Sep 26, 2005, 07:04 AM // 07:04
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#21
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Lion's Arch Merchant
Join Date: May 2005
Location: Scotland
Guild: The Illuminati
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Quote:
what guild were you? and by the way we're no longer rank 70ish, its 43 for now (and rising) =P
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Silver Assassins - we were still rising until we ran into you guys. Nice to know you are convinced there is one strong counter around - guess I just have to find it now.
GG to you too, and looking forward to clashing again in the future.
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Sep 26, 2005, 07:33 AM // 07:33
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#22
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Krytan Explorer
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Quote:
Originally Posted by Vindexus
Shields Up does nothing because Kindle is bugged and converts your damage to fire.
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People run ignite and winnowing too, and it does give a block rate. Ward against harm is the best counter, but shields up is worth running too, kindle or not.
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Sep 26, 2005, 08:00 AM // 08:00
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#23
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Lion's Arch Merchant
Join Date: May 2005
Location: Mississauga, Ontario
Guild: Inyurface Gaming [IYF]
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Life Bond
Yes, I know it's an enchantment
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Sep 26, 2005, 08:05 AM // 08:05
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#24
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Academy Page
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errr shields up still gives 10-34~42% blocking chance even with kindle arrows.
as to the counter.. i say keeping both shields up and aegis up while disrupting their disenchanters should play pretty well for defense. sure kindle would still hit but it alone wont kill you. actually the hits from kindle would give away their called target to your monks and it shouldnt be hard to pull of a quick seed, shielding hands, shield of judgement or mark of prot on the target
while you defend, send a runner to takeout their favorable winds while you pelt em with low cost, quick cast, low recharge necro curses or mes hexes to impair their offense. most of the rangers come with mesmer secondary for hex breaker, but you should still be able to slip in a couple of hexes. these hexes also work on IWAY so, good deal there
Last edited by KonohaFlash; Sep 26, 2005 at 08:07 AM // 08:07..
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Sep 26, 2005, 10:44 AM // 10:44
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#25
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by smurfhunter
biggest weakness of this build is the inability to target more than one person. playing against many teams like this, it usully goes:
ranger spike drops your monk, monk resd.
renger spike drops another monk, monk resd.
then one of two things happens: your team panics and falls apart, OR, your monks figure out whats going on and the next target doesnt die but gets close, and by then the ranger team is dead.
all you really need to do is have the heal monks spam heal other/woh as soon as they see someones hp drop, then have the prot monk use shielding hands/guardian. thats it really... shields up just totally owns it, all the arrows end up doing 0 damage, IF they hit. build is definetly a fotW, even pRp stopped doing it.
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More like the mesmer dies...Resd
The mesmer dies...Resd
The mesmer dies...Resd
The mesmer dies...Resd
The mesmer dies...Resd
The monk dies
The monk dies
the monk dies
Quote:
Originally Posted by Alone)
Prot. Spirit..hm...
Not bad, but counterable, as every build out there.
Stronger than a smite or IWAY group? Possibly. Better? Not really.
Random thought: Wonder if anyone ever one HoH with 8 warrior/monks. I'd like to see that
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Prot spirit doesn't do anything agianst ranger spike..IWAY sucks...Everything is better then that, Smite is decent.
Quote:
Originally Posted by Entropius
pRp's running some sort of weird variant of ranger spike with traps now. We (Free Faction / Embryo Slaystyle's PUG team) beat it a couple of times last night, but our team is a rather bad matchup for theirs.
Seems like Ward vs. Harm would blunt the kindle damage in a rather uncounterable way. Might be why pRp runs traps, to clear the wards.
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With that evil....nasty...build -_-
Last edited by cookiehoarder; Sep 26, 2005 at 10:49 AM // 10:49..
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Sep 26, 2005, 11:57 AM // 11:57
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#26
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Ascalonian Squire
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I was in a smite team, we were against a ranger team that won the hoh about half an hour ago, and they were amazing.
Healing hand, healing seed? Completly useless. It only takes a few seconds to take out a spellcaster. The monks have to be good with quick reaction and happens to be within range to keep the target alive. When they find that the healing are outdoing their damage, they would simply switch target and repeat.
Many of the counters mentioned are the kinds that are good in theory but absolutly useless in practice. Aegis is great, but long recharge time.
Ward againtst Harm: Do you really want to waste an elite on something with limited use, and i think it is water magic.
I think the best counter to this build is that it takes a lot of skill and organistation to make it work, which is something you hardly ever see.
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Sep 26, 2005, 01:11 PM // 13:11
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#27
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Jungle Guide
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you counter the ranger spike just like you counter IWAY.
smiting monks for the win!
holy Wrath is so goddamn funny.
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Sep 26, 2005, 01:14 PM // 13:14
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#28
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Frost Gate Guardian
Join Date: Sep 2005
Location: mtricht
Guild: Limburgse Jagers
Profession: W/Mo
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i dont quite know how the spike works, coz im more of a pve-er
wouldnt a bunch of mesmers have chance ?
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Sep 26, 2005, 01:16 PM // 13:16
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#29
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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Quote:
Originally Posted by Ollj
you counter the ranger spike just like you counter IWAY.
smiting monks for the win!
holy Wrath is so goddamn funny.
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I'm going to assume you're being sarcastic here.
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Sep 26, 2005, 01:29 PM // 13:29
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#30
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Frost Gate Guardian
Join Date: Jun 2005
Location: Usually Lions Arch 2
Guild: Clan Brotherhood
Profession: Mo/Me
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The other day I saw a 8 man smite team in a ball, those stop rangers fast.
