Oct 20, 2006, 04:05 PM // 16:05
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#21
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Ascalonian Squire
Join Date: Aug 2006
Guild: Inferior Force
Profession: R/Me
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I used my Rit (as a Rit Lord) to spirit block the last guy who just ran around for the sake of extending the match. I had enough and he was running in circles so i stayed behind and put 4 spirits down to block him while my party members slashed away.
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Oct 23, 2006, 05:16 PM // 17:16
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#22
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Academy Page
Join Date: Sep 2006
Guild: Guild Wars Gangsters [Gang]
Profession: W/
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i dont know what the odds are but once i got a team of 4 Mo/A's. All blight return/darkescapers. we fooled around for a bit then left. we werent gonna try to win lol
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Nov 09, 2006, 04:14 AM // 04:14
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#23
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Pre-Searing Cadet
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Quote:
Originally Posted by fatboyslimerr
There would be 2 easy ways to fix RA. Ban Ritualists and make it so teams can only have one healer. When you face 2-3 teams in a row with 2 ritualists, rage quitting isn't enough to release the anger of the pointless waste of time fighting this ridiculously imbalanced profession. Even 1 ritualist, putting up 4-5 spirits (which do armor ignoring wand damage..20-30x5= gg) is just ridiculous.
Nerf spirit damage hard.
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mesmer with spiritual pain wrecks those spirits
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Nov 13, 2006, 10:50 AM // 10:50
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#24
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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When i still played in RA, i once got a w/rt with consume soul in my team...at first i found it rather funny, though it turned out to be quite nice after we met several ritu+monk teams...
I tried the elite later on in RA, and it felt sooooo good to own the little annoying spirit spammers :>...
also, i have this feeling that whenever one enters in RA as monk or any other healing proff you are destined to get another healer/spirit spammer to assist you for some reason.
In worst cases (which tend to happen quite a lot if you're (un)lucky...) you get 3 ofc -_-;
But then again, as soon as one enters as damage dealer or with any other non-healing build, the likeliness to get a monk/ritu gets rather small...
the curse of RA, one could say <_<.
as for my longest RA match...it was around 30 mins with us having 1 leaver at start and the enemy team having a monk, ritu, mes and warr (not sure on warr, but was prolly a crappy one)...the match would prolly last way over an hour though if i didn't have to go after 30 mins...
though I'm still wondering where i got the nerves from to play for those 30 mins, tbh...
Last edited by urania; Nov 13, 2006 at 11:02 AM // 11:02..
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Nov 13, 2006, 11:51 AM // 11:51
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#25
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Desert Nomad
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I once faced a 4 monk team (in RA). Why they didn't quit straight away I don't know, I thought it was ridiculous they thought they could get very far.
Anyway we actually did manage to kill some of them, thanks to foolish splitting up and a little organised spiking, but one of them had Unyielding Aura (the monk res that is a maintained enchant and gives no DP). What are the chances of that?!?
So it was a 4 monks, they all appeared to be different types of monk, and one of the monks was dedicated to resurrecting his allies without DP. This match will never end.
They didn't kill any of us, but eventually my team left and it was just me. Since their awesome wand power couldn't kill me, I told them I could stay here all night, and could they? Apparently they could. I left after about 45 mins, but the longer I stayed the harder it was to leave because it means all the time I'd stayed was wasted. Some people are just so dedicated... I bet they lost on the next map after that 45 min match.
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Nov 14, 2006, 12:36 AM // 00:36
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#26
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Krytan Explorer
Join Date: Jul 2005
Location: Dallas, TX
Guild: The International Terrorists [USA]
Profession: W/Mo
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Bah, runners are horrible. I think I had something like 30 minutes once. Nothing much at all =)
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Nov 16, 2006, 02:44 AM // 02:44
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#27
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Krytan Explorer
Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
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Quote:
Originally Posted by fatboyslimerr
There would be 2 easy ways to fix RA. Ban Ritualists and make it so teams can only have one healer. When you face 2-3 teams in a row with 2 ritualists, rage quitting isn't enough to release the anger of the pointless waste of time fighting this ridiculously imbalanced profession. Even 1 ritualist, putting up 4-5 spirits (which do armor ignoring wand damage..20-30x5= gg) is just ridiculous.
