Aug 11, 2006, 12:51 AM // 00:51
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#61
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Lion's Arch Merchant
Join Date: Mar 2006
Location: Center of Attention
Guild: Dangerous And Moving [DM]
Profession: E/Me
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Quote:
Originally Posted by Not Prime Time
Has anyone looked at the skill description? I'm assuming this is the one everyone is referring to.
Song of Concentration 8 Adrenaline 2 Activation Time 5 recharge time
Chant For 10 seconds, the next skill used by each ally within earshot cannot be interrupted.
Requires 8 Adrenaline. Unless someone figures out how to start a battle with a full Adrenaline charge you will still need to run an SpellBreaker monk. I know there has been talk about the SB monk fading away as well. You will still need SB to cover Mr. Ghostly at the beginning of each altar battles. So the CG ranger may hang around for awhile (at least till Charpter 4) as his purpose is to interrupt through SB.
Cheers
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I wonder if PD will cancel out the claim resource as it does with Mantra of Resolve. Then again, this goes back to "omg does blackout work on ghostly?"
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Aug 11, 2006, 01:54 AM // 01:54
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#62
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Lion's Arch Merchant
Join Date: Dec 2005
Location: SF, CA
Profession: W/
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This is how I see it:
Most CG builds I've seen are 2 warriors, 2 CG rangers, 1 Fire ele, 1 Heal/1 SBinfuse/1 RCprot or Rit spammer.
Two CG rangers training on a WoH standard monk and that monk will never get a spell off. That's your main healer out of the picture right there. That leaves the two warriors and the ele to free spike the lone SBinfuse, which only probably has Orison to heal himself only or maybe heal touch if some bring it. Factoring in either a prot monk or a rit spammer, it would probably drag the spike out to 10 seconds, but they'll eventually kill him anyways since the WoH monk is shut down for as long as CG is up for the rangers and no LOS problems.
A WoH monk can heal through against 1 CG ranger by timing your heals in between shots, but when there's two training on you - hitting you ever half second is when there's trouble.
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Aug 11, 2006, 03:55 AM // 03:55
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#63
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Aejorii
This is how I see it:
Most CG builds I've seen are 2 warriors, 2 CG rangers, 1 Fire ele, 1 Heal/1 SBinfuse/1 RCprot or Rit spammer.
Two CG rangers training on a WoH standard monk and that monk will never get a spell off. That's your main healer out of the picture right there. That leaves the two warriors and the ele to free spike the lone SBinfuse, which only probably has Orison to heal himself only or maybe heal touch if some bring it. Factoring in either a prot monk or a rit spammer, it would probably drag the spike out to 10 seconds, but they'll eventually kill him anyways since the WoH monk is shut down for as long as CG is up for the rangers and no LOS problems.
A WoH monk can heal through against 1 CG ranger by timing your heals in between shots, but when there's two training on you - hitting you ever half second is when there's trouble.
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If you manage to kill something with Fire ele + 2 warriors as offense and trading 2 rangers for a monk, the opposing team SUCKS.
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Aug 11, 2006, 04:14 AM // 04:14
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#64
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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If you can keep a team alive by yourself against two warriors and a fire ele, you are really good at Guild Wars.
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Aug 11, 2006, 05:18 AM // 05:18
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#65
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Lord Dark Genie
If you manage to kill something with Fire ele + 2 warriors as offense and trading 2 rangers for a monk, the opposing team SUCKS.
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One good warrior by himself is usually enough to take out a typical HA build monk. Healing touch? My goodness!
Quote:
Originally Posted by Spura
TBH the whole infinite interrupting of ghostly is the stupidest thing in whole HA.
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It's up there, but to declare something as stupidest in HA is taking a leap.
Quote:
Originally Posted by not prime time
Requires 8 Adrenaline. Unless someone figures out how to start a battle with a full Adrenaline charge you will still need to run an SpellBreaker monk.
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Unless, somehow, between then and now, that HA metagame decides to work towards enchantment removal (beyond OoA ffs). Spellbreaker is just as fragile an enchantment as any.