Other then that I can just say dont be in arrows range, keep moving and most arrows miss, or stand behind a wall and arrows miss. I have been using ranger spike since 2 weeks now and I gets me to the HoH quite alot.
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Sep 26, 2005, 01:43 PM // 13:43
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#31
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on a GW break until C4
Join Date: Feb 2005
Location: In your shadow
Guild: Servants of Fortuna
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Methinks some of you might want to check out this thread.
__________________
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Sep 26, 2005, 03:26 PM // 15:26
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#32
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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Normal ranger spiking isn't too scary, it's when the Lingering/Rend comes in and they spike right after that. If they do that the best course of action is good positioning and hexing/blinding the rangers. Super-reflex monking also helps.
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Sep 26, 2005, 03:35 PM // 15:35
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#33
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Frost Gate Guardian
Join Date: May 2005
Location: San Antonio, TX
Guild: Xen of Onslaught [XoO] - www.xoohq.com
Profession: W/E
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Lingering, rend, rigor are all overkill, if you coordinate the spike well and have a couple of single enchantment removals you're fine. There are good ways to counter this but the issue is....can you counter it and still have a team that can do something against other builds?
Your best bet may be to, when in Rome, do as the Romans do...get your own team together, run it better than the other party running the same thing and win...and hence the FoTM!! Seriously though unless you are also playing at a very high level the team that killed you with Ranger Spike probably could have killed you using Malaise and Mind Wrack it would have just taken them longer.
Lets just note that a R/Me with Mantra of Flame and Fire Armor standing in a Ward Against Harm gets hit for about 2 damage by another Ranger Spike A well run Air Spike team can also kill them just fine in tombs, probably not in GvG due to exhaustion issues.
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Sep 26, 2005, 03:58 PM // 15:58
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#34
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Lion's Arch Merchant
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Quote:
Originally Posted by lilith000
Ward againtst Harm: Do you really want to waste an elite on something with limited use, and i think it is water magic.
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Ward against Harm isn't limited-use. Considering that it cuts most damage to 2/3, and fire damage to 1/3, I'd say it's pretty good.
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Sep 26, 2005, 04:00 PM // 16:00
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#35
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Frost Gate Guardian
Join Date: May 2005
Guild: lfg, invite me. HA! no need to post in guild forum.
Profession: W/Mo
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Quote:
Originally Posted by Brother Andicus
ranger spike has potential to be far stronger than IWAY or smite ever were.
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I thought I would never see the day when someone realised this...
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Sep 26, 2005, 04:01 PM // 16:01
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#36
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Frost Gate Guardian
Join Date: Jun 2005
Location: Austria
Guild: Need for Seed [SeeD]
Profession: Mo/Me
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Quote:
Originally Posted by romO
... there is one very good counter to the build that hasn't been mentioned yet, and all i have to say is WHEW! glad you didn't see a certain part of it ^^
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I guess whatever it is, my guild either had it or there was some other kind of counter we brought along. Maybe it was one of your first testing games as well (you were ranked 92 on Saturday when we beat you). I must say I've played against quite some Ranger spikers in tombs and we always won. Constant Aegis, Guardian, quick monk reflexes and that was it. Hell we flawlessed some of those builds. With Prav it was more difficult and they dropped a few of us, but in the end we killed them once and they left (I still wonder why because you can certainly come back and we weren't that good IMO).
I don't think ranger spike is overpowered. Sure it is nasty and in tombs (without a designated flagrunner) you can even enhance it, but it is far from unbeatable for most teams if they don't panic and have decent monking.
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Sep 26, 2005, 05:12 PM // 17:12
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#37
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by Mitsu Bishi
I guess whatever it is, my guild either had it or there was some other kind of counter we brought along. Maybe it was one of your first testing games as well (you were ranked 92 on Saturday when we beat you). I must say I've played against quite some Ranger spikers in tombs and we always won. Constant Aegis, Guardian, quick monk reflexes and that was it. Hell we flawlessed some of those builds. With Prav it was more difficult and they dropped a few of us, but in the end we killed them once and they left (I still wonder why because you can certainly come back and we weren't that good IMO).
I don't think ranger spike is overpowered. Sure it is nasty and in tombs (without a designated flagrunner) you can even enhance it, but it is far from unbeatable for most teams if they don't panic and have decent monking.
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haha yeah, no offense, but i was incredibly pissed off when you guys beat us. they just threw together some newb build and went to gvg before testing it in tombs. after that one we had to take a deep breath, get things worked out, and go back to gvg when everyone was ready. we are 11-0 since then.
you guys really didnt have a counter to it, it was just our rangers being idiots and not knowing what to do.
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Sep 26, 2005, 05:15 PM // 17:15
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#38
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Jungle Guide
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Quote:
Originally Posted by Pharalon
I'm going to assume you're being sarcastic here.
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im sure you barely ever read skill descriptions and are far from knowing half of all skills.
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Sep 26, 2005, 05:42 PM // 17:42
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#39
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Frost Gate Guardian
Join Date: Jun 2005
Location: Austria
Guild: Need for Seed [SeeD]
Profession: Mo/Me
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Quote:
Originally Posted by romO
you guys really didnt have a counter to it, it was just our rangers being idiots and not knowing what to do.
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Hehe, well sometimes you've got to be lucky I guess otherwise it would've been a close game for a longer time, but I think you are better in the long run and you would certainly win a rematch.
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Sep 26, 2005, 05:57 PM // 17:57
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#40
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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i would say edenial a great counter, run 3 me/n with edenial and curses and 3 of your own interupt rangers (because ....whynot?)
you should be able to take them down ....(panic?)
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