Oct 11, 2006, 06:49 PM // 18:49
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#421
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Academy Page
Join Date: Sep 2006
Guild: The Spearmen [치치치치]
Profession: Me/
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Quote:
Originally Posted by phasola
i dont know if it's just me but holding is ridiculosly easy now
1 in 2 teams is apply/melandru
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Yea, I saw you guys holding for a while today with what looked like your only real pressure being a warrior, backed up by 2 surgers. Rit and 2 monk backline is pretty solid.
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Oct 11, 2006, 07:22 PM // 19:22
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#422
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Forge Runner
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I have no idea if I already ranted in here how much 6v6 sucks, so I'll just say that I was pretty pissed off initially because I was spending most of my time in HoH, but then my guild decided to pick up GvG and I basically stopped caring.
I might check back in after nightfall comes out (and at least capping an altar won't result in a retarded 3-minute interruptfest) get 700 more fame for rank 10 and most likely get back out again.
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Oct 11, 2006, 08:12 PM // 20:12
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#423
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Krytan Explorer
Join Date: Mar 2006
Profession: E/
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Quote:
Originally Posted by Divine One
Actually, I was oddly under the impression that they were adding "new" maps as well.. I was surprised to find out they just fudged around with the old ones. I mean, the genius's who wrote up the little blurb on the Main Screen and website DID write "the CONVERSATION of HA into 6v6"... Conversation......... they messed up twice. Maybe we weren't seeing things?
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Where did you get this impression from? I've looked over Guildwars.com over and over and I have yet to find this mysterious mention of new maps that everyone is talking about. Like I stated above, if I'm missing something on the site that directly states something about new maps (all I can find is "exciting map changes"), please do correct me, but from what I can see so far, it seems like all this new map BS was pulled right out of ppl's ass.
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Oct 12, 2006, 05:41 AM // 05:41
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#424
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Ascalonian Squire
Join Date: Oct 2006
Profession: N/
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6v6..the death of HA
With the near 100% full pressure build environment the balanced teams are doomed. Sure, you'll be able to hold off one team but not two, which is the case now on nearly EVERY map. I had originally thought Scarred was horrid but the new levers have shown me what a REALLY horrid map can be. Dont say just GvG if you want 8v8. Trust me, with all the intelligence ANet has shown, THEY are the next group to be screwed over.
PS thx a ton for the WHOLE 3 days warning ANET, it was sweet of ya.
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Oct 12, 2006, 05:50 AM // 05:50
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#425
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Forge Runner
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Quote:
Originally Posted by Lord Mendes
All Anet did was get rid of some good HA players and turned altar maps into gankfests. gg
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They already were. All they did was get rid of the wait before the gankfest.
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Oct 12, 2006, 06:52 AM // 06:52
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#426
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Originally Posted by -Loki-
They already were. All they did was get rid of the wait before the gankfest.
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Hm, I don't know.... Broken Tower and Scarred Earth are much worse for ganking... this becomes apparent when the opposing 2 teams plot against you in local chat. Broken Tower used to be decided by who capped first, as in, cap, and win, unless you're morons... I'm really not sure which is more stupid.
Halls is extremely easy to hold nowadays, the difficulty is capping past the countless PD Mesmers and Seeking Rangers you will face.. when it only really takes one of these to infintely interrupt a ghost. Kinda gotta hope only 1 team has the endless interrupt and hope that that team gets whiped out fast enough ... or doesn't target your ghost.
Relic runs are still the most fun HA maps
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Oct 12, 2006, 07:34 AM // 07:34
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#427
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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i can pd two ghosts for like a minute. my guild+alliance members held halls for 3 consecutive yesterday without a monk just because of my nonstop pd powers. It really is all too easy on altar maps these days.
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Oct 12, 2006, 07:57 AM // 07:57
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#428
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Lion's Arch Merchant
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Quote:
Originally Posted by Thom Bangalter
i can pd two ghosts for like a minute. my guild+alliance members held halls for 3 consecutive yesterday without a monk just because of my nonstop pd powers. It really is all too easy on altar maps these days.
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And no one target you? that's gg =.=''
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Oct 12, 2006, 11:15 AM // 11:15
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#429
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Academy Page
Join Date: Sep 2006
Guild: The Spearmen [치치치치]
Profession: Me/
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Quote:
Originally Posted by Thom Bangalter
i can pd two ghosts for like a minute. my guild+alliance members held halls for 3 consecutive yesterday without a monk just because of my nonstop pd powers. It really is all too easy on altar maps these days.
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You must have been up against some scrub teams... As soon as I see my Ghostly getting PDed, the entire guild starts tabbing through, looking for the culprit. Then comes the knockdowns, diversion, blackout, etc. How you managed to get through 6 teams that just didn't notice you says something...
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Oct 12, 2006, 11:56 AM // 11:56
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#430
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Lion's Arch Merchant
Join Date: Dec 2005
Location: Belgium
Guild: II Guild Name II [Tag]
Profession: Mo/
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how do you get energy to pd non stop? especially when interrupting 2 ghosts (pd-ing 1 ghosts for over a minute is certainly possible). It just seems highly unlikable to me unless you had a bip necro in your team.
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Oct 12, 2006, 12:23 PM // 12:23
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#431
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Academy Page
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Quote:
Originally Posted by Sol Is Pyrrhus
You must have been up against some scrub teams... As soon as I see my Ghostly getting PDed, the entire guild starts tabbing through, looking for the culprit. Then comes the knockdowns, diversion, blackout, etc. How you managed to get through 6 teams that just didn't notice you says something...
