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Old Oct 24, 2005, 05:15 PM // 17:15   #61
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Quote:
Originally Posted by Vusak
the difference ive noticed between running in lara's team and running in other dedicated ranger spike teams, is the 'inaction' time inbetween targets.

in most teams, there is up to 5-10 seconds between target calls, this kind of timing is ok for a lightning spike or some other energy intensive spike.

but ranger energy management is brilliant with good expertise and doesnt need this hand holding approach.

and lara simply calls new targets much faster (2-5 secs).
not true. dualshot, punishing shot, quick shot, savage shot recharge just as fast for everyone. targets are called and spike as soon as dualshot recharges. calls are always made the same speed.
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Old Oct 24, 2005, 05:26 PM // 17:26   #62
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Quote:
Originally Posted by smurfhunter
lets answer the original question:

Q: What makes Lara's ranger spike so good?
A: the fact that i never group with him
lol
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Old Oct 24, 2005, 05:36 PM // 17:36   #63
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Quote:
Originally Posted by tafy69
There are indirect counters to Ranger Spike, basically taking out the ranger or order necro, or just keeping enough of them busy/shutdown/kd so their spikes will fail.

But yeah a good spike will take anyone down before u even click on a heal, but thats the same with any spike team.
Here's a thought... why would a ranger spike team have an order necro? Unless they leave the kindle home, that is...

Upon further reading, ok... RtW instead. OK, simple counter for this (or any) orders necro... have someone drop Greater Conflag.

Add Winter and a shivers necro of your own... that could be fun...

Last edited by MSecorsky; Oct 24, 2005 at 05:44 PM // 17:44..
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Old Oct 24, 2005, 07:33 PM // 19:33   #64
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Traps works against ranger spike. I played against sedai yesterday and we beat them at broken tower, provided they were not as coordinated as the night before. The rangers are running around like total chaos. And I (monk) survived twice using ViM. And it helps if the mesmer got killed like 10 times too.
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Old Oct 24, 2005, 08:45 PM // 20:45   #65
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ultimate counter to ranger spiking: have one prot monk running life barrier and the other running life bonds and the OTHER running vital blessing. then make sure the me/n doesnt get a single spell off (not thaaat hard), and its gg
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Old Oct 24, 2005, 09:04 PM // 21:04   #66
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Originally Posted by smurfhunter
ultimate counter to ranger spiking: have one prot monk running life barrier and the other running life bonds and the OTHER running vital blessing. then make sure the me/n doesnt get a single spell off (not thaaat hard), and its gg
That build will get killed so fast w/ well of profane tho.
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Old Oct 24, 2005, 09:28 PM // 21:28   #67
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You cite interrupts on the necromancer as a way to protect the lifebonds, but how will you deal with something like Chilblains?
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Old Oct 24, 2005, 09:46 PM // 21:46   #68
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Quote:
Originally Posted by Entropius
You cite interrupts on the necromancer as a way to protect the lifebonds, but how will you deal with something like Chilblains?
who the hell takes chillblains anymore? and anyway, my super gay mesmer build v3 does not allow for debuffing...

to get back on track slightly, a standard build for a ranger spike is 4 rangers and _1_ me/n doing either linegring or orders.

so purely against that group, *if* you shut down that 1 mesmer you shouldnt have any problems with debuffing. i have seen some teams put drain enchantment no their rangers, but tbh i think it would be painfully obvious if they all drained some guy and then spiked him.
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Old Oct 24, 2005, 10:47 PM // 22:47   #69
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Quote:
Originally Posted by teny10
Traps works against ranger spike. I played against sedai yesterday and we beat them at broken tower, provided they were not as coordinated as the night before. The rangers are running around like total chaos. And I (monk) survived twice using ViM. And it helps if the mesmer got killed like 10 times too.

I remember that game well. We are more coordinated at some times more than others because rarely do I have all 8 guildees on. Usually I have 4-5 on with 1 playing offense. So my offensive players are not always the same. With that said I thought you had a better defense (or perhaps offense) than the other night. It seemed like you had multiple copies of shields up. After that it is basically just doing things to mess up the spike like shutting down the me & blinding a ranger. If you do that the spike can't get off. At the same time though broken tower is a tough one to play on vs another good team if they have capped. I played a rank 9+ necro spike that kicked my ass last night on broken tower but we still won (at one point I had 60% dp) because we capped first.
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Old Oct 24, 2005, 11:51 PM // 23:51   #70
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Quote:
Originally Posted by smurfhunter
lets answer the original question:

Q: What makes Lara's ranger spike so good?
A: the fact that i never group with him
Word

any the difference is sedai
lara uses Hornbows i think or it was longbows as u do too

and i didnt say anywhere where i said lara was a she stik

also u run this build to sedai pretty well
its almost the only build u run

and well that is true Big Mac... so so true
just stfu and eat some Prot Bond Cakes! D ( no offense pick the people u group with )
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