May 16, 2006, 10:16 PM // 22:16
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#21
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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He's called a "Hero" for a reason.
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May 17, 2006, 01:43 AM // 01:43
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#22
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Banned
Join Date: Mar 2006
Profession: W/E
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Quote:
Originally Posted by makosi
He's called a "Hero" for a reason.
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Still no excuse for it to be able to consistently interrupt 1 second cast times. It's unfair, pointless, and stupid as hell.
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May 17, 2006, 03:08 AM // 03:08
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#23
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Academy Page
Join Date: Jan 2006
Location: texas...oooooyaaa
Guild: Shadow Knights [SK]
Profession: W/
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wow any good interupt ranger can get ANY and ALL 1 second cast time spells
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May 17, 2006, 03:18 AM // 03:18
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#24
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Krytan Explorer
Join Date: Mar 2006
Location: NYC
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Quote:
Originally Posted by gimpy wimmer
wow any good interupt ranger can get ANY and ALL 1 second cast time spells
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yes, but he won't be consistantly knocking off your RoF unless he's a lucky sob.
Personally I think it's BS that the AI can consistanly interrupt 1/4 second casts, but enough of the game hinges on luck that this one additional factor shouldn't be too much of an issue.
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May 17, 2006, 03:21 AM // 03:21
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#25
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: I Excentrix I [PuNK]
Profession: R/
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Quote:
Originally Posted by gimpy wimmer
wow any good interupt ranger can get ANY and ALL 1 second cast time spells
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It's those dammable .25 ones that require luck..
Distracting shot = 10 sec recharge..if one gets interrupted you have 10 seconds to move away from the ghostly until he switches targets or 10 seconds of free time to spam your other spells(from the ghostly at least). Put a guardian on yourself at the 8 second mark or something.
The Ghostly definitely is an annoyance on the field, but definitely workable. simply because he can what a lucky ranger can do doesn't scream for a nerf-bat.
If there was a ranger interrupter training on you chances are sooner or later a distracting shot will hit you and do the exact same thing the ghostly's doing. Except there will probably be a savage or punishing shot, as well. Just shape your build differently to counter a counter to your current build(which is a godly distracting shot)
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May 17, 2006, 05:56 AM // 05:56
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#26
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Jungle Guide
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Quote:
Originally Posted by Teh Mighty Warrior
So you end up winning because the ghostly hero has some godly interrupt, I wonder how the edge bomb team feels about that.
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Yes, because without him we would have stood absolutely no chance
If you think distracting shotting the 5 second cast time of a spirit is 'godly' then I think you need to sharpen up your own reflexes.
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May 17, 2006, 06:57 AM // 06:57
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#27
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Ascalonian Squire
Join Date: Feb 2006
Guild: Hot Asian Chicks
Profession: R/Me
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/sign
On a 1 second cast time you have to take into account the fact that it takes 1/2 a second to shoot the arrow+flight time. With no RtW or FW it's ridculous unless you're standing right next to him. Isn't it enough that his power shot hits for around 100dmg on a softie? A "good" interrupt ranger isn't going to interrupt you when you're barely inside his aggro bubble w/o RtW or FW and then it's a big maybe unless he's just spamming them. Nailing a consume corpse is insane given he has 1/4 of a second to react and for the arrow to get there. 2 second cast times is fine since any idiot can do it but having to kite the other team and their ghost just to get off an orison is just retarded.
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May 17, 2006, 07:10 AM // 07:10
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#28
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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/notsigned
I think he is lucky as well, he still needs to have his arrow ready to fire, and you can time your rof in between. So if he interupts you contineously, you should wait a few secs by breaking the cycle, and restart casting. odds are very high you would get through.
Besides this, never heard of LOS?
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May 17, 2006, 11:45 AM // 11:45
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#29
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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 Teh Mighty Warrior
RoF doesn't do much vs obsid/blood spike, that's what I had in mind when I was saying that.
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This is news to me. I never would have guessed that preventing one source of 118 damage(16 earth) from obsidian flame then healing 84 of that damage(at 16 prot, unless it was pre-stacked on a full health target then no healing obviously) doesn't do much. Since there are only 5 sources of damage in Obsidian Spike, you've essentialy making the spike non-leathal. Of course it's really smart to inturupt the spikers first, but if you can't manage to do that, it's also very possible to pre-stack rof on the target being spiked(usualy not too hard to figure out). Wow, one gimmick spike made non-lethal by one skill(either rof or any inturupt).