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Aug 11, 2006, 07:41 AM // 07:41
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#66
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Hi Tech Nednecks [HTR]
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Quote:
Originally Posted by Lord Dark Genie
If you manage to kill something with Fire ele + 2 warriors as offense and trading 2 rangers for a monk, the opposing team SUCKS.
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3..2..1.. spike?
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Aug 11, 2006, 01:51 PM // 13:51
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#67
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Where the sun don't shine
Profession: Mo/E
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Lui has a bit of a point that too many feel free to voice their opinion even if they have no experience in the subject. They jus "feel" that it should work this way. My kid does this all the time. I still let my kid speak and occasionally I laugh at the crap he says other times I just shake my head in disbelief. Let the kids speak luilui, it will be good for your development as a human being to learn how to deal with it.
You do not have to be Rank 9 to understand a chocking gas ranger or to know how to interupt ghostly. Even a lowly rank 3 like myself understands these concepts. If you care to enlighten me on how to obtain 300 fame per week, I will gladly bow down and listen intently...
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Aug 11, 2006, 01:51 PM // 13:51
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#68
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Barbie's Motorhome
Guild: The Biggyverse [PLEB]
Profession: Me/
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Ok, I see your point, you just didn't put it across very well first time round.
I just don't think alienating some of the forum posters here with such cutting generalisations (if you aren't rank 9 or make 300 fame a week don't bother posting) is productive.
The CG ranger effects everyone who plays in HA, so really, anyone who plays in HA has the right to post their views imo.
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Aug 11, 2006, 02:14 PM // 14:14
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#69
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Desert Nomad
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Quote:
Originally Posted by Gimme Money Plzkthx
Choking Gas will spread through walls in the sense that its AoE is still in effect, meaning even though it "hits" the wall it will still spread through to the other side. What does this mean? USE YOUR FREAKING BRAIN AND DONT STAND RIGHT NEXT TO THE WALL! It BARELY goes through the wall, if you're even a BIT behind the wall it won't interrupt you.
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precisely what i was thinking, ty for voicing it
as for the chant being 8 adrenaline, the only map thatd make it useless I believe could only beeee Broken tower. On every single other altar capping map you have ample possibilities to build up 8 adrenaline.
guess i missed the post with the r9 300fame a week thing
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Aug 11, 2006, 06:47 PM // 18:47
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#70
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Vindexus
If you can keep a team alive by yourself against two warriors and a fire ele, you are really good at Guild Wars.
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Let's see... The most common backline in HA is 3 monks. WoH, SB/Infuse, RC Prot.
IF 2 CG rangers go both on the SAME (WoH) monk and the fire ele + 2 warriors go on the infuser, there's still the prot monk to help, and most of the time there's a ward melee around, usually overlapping with a stability.
I NEVER meant the infuser is going to keep everyone alive by himself.
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Aug 12, 2006, 12:13 AM // 00:13
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#71
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/Me
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Quote:
Originally Posted by fb2000
precisely what i was thinking, ty for voicing it
as for the chant being 8 adrenaline, the only map thatd make it useless I believe could only beeee Broken tower. On every single other altar capping map you have ample possibilities to build up 8 adrenaline.
guess i missed the post with the r9 300fame a week thing
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I missed it too, not very impressive if he was trying to brag. Quadrouple digits are good weeks.
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Aug 12, 2006, 06:57 PM // 18:57
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#72
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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use psychic distraction(sp?) on preparations.. this brings another metagame the pd mesmer wich a lot of teams are bringing now
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Aug 13, 2006, 05:33 AM // 05:33
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#73
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Ascalonian Squire
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It is obvious that all 3 skills should get a serious nerf: Practiced Stance, Choking Gas, Seeking Arrows, especially seeking arrows.
Once the ranger use it, you can't do nothing about it.
The condition of it to stay up are only if it misses, and good players just can say of they got blind or any other thing that makes them miss.
Practiced Stance should be much lower percents than it is now.
For Choking Gas, maybe ANet should make that if you have this preperation, you attack slower than normal. But really slow, like if you use frenzy or flurry, it will get to the normal attack speed.
I think the addition of the Seeking Arrows, imbalanced the tombs playing, because now if you are trying to capture the altar, you probably won't make it if the opposing team got choking gas ranger.
