Oct 20, 2005, 02:32 PM // 14:32
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#21
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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You named a few counters, but you also state wards. What wards are you thinking of then?
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Oct 20, 2005, 02:36 PM // 14:36
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#22
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Frost Gate Guardian
Join Date: May 2005
Location: Manchester, UK
Profession: W/
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Quote:
Originally Posted by damocles
You named a few counters, but you also state wards. What wards are you thinking of then?
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Ward Against Harm comes up if your really struggling against the spike.
Dual Aegis + Shields Up should be enough -- along with multiple copies of Shielding Hands and Boon'd RoF.
It's all in those threads I linked to -- just read the Team-IQ thread for a more definative answer with less clutter.
Last edited by Man With No Name; Oct 20, 2005 at 02:40 PM // 14:40..
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Oct 20, 2005, 03:30 PM // 15:30
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#23
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Frost Gate Guardian
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Blinding flash + epidemic? That would be better vs ranger spikes which seem to solely consist of ranger/mes with hex breaker
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Oct 20, 2005, 04:25 PM // 16:25
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#24
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Frost Gate Guardian
Join Date: Aug 2005
Location: Quebec
Profession: Me/E
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Blurred Vision is practically an instant cast with my 15 Fast Casting. And it's really underestimated. Chances are it's not going to be removed quickly enough. The recast timer is quick and it seems to make me able to recast it quite often. Works wonders on IWAY. You could use a cover hex to remove that; but honestly, it's hardly ever removed; most people don't even recognise its icon. No one bothers removing Water hexes, which makes me happy.
Ward against Harm... Well, I'm not 16 Water, but I doubt that makes much of a difference. I really can't see what the big deal is. Sure, against Nukers or Fire spikers (like Ignite Ranger Spikes) it's great, but the armor boost never made much of a difference to me. Water Trident is a much better skill for your team on relic runs, and makes the Water Ele able to do something productive when you've got nothing to Blur the Vision of.
Really, I definitely want a good way to counter the Ranger Spike. It's way too powerful when ran correctly, and there has to be a major weakness. It's able to out-damage anything but the flawed Air Spike, it's not based on spells, it goes under Protective Spirit, it doesn't cost nearly as much mana as Air Spikes, and it's not nearly as defenseless when not spiking. The counters are mostly situational spells that don't even prevent it as a whole, only slightly diminish its strength.
Really, there really must be some crippling flaw in it that we are missing. And this Water Build cannot be the only part of it. Sure, Water's good against Ranger Spikes, but you'd need to base your group on Water Eles if you wanted to be really anti-Ranger Spikes, which, and don't get me wrong as I love Water Eles, is a Bad Idea; you'd be able to reduce Ranger Spikes, but you'd be absolutely weak against any other way of playing rangers (Rangers are really the bane of every Water Ele).
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Oct 20, 2005, 04:44 PM // 16:44
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#25
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Krytan Explorer
Join Date: Feb 2005
Guild: Awoken Myth [MYTH]
Profession: Mo/
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Quote:
Originally Posted by Gabriel Fallen Monk
just realized that blurred vision was nerfed during the update. Its now adjacent foes instead of nearby foes. That sux.
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It wasn't nerfed, it was a text bug, it had always 'adjacent' range.
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Oct 21, 2005, 01:45 PM // 13:45
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#26
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Academy Page
Join Date: Aug 2005
Location: Mary Land
Guild: Infusion INF
Profession: Mo/Me
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Quote:
Originally Posted by IceD'Bear
It wasn't nerfed, it was a text bug, it had always 'adjacent' range.
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Ahh, I always thought it had an area of effect about half that of a ward. That definitely makes it not as fun in my book, still great for TA, but now not so good for HoH
Shields up is not bad, at lvl 10 it lasts for 16 seconds with 30% chance to block, so two people can keep it up constantly.
I think I'm just going to have everyone on my team be ele or ele secondary and bring armor of earth. That should slow them down enough to give my monks time to heal.
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Oct 21, 2005, 05:42 PM // 17:42
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#27
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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well seeing as to how we no longer use ranger spike with the guild, i think its ok to give some counters. watch for the enchant strip. there will always be one before the spike. having the monks start healing once the enchant is drained (with something like orison or word). if the target takes sufficient damage quickly, use infuse health. huge heal with 1/4 cast time. and dont worry about yourself losing life, its a spike group, they can only have one real target (and you should be a little farther back anyway so it would be blatently obvious if they ran up next to use and waited for you to infuse when one or two rangers spiked a fake target). also, the absolute best counter to ranger spike is CRY OF FRUSTRATION. dual shot takes a long time to fire and just get a mesmer with it (it doesnt matter how much damage it does) and you will have an aoe interupt. they all lose their dualshot, their primary damage. usually it is obvious who the caller is because he runs up to the target first, and usually due to vent delay he will start his dualshot first. the mesmer should get on the caller and every time he attempts to dualshot, use cry of frustration and all of the rangers will lose their dualshot. of course, there will then still be a spike of punishing/quick+savage, but that will be much less and very easy to heal through.
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Oct 29, 2005, 06:37 PM // 18:37
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#28
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Banned
Join Date: Jul 2005
Location: wales
Profession: W/Me
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have a team of warriors with deflect arrows and shields up
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Oct 30, 2005, 11:23 AM // 11:23
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#29
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Academy Page
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Panic + Group of Ranger Spike = GG . . .
Takes a good experienced Ranger Spike to make it really work.
Noob groups will run 5 Rangers, 1 Necro, 2 Monk.
Semi-experienced groups will Run 5 Rangers, 3 Monks OR 4 Rangers, 1 Necro, 3 Monks.
Veteran groups will run 4 Rangers, 1 Necro, 3 Monks.
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