Bloodspike you say? Let's see... Most bloodspikes run 6 spikers, so let's go with that figure. Let's also go with say 485 health, since that's pretty easy to get(-hp sup + sup vigor+ +30 ehalth item). Ok so at 18 blood, Shadow Strike(or Lifebane Strike) is going to do 55 shadow damage, and steal 55 life on a target above 50% life. So, the target of the spike has RoF cast on them. Spiker #1 hits with Shadow Strike, 55 damage negated, an equal amount healed. Target is still at 485 health, 5 shadow strikes to go. Spiker #2 hits with Shadow Strike, the target is above 50% life, leaving the target with 375 health. Spiker #3 hits with shadow strike, the target is still above 50% life, leaving the target at 265 health. Spiker #4 hits with Shadow Strike, the target still is above 50% life, leaving the target at 155 health. Spiker #5 hits with Shadow Strike, the target is below 50% health thus the lifesteal does not trigger, the target is now at 100 health. Spiker #6 hits with Shadow Strike, the target is below 50% health, the target is left with 45 health. Sure, inturupting is the way to go as it also negates 1 or more source of damage, and if there's 7 spikers you need to inturupt one. Of course you also have the afterspike, which can also be inturupted, but since it's usualy pure life stealing, can't be saved with a single RoF. All the infuser really needs to do though is infuse twice(which he can do between the strikes ending and the gazes) target lives.
Amazing how negating one source of damage totaly screws a spike. Amazing that you say "it doesn't do much."
Quote:
Originally Posted by Teh Mighty Warrior
So you are saying in HA your monks don't spam heals? You must be playing some pretty shit teams. Just as an example, on the broken tower map you will have the wards on top of the alter, protecting your ghost, and you will be casting spells from on top of the alter, if take the time to move back and heal you could take some heavy damage, and you might not have the time to move back. Also, what if the target requiring a heal is far up, such as a warrior, well, in that case you can't move back, you have to move up into the ghostly hero's interrupting range in order to heal.
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You only "spam" heals when you need to, it's far better to only heal when the target needs a heal, and won't be overhealed. Spamming heals by mashing buttons is a PvE mentality, and you find it all over HA. You obviously don't spam/chain anything you have an inturupter camping you, at least until he's used his inturupts trying to hit impossible to inturupt spells(the hero is stupid, think).
If you're already back, which you should be. You will not need to move back to heal. After all why is your monk up there with your offensive casters/rangers or warriors?
If the target that needs healed is overextended, you usualy won't move up to save him. He can run back into your healing range unless he's snared. If you do need to move up, use a healing spell like Word of Healing, that the Ghostly can't inturupt(yes that's right, he won't hit 3/4s spells). If nothing else, let the warrior die. You've already said you're holding the altar, you can res him with a signet, since you do get morale boosts every 2 minutes.
Quote:
Originally Posted by Teh Mighty Warrior
And if you were using your brain, you will be using your vital skills as often as you can seeing as that is why they are in your skillbar in the first place.
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You use skills only when they are called for. If your vital skills are in danger of being inturupted, you obviously don't chain them, or otherwise spam them unless you're sure you're not going to be inturupted(again, 1 distracting shot every 10.5 seconds on a target he won't change as long as it's in range really isin't that hard to predict). If the skill you're going to use is gamebreaking(and is 1s or more), don't use it while the hero has an inturupt ready and is camping you.
Plus, Infuse Health on your Infuser can be considered a vital skill. Why doesn't the infuser just spam it non-stop, since it's so good. Again, you only use skills when they're needed, and preferably when they will produce an optimal effect(as in not using WoH on a target with 95% health...).
On another note, everyone needs to stop saying that the hero can inturupt a 1/4s spell(without any spells chained before it) with a 1/2s inturupt. No AI can do this, it only inturupts reactively. It's because you're chaining/spamming spells while being camped, and the previous spell you were casting the hero tryed to inturupt and MISSED(or fired an inturupt during the aftercast period).
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May 17, 2006, 03:40 PM // 15:40
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#30
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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If you're winning/losing based on 1 GH skill, you might want to rethink how you're playing halls. :/
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May 17, 2006, 04:06 PM // 16:06
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#31
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Quote:
Originally Posted by Teh Mighty Warrior
Well you just contradicted your own statement. You claim it's even with both ghost's interrupting the other team, but then you go on to say that when you play against a spike team, he happily interrupts some of their key "skillz" for you. So basically a spike team has to deal with all of your interrupts, and then the ghost's interrupts as well? Meanwhile, the spike team's ghostly is interrupting RoF, which does nothing against a spike team. Am I the only one who sees this as unfair, stupid, and unneccesary?
