Mar 15, 2006, 02:43 PM // 14:43
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#1
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Frost Gate Guardian
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holding build?
I'm not a very experienced hall holder. I would like to discuss possible build for holding.
As far as i know most holding builds have either spirit spammer, bonds + loads of enchantments, or mix spike/blood spike that only need 2-3 attacking skill from each player and packed with defensive skills, or both. But those builds dont fit my playing style, i.e. counting down on ts/vent infinitely many times suck, and always bringing a spirit spammer along limits the team build.
I'm thinking if a build that's based on interrupt can work, say capable of interrupting 2 ghosts for 3-4 mins. So go in and cap early, let ghost die then interrupting both ghosts. My personal expenience is that when ur ghost is dead, and there is no chance of caping/re-caping, it's likely that both teams r going to ignore u, so u are basically free to do what u want.
comment?
Last edited by luilui; Mar 15, 2006 at 03:04 PM // 15:04..
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Mar 15, 2006, 05:01 PM // 17:01
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#2
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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Any team with an Oath Shot spirit spammer has a good chance of holding, provided they cap. IWAY uses the exact opposite method to hold, relying on EoE to bomb, leavingonly their Ghostly standing. haven't see many IWAY's holding recently, though.
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Mar 16, 2006, 03:54 AM // 03:54
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#3
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Lion's Arch Merchant
Join Date: May 2005
Location: Mississauga, Ontario
Guild: Inyurface Gaming [IYF]
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Interupting is a good idea, but it's not something to rely on. Any team (albiet IWAY) brings some sort of enchant to make interrupts nearly impossible. Shield of Deflection and Spellbreaker on a Ghostly Hero while he's capping pretty much guarantees he's going to cap.
I guess if you bring Linguring Curse (and lucky enough to get it off before Spellbreaker) or Well of the Profane you're idea could work.
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Mar 16, 2006, 04:43 AM // 04:43
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#4
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Academy Page
Join Date: Oct 2005
Location: The imagination of the gods
Profession: Mo/Me
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Quote:
Originally Posted by T Waters
make sure you have alot of luck and youll hold.....most of the time you dont see people holding is cuz next round u get dual iway or dual spike or dual e denial or just a mix of those 3 builds (in 2 ofcourse cuz in the end it should be 3 teams fighting).. i dont mean to be a party pooper is just i go to hoh 99% of the day and i see things just like that happening...best bet is to get lucky with some 5 way and the remaining team finishin at like 30 sec or something
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I am not trying to flame you or belittle your abilty to play the game, but if the same thing seems to keep interupting your chances at holding halls, isn't it time to adjust the build and/or strategy to take into account the current trends and builds you are likely (even if only based on luck) to face?
Anyway, back on topic - just remember that the more skewed your build is to holding in halls, the harder its going to be to actually get there in the first place. Most of the 'great' holding builds I have faced lately (blood spike in particular) have so many counters and weaknesses that basically you have to get lucky with a hall jump in order to get a chance to win and hold.
Last edited by Lorien of Mandos; Mar 16, 2006 at 04:47 AM // 04:47..
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Mar 17, 2006, 02:01 PM // 14:01
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#5
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Black Rose Gaming [BR]
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Alot of the 'holding' builds are generally spikes as spikers only need a few skills for damage, leaving plenty of room for things like monk skills. The spike allows the team to win matches before halls and then the spikers can basically become monks making it alot easier to hold.
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