Nerf spirit damage hard.
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do it, then maybe people will realize how badly we suck and give us a buff.
the only thing we can do right now is offensive spirit spam, other classes pwn us in healing,spell dmg,protection(in nightfall, thank you MR. paragon)
and buffing.
so yes. if we get another big nerf maybe people will complain and we can get buffed! if you can see my chain of logic..
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Nov 16, 2006, 11:50 AM // 11:50
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#28
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Spirit camping is just ultra effective (I would say too much) in TA, where areas are small and it's easy to fill them with spirits. However, it's quite less effective in other kind of PvP where mobility is the key.
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Nov 16, 2006, 12:19 PM // 12:19
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#29
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by glountz
Spirit camping is just ultra effective (I would say too much) in TA, where areas are small and it's easy to fill them with spirits. However, it's quite less effective in other kind of PvP where mobility is the key.
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Spirit camping is not an effective strategy at all, because the other team can just move somewhere else.
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Nov 16, 2006, 12:28 PM // 12:28
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#30
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by JR-
Spirit camping is not an effective strategy at all, because the other team can just move somewhere else.
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Yeah and the other fleeing team still doesn't win.
Spirit campers have generally time to spare and count on this. They don't care if they don't win immediatly provided that they don't loose.
A good spirit camping team will have two rits with spirits loaded on the skillbar at least, a snarer and a monk.
They wait. As soon as someone overextend, snare and kill.
I encountered such teams, and the only thing it brings is raw frustration.
The only counter I know is longbow-equipped interrupt ranger. Mesmers interrupts doesn't work well against binding rituals which are not spells and an overextending shock warrior is an easy prey for this kind of teams.
If the other team is patient then it might result in a draw, but it is unlikely that they win. Even Aoe damage won't work so well if the spirit team know how to dispatch his spirits.
If it happens that you have no effective interrupters in your team and they see it, they willl start place "agressively" their spirits and you will eventually loose.
EDIT: If you have a winning strategy against these kind of teams other than specific anti-spirits counters (which will work but be useless against non rit teams), I'm eager to learn.
Last edited by glountz; Nov 16, 2006 at 12:32 PM // 12:32..
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Nov 16, 2006, 01:08 PM // 13:08
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#31
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by Sir Mad
^ The dumbest (and longest) RA battle I had was with my Rt (rit lord) against a trapper. The 3 other members of each team had been killed, and we had used our sigs. So just imagine... I wouldn't walk on his trap, obviously, and he stayed away from my spirits. We had 9 victories, my 3 teammates after 10 mins had resigned, so had the teammates of the ranger. But 2 guys of my team stood nevertheless. I finally managed to kill him, don't even ask me how, after 30 mins. Since then I no longer use my rit in RA, and stick on my ranger (who is NOT a trapper ).
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Yea, the longest standoff I ever got into was when everyone left except myself (a trapper) and a smite ele for about 45 min. I haven't ran traps in RA since, lol.
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Nov 16, 2006, 01:23 PM // 13:23
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#32
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by glountz
EDIT: If you have a winning strategy against these kind of teams other than specific anti-spirits counters (which will work but be useless against non rit teams), I'm eager to learn.
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In TA, certainly. In RA it is very hard to present a strategy to approach any situation given that your team mates are completely random - and generally pretty bad.
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Nov 16, 2006, 02:34 PM // 14:34
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#33
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by JR-
In TA, certainly. In RA it is very hard to present a strategy to approach any situation given that your team mates are completely random - and generally pretty bad.