BTW, replacing with savage shot would at least get rid of that nasty +20 second recharge (or something like that, can't remember off the top of my head).
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Dont do that when your own name have "Teh" in it.
/notsign
If Anet changed how the GhostlyH could interrupt then it woul affect the PvE interrupters aswell, and i wouldn't like that.
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May 17, 2006, 04:20 PM // 16:20
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#32
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Krytan Explorer
Join Date: Apr 2006
Guild: Melted Chocolate Bunnies [EaT]
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1 second skills are extremely easy to interupt, if you can't do it, you should not be interupting. Even 3/4 i manage without fail. So you want the 'Hero' to be worse than a player? He's fine as he is, and will only distract something with a 1/4 cast if you are spamming. At least he can't predict when you will cast like human's can, so in that respect he already is worse.
Quote:
Originally Posted by luilui
interrupting 3/4s skill with distracting shot IS overpowered, i believe a lot of ppl struggle to interrupt 3/4s skills even with mesmer 1/4s skills?
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If you doubt 3/4 interupts are possible when savage/distracting are 1/2 second cast time with arrows that need time to reach the target, play vs me
Quote:
Originally Posted by Mental Leteci
It is true,he does interrupt skills that normal person can't.
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Leteci I can't believe you can say that when you've seen me play.
Quote:
Originally Posted by Teh Mighty Warrior
(1)Still no excuse for it to be able to consistently interrupt 1 second cast times. It's unfair, pointless, and stupid as hell.
(2)2. Don't allow the Ghostly Hero to interrupt 1 second cast times.
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Quote:
On a 1 second cast time you have to take into account the fact that it takes 1/2 a second to shoot the arrow+flight time. With no RtW or FW it's ridculous unless you're standing right next to him. Isn't it enough that his power shot hits for around 100dmg on a softie? A "good" interrupt ranger isn't going to interrupt you when you're barely inside his aggro bubble w/o RtW or FW and then it's a big maybe unless he's just spamming them. Nailing a consume corpse is insane given he has 1/4 of a second to react and for the arrow to get there. 2 second cast times is fine since any idiot can do it but having to kite the other team and their ghost just to get off an orison is just retarded.
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Obviously people have never seen a real interupter.
I have always taken the Hero with me, he is definitely a 9th player as he should be, he used to be worthless. Now if the person bringing the ghost 'uses' him properly it can swing the game in your favor.
EDIT=I don't use Read The Wind, once again if you need it, you shouldn't be an interupter.
EDIT=
Quote:
Originally Posted by Zeldawind
Btw ehrenia you should play against me then and trust me you won't be able to catch all 3/4 second casting time spells. And i know more monks you wont be able to catch 3/4 second casting time spells whitout failure.
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Yes sorry, my skills do need to recharge
Better yet play smite and I will distract your air of enchantment of reversal of fortune with ease.
Last edited by Ehrenia; May 17, 2006 at 09:09 PM // 21:09..
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May 17, 2006, 04:44 PM // 16:44
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#33
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Frost Gate Guardian
Join Date: Jul 2005
Location: The Netherlands
Guild: Wrong Target [CrAP]
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Quote:
Originally Posted by Zui
All the infuser really needs to do though is infuse twice(which he can do between the strikes ending and the gazes) target lives.
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Now there you are forgetting something QZ (ok its been a little while since ive played stupid finals ) but the rate Bloodspike is spiking is just to high for a infuser to continually catch. And yes Bloodspike is insanely easy to catch but the rate at which it can spike is so high that you won't be able to continually infuse. (besides it doesnt raelly help either that the other heal monk refuses to heal you up and some1 doesnt want to get QZ down asap)
Btw ehrenia you should play against me then and trust me you won't be able to catch all 3/4 second casting time spells. And i know more monks you wont be able to catch 3/4 second casting time spells whitout failure.
(btw sry i went offtopic here, just felt the need to respond at some things)
But to be honest i can't really tell about the ghost since i havent played enough lately to give a serious opinion about ghost king of interruption. But by reading it and the already known good reaction time from NPCs. (look at alesia sometimes in HA insane reflexes when needed). But also i think its something where ppl will have to get used to, or c it as a good interrupter on the other team a good mesmer can be really anoying aswell. I can remember a Power Block mesmer on me once, he was very good because he knew that as soon i noticed he was on me i would start to cancel real cast spell trick. But what im trying to say is the ghost doing something usefull is new so people will have to get used to it.
