Dec 29, 2005, 05:58 PM // 17:58
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#21
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by crimsonfilms
In theory this sounds good. But in reality it is much harder to come up with a build that covers everything just because the limitation of having 8 players and 8 skills.
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I never said it was easy
Quote:
Originally Posted by crimsonfilms
I disagree in general. If you watch in Ob mode and ever listen in Vent, you will see that warriors have.......
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See your first point, or......
Umm, try it. Try to get two warriors to Wild Blow, then follow up with a Cry of Frustration and see if it does not take the whole team to help out.
Quote:
Originally Posted by crimsonfilms
Actually iQ was running an air spike build prior to their current split pressure build. It was 3-4 Eles - not pure air but mostly air (Strike and Orb). I saw them face Te and SNA with it about a week ago.
I saw EP I think with their monks running Vampiric Gaze. It was the 2.5 Monk build as many would refer to it. They had 2 rangers to help on the spike.
.02
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You are wrong. Look at the game film again.
iQ- three Air eles a Phantom pain/Shatter delusions mesmer.
EP- two Rangers with orders and a Phantom pain/Shatter delusions mesmer.
The Air Eles are just there to do some damage at the same time as the Mesmer spike.
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Dec 29, 2005, 10:17 PM // 22:17
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#22
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Wilds Pathfinder
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There was no implying you said it is "easy." I said it was "harder."
Quote:
Try to get two warriors to Wild Blow, then follow up with a Cry of Frustration and see if it does not take the whole team to help out.
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As I said, there are times where there is a coordinated sync gank. Almost every build style does during the match. But if you look in practice from any guild, be elite or non rated, pressure build warriors are on their own to find proper targets in order to pressure monks healing/prot skills.
Quote:
iQ- three Air eles a Phantom pain/Shatter delusions mesmer.
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That is only to apply deep wound. The majority of the damage is from the Strike and Orb. If we follow your logic that is like saying a ranger spike is an Order spike. The Deep Wound is an important part of the spike but nevertheless secondary to the coordinated air spike. If you want to even give it numeric value - compare the damage done by Orb and Strike to Deep Wound/Shatter.
Another way of looking at it - Phantom Pain/Shatter happens prior to the actual spike.
Sarus or Ensign - you want to settle this?
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Dec 29, 2005, 11:51 PM // 23:51
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#23
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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The damage from the pp and shatter is actually pretty high, although as you say its not the main part of the spike
lets say target is unprotected and has 500 health (for ease of working out)
Phantom pain at 0 illusion for less than a second- neglible damage
Shatter delusions at 16 domination = deep wound + 79 damage
I think the shatter dleusions is taken first, so 500-79 = 421
Deep wound lowers max and current health by 20%, leaving target with 337/400 health, a total hit of 163 which isnt bad, but is a long way from being fatal.
An air spike team will then hit for 3 x orbs which does 3 x 106 with 20% armour penetration (which I think comes to 3 x 145 onto a 60Al target). Throw in a couple of vampiric gazes from the monks at 46 each, and possibly even something from the flag runner if he's on site and you should have an insta kill spike, of which the pp/shatter is a significant, but not dominant part. if the target happened to have some form of enchant on, or one of the spikers was disabled then a follow up with shatter enchant/lightning strike is usually needed just to finish off. This is the one second window where an infuse monk earns his money ;-)
Personally I dont like orb spiking because of the line of sight requirement, but it is surely powerful against low armoured enemies.
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Jan 10, 2006, 05:46 AM // 05:46
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#24
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Forge Runner
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well, if you are truly "BALANCED", nothing can break you very easily, nor will you break anyone easily.
I think the most fearsome are the shape shifters (a build capable of changing play completely until it need to change), mainly because usually they got very talented people doing this too.
Now... I just wonder where should I stick "Completely shutdown"? If a build is truly "completely shutdown", there are no match out there, unless the same build.
Personally, I feel that it would be hard to justify any kind of build being better than every single one; as even thou IWAY is widely played, but almost none of them are complete clone of each other, instead with a large variation, some are better and some are worse.
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Jan 10, 2006, 05:29 PM // 17:29
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#25
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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as for EP loosing to korean guild..... they lost to The Last Pride, which is top ranked guild on ladder.
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