Mar 29, 2006, 09:41 AM // 09:41
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#21
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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JR- has a well-said point here. It's simple to kill the spirit that's leading to your death, why not do so?
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Mar 30, 2006, 12:56 AM // 00:56
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#22
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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How do you Counter the counter ?
Lets Say , R-Spike , Rush them and put your warriors on their monks face To Counter the R-Spiker.
I know it's sound noob !1 but
How do you Counter The Counter ?
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Mar 30, 2006, 01:12 AM // 01:12
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#23
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Lion's Arch Merchant
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Quote:
Originally Posted by shadex
Or your other option is to wait for factions. The ritualist has a area effect prot spirit, which basicly means spike teams will be a thing of the past, and fast hits will be the key to victory, to get around mass prot spirit.
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Unless you've got massive amounts of dp, prot spirit doesn't help you against ranger spike
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Mar 30, 2006, 01:49 AM // 01:49
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#24
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Sample Attack
How do you Counter the counter ?
Lets Say , R-Spike , Rush them and put your warriors on their monks face To Counter the R-Spiker.
I know it's sound noob !1 but
How do you Counter The Counter ?
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Find the key parts of their build that are giving you the most trouble. If it's the warriors in your monk's face, start spiking the hell out of the warriors until they're DPed. If it's the mesmers, start spiking the mesmers.
Play agressively. Once you start getting kills try to force their team back so you have a good shot at spiking the flag runner. If you can get morale (and keep it away from them) their pressure gets a lot less scary and your spikes get a lot scarier.
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Mar 30, 2006, 04:03 PM // 16:03
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#25
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Ascalonian Squire
Join Date: Mar 2006
Guild: Fugitives of Kurzick
Profession: W/
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Quote:
Originally Posted by JR-
Or you just kill the spirit, or move out of the range of the spirit.
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Speaking of ranger spikes and ritualists, will `Displacement' help counter ranger spike? The description below is from the wiki, yes I realize it is subject to change, but given it's current description, a wellplaced Displacement spirit could really screw over a ranger spike, I think.
Displacement Binding Ritual. Create a level 1...8 Spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded in this way, the Spirit takes 70...54 damage. This Spirit dies after 30...54 seconds.
And what about this ritualist skill?
Shelter Binding Ritual. Create a level 1...8 Spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 60...36 Health. This spirit lasts 30...54 seconds.
Is it just me, but the ritualist seems to have the capacity to completely shift the meta-game. Don't spirits have a wide AOE?
mu
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Mar 30, 2006, 07:07 PM // 19:07
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#26
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Ranger spike consists of 3 attacks per Ranger, with 4 Rangers typically involved in the spike. Thus, a single spike will deal 648 damage to your spirit, killing it instantly and still getting a hefty amount of damage through. Then the next time they spike your spirit is down and they can act normally. Displacement isn't ever going to last long against any kind of offense.
Shelter has more potential and could probably drop at least a couple Obs Flame spikes. If you used Soul Twisting make an effective counter a decent portion of the time against something like an Obs Flame spike.
While these skills will make a nice passive counter to spike, they certainly won't make spike unviable.
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Mar 30, 2006, 09:05 PM // 21:05
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#27
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Ascalonian Squire
Join Date: Mar 2006
Guild: Fugitives of Kurzick
Profession: W/
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Quote:
Originally Posted by Wasteland Squidget
Ranger spike consists of 3 attacks per Ranger, with 4 Rangers typically involved in the spike. Thus, a single spike will deal 648 damage to your spirit, killing it instantly and still getting a hefty amount of damage through. Then the next time they spike your spirit is down and they can act normally. Displacement isn't ever going to last long against any kind of offense.
Shelter has more potential and could probably drop at least a couple Obs Flame spikes. If you used Soul Twisting make an effective counter a decent portion of the time against something like an Obs Flame spike.
While these skills will make a nice passive counter to spike, they certainly won't make spike unviable.
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Yes, the mesmer's Unnatural Signet can kill it instantly, also. But with skillful placement of this spirit(s), it could really be a pain. Because the team has to take out the spirit, which allows you to really pressure them.
I think the key is `placement' of the spirit. And if you drop more than 1, things get really interesting. How much `life' does one of these spirits have, I wonder...
I realize this is all theory, but is it sound .
mu
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Mar 30, 2006, 09:13 PM // 21:13
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#28
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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What I mean is, spiking a target straight through Displacement will kill the spirit because the spirit takes damage on each evade. You don't even have to go near the spirit so long as you're spiking someone within its range.
Displacement will have its uses, but a Ranger Spike counter isn't one of them.
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Mar 30, 2006, 09:51 PM // 21:51
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#29
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Frost Gate Guardian
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
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Speaking of ritualists shifting the metagame It makes me think of how much fun spirit of soothing will be in HA when it takes iway forever to build adren.
As far as countering Rspikes go they usually have a setup to semi reduce the pressure of wars by having the monks chain aegis and use bonds. The 2 rangers that carry spirits are important, because if you take down Fav winds and winnowing you do quite abit in reducing their damage. Edenial the bonder and interrupt his sig to watch his bonds go away. My favorite thing to do in conjunction with my mesmer friend is interrupt the rangers and order necro on intervals. 1: use shock on midcast of order of pain. 2: cry of frustration in mid activation of dual shot. Even though we didnt do this in a gvg, by cutting their damage by keeping spirits and thier monks and necros busy with "pressure" We negated many of the other team's spikes. Another thing our mesmers did was take distortion and spirit of failure to give the rangers a run for thier money. Splitting works too, but unless your guild has practiced it and is ready to actually do that you usually just end up running around like chickens with thier heads cut off.
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Mar 31, 2006, 01:57 AM // 01:57
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#30
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Frost Gate Guardian
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Dunno if anyone has mentioned this, but your not running 2 boon prot monks, your running 2 prot boon monks. Boon prot needs *at least* 14 or more in DF for better healing ability...try something like 15 df, 11 prot and 10 or 9 insp. Might help your monks keep you guys alive longer.
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Mar 31, 2006, 04:28 AM // 04:28
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#31
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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the key to beating any kind of spike is to be flexible, if facing them 8v8 dosnt work, try splitting in various degrees. I watched iQ face a VERY good spike by a rank 120 guild (cant remember the name) they were totally getting raped, but they kept up the pressure and were splitting this way and that, being very unpredictable, and slowly but surly, they managed to somehow win the game at VoD at 35:00. I'm still not sure how they pushed it off, but it definently took at lot of skill.
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