Jul 15, 2005, 01:05 AM // 01:05
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#21
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Sarus
Those beat us the first few times until we adapted to them. The thing that really beat us was the Dev's and their nerf stick.
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I have to disagree. The devs didn't nerf the strategy into oblivion - it's just as strong as it was before. What changed was Nature's Renewal. Once that skill started working properly and became ubiquitous, enchantment stacking strategies simply stopped being viable.
I guarantee you that if they took Nature's Renewal out of the game, we'd be playing healing ball again that very day. It's still that broken.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jul 15, 2005, 01:38 AM // 01:38
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#22
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Rangers > Monks? lol
Well that is the current FotM anyways
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Jul 15, 2005, 02:23 AM // 02:23
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#23
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by ICURADik
So let's see.. Chillblains, Well, Nature's Renewal are what beat you. And you don't place the seed on a random person. So you must seed the prot monk. This strat has already been posted like 3 times in the this thread. I think your reading comprehension is lacking.
Does Life barrier activate Seed?
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I love adam.
Last edited by Eonwe; Jul 18, 2005 at 01:17 AM // 01:17..
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Jul 15, 2005, 04:58 AM // 04:58
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#24
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Academy Page
Join Date: May 2005
Location: Athens, GA
Guild: TLH
Profession: Mo/Me
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My guild actually did this a few weeks ago as a joke. Everyone equipped Healing Seed, Heal area and then whatever other spells they wanted. We won about four rounds until something killed us almost instantly (literally).
I'm just curious though. Has anyone in this thread ever heard of Meteor Shower?
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Jul 15, 2005, 05:14 AM // 05:14
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#25
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Banned
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Quote:
Originally Posted by Eonwe
I'm not going to say anything other than no, we didn't seed the prot monk. Hell, we didn't even run a prot monk.
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Why is it so secretive? If it's not that good anymore, then why not share it.
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Jul 15, 2005, 05:44 AM // 05:44
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#26
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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I love adam.
Last edited by Eonwe; Jul 18, 2005 at 01:17 AM // 01:17..
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Jul 15, 2005, 08:57 AM // 08:57
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#27
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Academy Page
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Quote:
Originally Posted by Mister Glue
I'm just curious though. Has anyone in this thread ever heard of Meteor Shower?
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meteor shower just triggers the healing ball heals.
the only way meteor shower could kill this is by knocking down the monks the instant when they are trying to recast seed so the healing ball gets interrupted.
i think that putrid, death nova and perhaps eartquake/aftershock used together with edge of extinction are more viable tactics to kill a healing ball if there is no enchant removal available.
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Jul 15, 2005, 01:38 PM // 13:38
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#28
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Ministry of Technology
Join Date: Feb 2005
Location: Washington D.C.
Guild: Idiot Savants
Profession: Mo/
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Quote:
I guarantee you that if they took Nature's Renewal out of the game, we'd be playing healing ball again that very day. It's still that broken.
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Hmmm .... I guess I agree with you there. If we threw in a healing ball to our current tombs build it would be pretty nice if there was no nature's renewal. That being said we've changed our style of play considerably since the old healing ball days (for the better in my opinion). I think our old healing ball build is ineffective though at this point since the energy management is down the tubes.
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Jul 15, 2005, 02:31 PM // 14:31
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#29
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Lion's Arch Merchant
Join Date: Mar 2005
Location: Norway
Profession: P/W
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Quote:
Originally Posted by Mister Glue
I'm just curious though. Has anyone in this thread ever heard of Meteor Shower?
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Yes. A good healing ball can tank them.
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Jul 15, 2005, 05:22 PM // 17:22
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#30
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Ascalonian Squire
Join Date: Jul 2005
Guild: The Obsidian Kings
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Quote:
Originally Posted by Linkie
Yes. A good healing ball can tank them.
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O.o I"ve beaten healing balls with it. Just had a ranger put down natures then right away have the eles do multiple meteor showers. Since healing balls are focused around enchantments how would they tank them?
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Jul 15, 2005, 06:40 PM // 18:40
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#31
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Jungle Guide
Join Date: Feb 2005
Location: Canucklehead BC, Canada
Guild: Advanced Necro Undead Society
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because you stated just meteor shower ... the key isnt meteor it was natures renewal as many have stated before ...
then any interrupts will to to intrupt the ball ...
another note ... you can use any disenchant to remove a healing ball build ... enchantment counters are plentiful now ... the key isnt on a skill to use ... its coordination ... if you can knock them out of sync you have room for a coordinated strike (don't mean air spike, just an attack to take out target) ...