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Well if you could spend some time to explain (for TA)... It would help average skilled teams to fight those rit teams. Even the Nr/Tranq build common in TA doesn't work so well as binding rituals are fewly affected by the spirits (but the enchantments on the rits them yes).
Yes, having a ranger interrupter with differents kind of bows (a longbow being best to interrupt without being in range of the spirits) is a good way to start, but sometimes you just don't make a build with an interrupt ranger. In TA you're only 4...
The worst team I encountered was a 2 rit teams+monk+Illu mesmer loaded with snares.
We were balanced (1 blessed light monk/1 shock warrior/1 surge mesmer with enchant removal/1 Air elementalist, gathered in the TA, not friends).
There was one resto ritu with only Union+Shelter, and the rest of its spirits were minor ones like Pain, Bloodsong and Shadowsong... The other was channeling and used Wanderlust, Displacement, Disenchant, etc.. Both had Boon of creation, maybe a rez (i'm not sure) and only spirits, except the channeling who used painful bond. Their monk was blessed light and their Illu mesmer was somewhat incredible. He was Me/E using Mantra of persistence, Glyph of Lesser Energy, Conjure nightmare, Conjure phantasm, Kitah's Burden, Ethereal Burden, Crippling Anguish and probably a rez. He was capable to snare and degen two of us pretty easily, three if our monk wasn't removing hexes with Blessed light. His hexes were also covering Painful bond which meant the death of one of us being caught in the spirits.
Their build, pretty defensive (they did overextend but never too far...), was to me not counterable.
I don't know how to cope with this with a balanced build or without bringing things like spiritual pain/consume soul etc...
I'm only a noobish PvP noob!
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Nov 20, 2006, 05:35 AM // 05:35
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#34
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Academy Page
Join Date: Sep 2005
Profession: W/
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Check it out, afk in the middle of a battle, guy gets stuck, take a shopping trip, look whats happened!
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Nov 22, 2006, 05:56 AM // 05:56
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#35
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: Asian Syndicate
Profession: Me/E
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^lol.
As for me, probably about 45 min. I was already dead, all of my teammates stayed while the rest of the other team left. It was 1v1 and you all know how running around works. I just went off and ate some lunch. When I came back they were still running, so I went off and watched some anime.
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Nov 22, 2006, 05:56 AM // 05:56
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#36
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Desert Nomad
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Effective against spirit spammers in RA:
- AoE nukes, often the spirits are quite close together. A while back I played a E/A Starburster and I looked forward to ritualists. They stand still for 3-5 seconds, so you use Glyph of Sacrifice, Meteor Shower, teleport and finish off. They either cancel the binding ritual they are using and run, or they stand in MS and die. Either way, no spirits.
- Mesmer with Spiritual Pain. Very painful for all involved!
- Touch ranger (sorry ). A touch ranger can throw up his 75% evasion stance, and then touch the ritualist until he's dead. Even with Dissonance or Wanderlust you can because it doesn't hit you often enough.
- A bad build with Spirit Walk (assassin skill) and Consume Soul [E] (ritualist skill).
- Interrupt ranger watch the ritualist while your allies kill the others. This means they have one useless member on their team, because he can't use his spirits.
- Any highly offensive build (preferably with knockdowns) and a Leeroy Jenkins strategy. Run in, shout your own name, kill the ritualist before he can get enough spirits up. They stand still for long periods of time while using binding rituals. This doesn't work if the team has a monk to heal the ritualist.
- Kill the spirits. I can't believe some people don't realise this. They take 45 seconds to recharge, and for builds I play, they die in 2 or 3 hits. They are level 5-8 usually, so it is like attacking a level 5-8 person who has slightly more health than usual. Ritual Lord makes it harder, but I haven't seen it in a long time. Most people bring an elite spirit.
glountz against that team in TA I'm not sure. I would say SMW spike would work if it wasn't for Shelter/Union.
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