Last edited by Zeldawind; May 17, 2006 at 08:18 PM // 20:18..
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May 17, 2006, 05:38 PM // 17:38
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#34
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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As long as you can catch enough and buy your team time to kill spirits and otherwise make the spike heal, instead of spiking, then you're good. Obviously it takes teamwork, but hey, that's the reason gimmick spikes and IWAY are so popular, they require little teamwork and coordination(except hitting a button at the same time).
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May 17, 2006, 07:56 PM // 19:56
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#35
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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Quote:
Originally Posted by Ehrenia
Quote:
Originally Posted by Mental Leteci
It is true,he does interrupt skills that normal person can't.
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Leteci I can't believe you can say that when you've seen me play.
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I said normal person can't.
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May 17, 2006, 08:31 PM // 20:31
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#36
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Banned
Join Date: Mar 2006
Profession: W/E
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Quote:
Originally Posted by gimpy wimmer
wow any good interupt ranger can get ANY and ALL 1 second cast time spells
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Exactly, but we aren't talking about an interrupter ranger, an actual player, I'm talking about the AI. I agree, an extremely good player will be able to interrupt a woh or orison every once in awhile.
Quote:
Originally Posted by Zui
This is news to me. I never would have guessed that preventing one source of 118 damage(16 earth) from obsidian flame then healing 84 of that damage(at 16 prot, unless it was pre-stacked on a full health target then no healing obviously) doesn't do much. Since there are only 5 sources of damage in Obsidian Spike, you've essentialy making the spike non-leathal. Of course it's really smart to inturupt the spikers first, but if you can't manage to do that, it's also very possible to pre-stack rof on the target being spiked(usualy not too hard to figure out). Wow, one gimmick spike made non-lethal by one skill(either rof or any inturupt).
Bloodspike you say? Let's see... Most bloodspikes run 6 spikers, so let's go with that figure. Let's also go with say 485 health, since that's pretty easy to get(-hp sup + sup vigor+ +30 ehalth item). Ok so at 18 blood, Shadow Strike(or Lifebane Strike) is going to do 55 shadow damage, and steal 55 life on a target above 50% life. So, the target of the spike has RoF cast on them. Spiker #1 hits with Shadow Strike, 55 damage negated, an equal amount healed. Target is still at 485 health, 5 shadow strikes to go. Spiker #2 hits with Shadow Strike, the target is above 50% life, leaving the target with 375 health. Spiker #3 hits with shadow strike, the target is still above 50% life, leaving the target at 265 health. Spiker #4 hits with Shadow Strike, the target still is above 50% life, leaving the target at 155 health. Spiker #5 hits with Shadow Strike, the target is below 50% health thus the lifesteal does not trigger, the target is now at 100 health. Spiker #6 hits with Shadow Strike, the target is below 50% health, the target is left with 45 health. Sure, inturupting is the way to go as it also negates 1 or more source of damage, and if there's 7 spikers you need to inturupt one. Of course you also have the afterspike, which can also be inturupted, but since it's usualy pure life stealing, can't be saved with a single RoF. All the infuser really needs to do though is infuse twice(which he can do between the strikes ending and the gazes) target lives.
Amazing how negating one source of damage totaly screws a spike. Amazing that you say "it doesn't do much."
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Well if you had any knowledge of what You're talking about, RoF doesn't affect vamp gaze or shadow strike. I'd like to see you infuse twice, ever 4 seconds, for 2 minutes with qz down.
Quote:
Originally Posted by Zui
You only "spam" heals when you need to, it's far better to only heal when the target needs a heal, and won't be overhealed. Spamming heals by mashing buttons is a PvE mentality, and you find it all over HA. You obviously don't spam/chain anything you have an inturupter camping you, at least until he's used his inturupts trying to hit impossible to inturupt spells(the hero is stupid, think).
If you're already back, which you should be. You will not need to move back to heal. After all why is your monk up there with your offensive casters/rangers or warriors?
If the target that needs healed is overextended, you usualy won't move up to save him. He can run back into your healing range unless he's snared. If you do need to move up, use a healing spell like Word of Healing, that the Ghostly can't inturupt(yes that's right, he won't hit 3/4s spells). If nothing else, let the warrior die. You've already said you're holding the altar, you can res him with a signet, since you do get morale boosts every 2 minutes.