And by the way, ANet needs to add preperation removal a.s.a.p to the game.
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Aug 13, 2006, 05:40 AM // 05:40
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#74
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Krytan Explorer
Join Date: Aug 2005
Guild: Ex Talionis [Law], Schindlers Fist [ouch]
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Jesus. Magnus, have you ever thought of killing off the CG rangers first? Seriously, you guys need to stop complaining and figure out a way to counter the CG ranger. It's not that hard.
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Aug 13, 2006, 08:52 AM // 08:52
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#75
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Magnus Ftw
It is obvious that all 3 skills should get a serious nerf: Practiced Stance, Choking Gas, Seeking Arrows, especially seeking arrows.
Once the ranger use it, you can't do nothing about it.
The condition of it to stay up are only if it misses, and good players just can say of they got blind or any other thing that makes them miss.
Practiced Stance should be much lower percents than it is now.
For Choking Gas, maybe ANet should make that if you have this preperation, you attack slower than normal. But really slow, like if you use frenzy or flurry, it will get to the normal attack speed.
I think the addition of the Seeking Arrows, imbalanced the tombs playing, because now if you are trying to capture the altar, you probably won't make it if the opposing team got choking gas ranger.
And by the way, ANet needs to add preperation removal a.s.a.p to the game.
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For some reason I rarely see any team hold more than 5 times in a row. I guess capping against CG/SA rangers isn't that hard...
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Aug 13, 2006, 09:10 AM // 09:10
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#76
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Frost Gate Guardian
Join Date: Apr 2006
Location: Minnesota
Guild: Huggles For Everybody [HuG]
Profession: Mo/Me
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heres the thing here maties...i usually play warrior...i bring d-blow...GG cg's usually cg rangers kite when a warrior is on them? out of the ward? if they dont have enchants up i do d-blow...if they arent standing in a stability and have ageis or guardian i do shock... ITS NOT HARD that disables it for 24 seconds as the recharge bs isnt kicked in by practiced stance... EVEN iway is running cgs now, its not ahrd to counter...paragon will definitly change the meta game when nightfall comes out...we can all be pretty sure practiced stance will get the nerf or else dervishes are screwed...you cant really nerf choking gas,as it only stays up for 9-11 seconds as it is...as for the seeking part, my team usually runs 1 boon prot 1 woh and a rit spammer with weapon of shadow...kill the interupting teams rc prot/mend body and soul rit and lay frozen...not something you can really mess up as it is SIMPLE...it takes coordiantion but another way to do it if you have 2 warriors is do 2 consecutive shocks/kds on the interupting ranger so they miss the interupt. if there is 2 you just kill one slightly after 2:00 and lay frozen...gg
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Aug 13, 2006, 11:56 AM // 11:56
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#77
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Forge Runner
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lets read the seeking arrow description
2 second cast
that say all.
Sure is good skill , sure is good combo Sure everthing. but is hard to say this skill dont have a counter
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Aug 13, 2006, 12:29 PM // 12:29
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#78
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Lion's Arch Merchant
Join Date: Jan 2006
Location: So-Cal
Guild: Forsaken Wanderers [FW]
Profession: Mo/
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Personally I've always found that there are enough walls/obstacles that they aren't too annoying. Altar maps is the real place that they shine and that's because of Seekign arrows not Choking Gas.
It's still a solid build, but that's becaue it's set for one thing Interupting. I mean with 5-6 skills devoted to it, the build damn well better be able to interupt a skill or two. Is it overpowering though? Hardly.
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Aug 13, 2006, 01:00 PM // 13:00
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#79
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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why do people always call 'Rit Lords' spirit spammers...
spirits dont exactly cast fast, and have long recharge times...
I wouldnt call that spam at all- quite the opposite.
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Aug 13, 2006, 06:02 PM // 18:02
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#80
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Horseman Of War
why do people always call 'Rit Lords' spirit spammers...
spirits dont exactly cast fast, and have long recharge times...
I wouldnt call that spam at all- quite the opposite.
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Say, don't they use Ritual Lord so they can spam the spirits? What are they doing 90% of the time? Maybe that's why they're called Spirit Spammers.
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