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because 80% of the teams in HoH don't know what they're doing maybe
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Oct 12, 2006, 12:50 PM // 12:50
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#432
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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 Julen
how do you get energy to pd non stop? especially when interrupting 2 ghosts (pd-ing 1 ghosts for over a minute is certainly possible). It just seems highly unlikable to me unless you had a bip necro in your team.
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E/Mes, so he did have a big energy pool.
I was there, and from what i saw u werent Pding 2 ghosts at once that night u won halls, [love] had 4 R/E with countless interupts and gale, and they were doing most the interupting.
Also you only held for 1 game that night, so im not so sure if it was the same night.
ON TOPIC: many people have been saying that holding is harder now, but if ur build designed 2 hold, you can hold for a while until u come up against two smart teams (what are the odds of that?!).
By designed to hold i dont mean teams with 4 monks, cuz those will just die against decent condition builds.
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Oct 12, 2006, 12:57 PM // 12:57
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#433
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Vabbi, Elona
Guild: Ex Talionis [Law]
Profession: Me/
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Quote:
Originally Posted by s w o r d y
because 80% of the teams in HoH don't know what they're doing maybe
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lol, that's pretty much true.
Too often I see two teams fighting eachother while the holding team has one (1) interrupter with no pressure at all for the entirety of the match.
There's no excuse for not being able to cap due to interrupters, and that's a good thing.
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Oct 12, 2006, 10:43 PM // 22:43
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#434
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Krytan Explorer
Join Date: Aug 2005
Guild: EaT
Profession: Mo/
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Quote:
because 80% of the teams in HoH don't know what they're doing maybe
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QFT
not only hoh, but half the time in court & broken, while i cap, the other teams attack each other :S
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Oct 12, 2006, 11:14 PM // 23:14
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#435
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Wilds Pathfinder
Join Date: Feb 2006
Guild: Team Crystalline [TC]
Profession: Mo/
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Quote:
Originally Posted by Cunning
lol, that's pretty much true.
Too often I see two teams fighting eachother while the holding team has one (1) interrupter with no pressure at all for the entirety of the match.
There's no excuse for not being able to cap due to interrupters, and that's a good thing.
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Indeed.
With all the pvers doing tombs these days, PD on an ele is almost an instant win button.
Seeing all these clueless ViM teams does provide a good bit of comedy though. Last night my guild fought a ViM team on Sacred Temples, and about half way through one guy said "WTF it won't open for us". They had no clue how to open the gate...
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Oct 13, 2006, 03:25 AM // 03:25
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#436
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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New exciting builds have already become a new meta for 6vs6 HA. Screen from today's Broken Tower match.
Two out of three teams utilize the new innovative build... Who will prevail?
Last edited by Nurse With Wound; Oct 13, 2006 at 03:30 AM // 03:30..
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Oct 13, 2006, 03:46 AM // 03:46
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#437
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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We could solve Australia's water problems with the amount of tears in this thread.
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Oct 13, 2006, 04:47 AM // 04:47
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#438
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Lord Mendes
E/Mes, so he did have a big energy pool.
I was there, and from what i saw u werent Pding 2 ghosts at once that night u won halls, [love] had 4 R/E with countless interupts and gale, and they were doing most the interupting.
Also you only held for 1 game that night, so im not so sure if it was the same night.
ON TOPIC: many people have been saying that holding is harder now, but if ur build designed 2 hold, you can hold for a while until u come up against two smart teams (what are the odds of that?!).
By designed to hold i dont mean teams with 4 monks, cuz those will just die against decent condition builds.
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we actually held 3 times, but only once under our name after our woh dropped and it became 3 popo members, 2 lame members and a henchie, compared to 3 popo members and 3 lame members.
but yeah, pd ele is a must for any team, and there are so many guys to slap it on: warder, water ele (my favorite), fire ele (not so good), air ele (consume chicken's old trick).
as a side note, water eles are particularly strong in the current meta. Hex removal is incredibly light with the condition heavy teams, and they're awesome for relic running or just providing nice warrior hate or monk snaring to let your warriors pound some guy's face in. I hope to see a lot more group
Anyway, with channelling fueling my 80 energy pool, I had no trouble pding two ghosts back to back. when we went against the r/e ele team it was a lot easier for me as well, as I only had to interrupt their ghost. We also had a blood rit on our smiter, but it wasn't neccessary to call for it.
Last edited by Thom Bangalter; Oct 13, 2006 at 04:50 AM // 04:50..
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Oct 13, 2006, 08:38 AM // 08:38
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#439
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Krytan Explorer
Join Date: Aug 2005
Guild: EaT
Profession: Mo/
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Quote:
Hex removal is incredibly light with the condition heavy teams
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Most teams run 1 or even 2 bl, i wouldnt call that light
Quote:
Anyway, with channelling fueling my 80 energy pool, I had no trouble pding two ghosts back to back.
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Good teams will shock/diversion/black you out 24/7. Good thing not many of those these days
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Oct 13, 2006, 10:29 AM // 10:29
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#440
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Krytan Explorer
Join Date: Nov 2005
Location: Den Haag
Guild: [cute]
Profession: Mo/Me
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Meh, another thread deleted (6v6 is going to stay for good). No suprise that Anet doesnt know what's going on (if they even read critical threads). All we read now is stuff where ppl are selfcencoring their own words out of fear that it might be deleted. Although that thread was harsh towards Anet, ppl expressed their true feelings from the heart, after Anet announced 6v6 will be permanent.
The way how they announced it on their site (news from the Scribe), gives many players the feeling that they are unheared. Deleting threads (instead of just closing them) only contributes to that feeling.
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