and all party members of that foe.
25 ¼ 30
a E/Rt using glyph of lesser energy+XW+wards, XW to kill of any SF, wards to...ward, could that work? It would counter the FotM
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Nov 21, 2006, 08:15 AM // 08:15
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#46
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Ascalonian Squire
Join Date: Nov 2006
Location: Australia
Guild: Diabolic Influence [Di]
Profession: N/
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I like the idea of incorporating Ritualist skills in an effective build for a change. I really dont like the fact that alot of people have let the profession go to waste.
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Nov 21, 2006, 01:20 PM // 13:20
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#47
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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 Formosa
So I ran a build attempting to directly counter the FotM...
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And failed?
Quote:
Originally Posted by Formosa
direct counter can't beat it.
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How about playing skill?
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Nov 22, 2006, 02:58 PM // 14:58
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#48
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Krytan Explorer
Join Date: Dec 2005
Location: Belgium
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i was thinking of a heavy hex build wich carries vocal minority & Uncurous lungs...seeing as most ppl hardly carry hex removal nowadays. Certainly would stop those para's from singing.
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Nov 22, 2006, 02:59 PM // 14:59
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#49
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Quote:
Originally Posted by Stixxx
i was thinking of a heavy hex build wich carries vocal minority & Uncurous lungs...seeing as most ppl hardly carry hex removal nowadays. Certainly would stop those para's from singing.
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About 75% of teams take Divert hexes and about 20% of them also take Expel Hexes on a Paragon.
We faced a heavy hex team on Sunday in scarred earth then got ganked by a second and we managed to beat both teams.
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Nov 22, 2006, 03:08 PM // 15:08
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#50
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Academy Page
Join Date: Dec 2005
Guild: The Wailing Lords
Profession: Mo/
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2 elite hex removals makes it pretty hard to run hex heavy build. Hating on divert and expel with diversion dosent work to bad thou.
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Nov 22, 2006, 03:23 PM // 15:23
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#51
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Well a mantra of recovery, diversion spammer should be able to take care of the divert hex monk easy. A necro with Wither, Malaise and Vocal should be able to take care of the of Expel Paragon. Just some food for thought.
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Nov 22, 2006, 04:54 PM // 16:54
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#52
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Forge Runner
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I found a direct counter to Searing Flames... it's called... bash their face in before they can do anything! (ZOMG skillz)
Avatar of Grenth D/W
Melonni D/W (Avatar of grenth)
General Morghan (command)
Dunkoro (whatever you feel like)
Healer hench + mage hench
Rolls stuff like no tomorrow... until I face a paragon holdway on courtyard and the third team is paragon holdway as well...
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Nov 22, 2006, 09:08 PM // 21:08
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#53
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Ascalonian Squire
Join Date: Nov 2006
Location: Australia
Guild: Diabolic Influence [Di]
Profession: N/
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Quote:
Originally Posted by Alleji
I found a direct counter to Searing Flames... it's called... bash their face in before they can do anything! (ZOMG skillz)
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Isnt it simple? Diversion takes care of SF no problem.. it wont be hard gettin them to use the skill since theyre constantly spamming it. Once SF has been diverted theve lost like 90% of their effectivness... so just wait for diversion to recharge and use it again (MoR if u wanna waste an elite).
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Nov 23, 2006, 01:54 AM // 01:54
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#54
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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The best counter is to nerf all those insane paragon buffs that are making enemy teams impossible to kill. I just faced the FoTM with heroway and after a 45 minute battle I just resigned because I couldnt kill them. No HA battle should be lasting that long. I was running orders and GftE off my Pain Doubler paragon build, shockaxe, and SF. My DPS was insane but this FoTM just sucks damage into it like an endless pit.
IMO the skills are VERY unbalanced. Searing flames is rolling any non defensive team, dual paragons are dominating halls with near infinite energy from energizing finale. Seems that the state of HA is a deep pit right now with heros running rampant, veteran players complaining non-stop, HA battle taking hours over hours because of dual paragons...
Lets see how HA is going to be dug out of this hole...
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Nov 23, 2006, 08:47 AM // 08:47
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#55
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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The only way you're taking a holding paragon build off of an altar, is if you have a hex heavy team on one end, and a high damage team on the other. Vocal Minority does work, but like all builds you have to run it well to actually shut them down. Spirits also help. Roaring winds and QZ in particular.
As for the SF discussion, there's a reason why you rarely see SF teams past Unholy Temples. The (common) build has no defense. If you can survive the intial bombardment, the build folds quickly. If you're not running paragons and choose not to bring mantra of flame on everyone, have someone on your team bring life bond along. Said individual bonds your backline for this initial rush, then drops the bonds when he feels the worst is over. I hardly ever see a SF team that can strip enchants.
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Nov 23, 2006, 02:05 PM // 14:05
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#56
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Ascalonian Squire
Join Date: Nov 2006
Location: South Africa
Guild: Resign or We [CrY]
Profession: Rt/
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Quote:
Originally Posted by Hephaistion
I Terra from Forget The Ghostlly [FcUk] have been running a build that perfectly counters paragonways since wednesday 15th of november and made 1000 fame with it in 5 days.
Basically paragons prevent any raw damage by increasing armor and reducing damage. Paragons have hardly anything against degeneration (eg phantasm) and life loss/steal (eg soul leech). Consider making your build revolved around that.
Key elements of my build vs paragons: QZ, roaring winds, vocal minority, profane (on the altar), interruptor on divert hexes monk and a few other points i don't wish to divulge.
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You the guys running the necro minion thing? Right
and i think the fix for this is pretty simple, Leadership gives back WAY 2 much energy, the skill ballancer must have been drunk when he set that at leadership 12 u get 6 energy back for any shout, chant, echo u use and, see the skills are all 5 or 10 energy that means energy dosnt mean sh1t. If the paragons were running more like the assassins C strikes energy regen on 13 leadership 3 energy, it would be fine, as well as increasing the E cost of Incoming and the recharge
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Nov 24, 2006, 09:56 AM // 09:56
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#57
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Ascalonian Squire
Join Date: May 2006
Guild: Forgot The Ghostlyyyyy [ftl]
Profession: Me/
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Quote:
Originally Posted by Sir Vengence VI
You the guys running the necro minion thing? Right
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Yup, our creation
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Nov 24, 2006, 11:25 AM // 11:25
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#58
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Ascalonian Squire
Join Date: Jun 2006
Location: Japan
Guild: Steel Phoenix [StP]
Profession: Mo/Me
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You know whats funny. A guildie off mine Hold halls 2 days ago with the paragon shit. I dont mean like 2 time`s more like 8 time`s.
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Nov 24, 2006, 11:55 AM // 11:55
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#59
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Ascalonian Squire
Join Date: Nov 2006
Location: South Africa
Guild: Resign or We [CrY]
Profession: Rt/
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Quote:
Originally Posted by Hephaistion
Yup, our creation
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Nice, i havent seen it but a friend of mine has, says it rocks.
Keep up the good work
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Nov 24, 2006, 05:48 PM // 17:48
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#60
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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Quote:
Originally Posted by dirtydutch
You know whats funny. A guildie off mine Hold halls 2 days ago with the paragon shit. I dont mean like 2 time`s more like 8 time`s.
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You fergot to mention that he was playing a Rit/P with 3 heroes and 2 hench...
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