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Chances are if you are playing a "decent" iway team you will have to spam heals at one time or another.
I already said that you could be on top of the alter, where the wards are, so yes, you will be right next to the offensive casters/rangers and warriors.
So when you monk, you bring a res signet? Interresting, I'm going to have to try that.
Quote:
Originally Posted by Wolydarg
Put a guardian on yourself at the 8 second mark or something.
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Right, next time I'm the infuser, I'll bring guardian instead of infuse health. It's not easy to call for guardian and expect to get it in 2 seconds, besides, it's only 50% chance or so for it to miss.
Quote:
Originally Posted by Ehrenia
If you doubt 3/4 interupts are possible when savage/distracting are 1/2 second cast time with arrows that need time to reach the target, play vs me
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Interesting, pm me in game and we can get that set up. I'll monk, and if you can kill me (should be easy if you are interrupting everything) I'll believe you. IGN is Teh Mighty Monk.
Quote:
Originally Posted by sir lockt
I think he is lucky as well, he still needs to have his arrow ready to fire, and you can time your rof in between. So if he interupts you contineously, you should wait a few secs by breaking the cycle, and restart casting. odds are very high you would get through.
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He doesn't need his arrow ready to fire, distracting shot takes 1/4 second to get off regardless if you just shot an arrow or is about to. He can still change from axe to a bow, and interrupt a 1 second cast time.
Quote:
Originally Posted by Cyan The Archer
Dont do that when your own name have "Teh" in it.
/notsign
If Anet changed how the GhostlyH could interrupt then it woul affect the PvE interrupters aswell, and i wouldn't like that.
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Well I guess you are right about that.
No one is talking about pve, the Ghostly Hero has nothing to do with interrupting in pve. Please don't refer to something about pve on a pvp thread.
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May 17, 2006, 08:47 PM // 20:47
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#37
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Teh Mighty Warrior
Well if you had any knowledge of what You're talking about, RoF doesn't affect vamp gaze or shadow strike. I'd like to see you infuse twice, ever 4 seconds, for 2 minutes with qz down.
Chances are if you are playing a "decent" iway team you will have to spam heals at one time or another.
I already said that you could be on top of the alter, where the wards are, so yes, you will be right next to the offensive casters/rangers and warriors.
So when you monk, you bring a res signet? Interresting, I'm going to have to try that.
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RoF does affect shadow strike (you can even pre-prot people with RoF to knock out the first shadow strike to hit them). The divine favor helps against both shadow strike or vamp gaze when an ally has less than full health. This is why I prefer the prot monk on my team have 14 divine favor, 12 protection, and 10 inspiration. RoF still activates in 1/4 second making the healing bonus from divine favor come quickly. Why is your team allowing QZ to be down?
If you have warriors on you, then the last thing you should be doing is casting heals -- much less chaining heals. If you entire team is well versed in the "kite, don't cast" principle when warriors are on a given player, then the damage gets reduced immensily and your heals do not really have to be chained. I highly doubt that Zui brings rez signet on monks.
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May 17, 2006, 08:55 PM // 20:55
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#38
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: I Excentrix I [PuNK]
Profession: R/
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Quote:
Originally Posted by Ehrenia
Obviously people have never seen a real interupter.
I have always taken the Hero with me, he is definitely a 9th player as he should be, he used to be worthless. Now if the person bringing the ghost 'uses' him properly it can swing the game in your favor.
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Just to clarify you quoted the wrong guy or something when you quoted me.... sorry, just a pet peeve that annoys me when I get assigned someone else's...thingy....
There will always be a possibility of a random interrupt being fired from a retarded baby playing a gw ranger and still catching an interrupt. Live with it..
Daemon or whatever that luxon interrupt henchie was a beast in FPE, but they had to nerf him because of his awesomeness for a henchie I guess, and obviously they didn't view the Ghostly Hero as enough of an awesome NPC to nerf..
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May 17, 2006, 09:26 PM // 21:26
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#39
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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I should have said "someone on your team" instead of "you" when refering to using a res signet. Res signet on monks is just plain bad.
Quote:
Originally Posted by Teh Mighty Warrior
distracting shot takes 1/4 second to get off
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1/2 second, not 1/4.
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May 18, 2006, 12:23 AM // 00:23
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#40
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Forge Runner
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Well, good interrupters should be able to have a good idea of when their targets are going to cast which spells...
Last edited by TheOneMephisto; May 18, 2006 at 01:03 AM // 01:03..
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