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Jul 15, 2005, 06:49 PM // 18:49
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#32
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Ascalonian Squire
Join Date: Jul 2005
Guild: The Obsidian Kings
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Quote:
Originally Posted by stumpy
because you stated just meteor shower ... the key isnt meteor it was natures renewal as many have stated before ...
then any interrupts will to to intrupt the ball ...
another note ... you can use any disenchant to remove a healing ball build ... enchantment counters are plentiful now ... the key isnt on a skill to use ... its coordination ... if you can knock them out of sync you have room for a coordinated strike (don't mean air spike, just an attack to take out target) ...
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I never mentioned meteor shower in the first place, I only commented on someone saying that it can be tanked by Healing balls :P
Also any decent healing ball will have counter to most disenchants. All they have to do is is chain spellbreaker the person with seed on them. Therefore the only way to really disenchant them is by natures, or if someone dies on the altar and you well of profane them. Natures is a better solution since it takes them longer to recast it (at least until well of profane is fixed where you can't cast new enchantments while in the well)
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Jul 15, 2005, 08:41 PM // 20:41
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#33
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Guest
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Enchantment removal besides Natures Renewal and a rare case of Chilblains isnt going to break a healing ball.Ever.
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Jul 18, 2005, 07:19 AM // 07:19
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#34
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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Nature's Renewal is the single biggest deterrent to running this kind of build. That skill is completely unbalanced, but it's the only skill that keeps rampant enchantment stacking in check. However, I'd much prefer NR, as it's currently implemented, be removed and devise another way to counter so many enchantments.
I don't get paid to think up ways to balance the system though, so I'll bow out of this conversation for now.
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Jul 18, 2005, 08:32 AM // 08:32
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#35
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Wilds Pathfinder
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Just for my own curiosity: Did you guys (iq) use wards in your healing ball setup, particularly stacking ward elements/harm with greater conflag? Or did taking that drop your overall offense too much on the way there that it wasn't worth it when a normal bond/barrier stackage with seed would do the trick? Taking 30% or so of normal non-air/water/earth damage and then having to go through the seeds/enchants...that's pretty strong defense to say the very least.
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Jul 18, 2005, 09:19 AM // 09:19
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#36
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Academy Page
Join Date: May 2005
Location: Athens, GA
Guild: TLH
Profession: Mo/Me
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Quote:
Originally Posted by Yabba
meteor shower just triggers the healing ball heals.
the only way meteor shower could kill this is by knocking down the monks the instant when they are trying to recast seed so the healing ball gets interrupted.
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I was just stating what ended up killing us. I think (not sure though, I know at least one was) there were two meteor shower's casted on us which took everyone in the party down to about 25% and then 3 or 4 of us were finished off with some random spike spells. From there it was easy to kill us off because there were only four of us. I probably should've included this in my other post... but oh well.
Again, let me say that we did this build many weeks ago (before most groups seriously looked at the healing ball tactic) and that we did it purely as a joke.
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Jul 18, 2005, 09:47 AM // 09:47
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#37
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Frost Gate Guardian
Join Date: Mar 2005
Profession: Mo/Me
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I've seen a similar thing in 4v4. Two monks standing close casting healing seed on one another along with a number of other healing spells. Suffice to say our group was done for, even though we did get them close to death. We just didn't have the skills equiped to deal with it. If you ask me it's a pretty lame tactic, but obviously not going to be removed so I guess I have to live :/
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Jul 18, 2005, 03:05 PM // 15:05
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#38
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Desert Nomad
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Better adjustment to enchantments in general would be to make them all most medium duration with very long recasting, so that single or multiple step removals actually have a meaningful effect. Instead of having many short cast, short->meduim duration, low recast time enchantments that can be recycled more often than they are removed requiring a skill like natures renewal to exist.
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Jul 18, 2005, 03:48 PM // 15:48
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#39
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Hmm, makes me wonder if the armor ignoring effects of Desecrate Enchantments from 4 mesmers/necros or something would make them feel an itch...
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Jul 18, 2005, 03:51 PM // 15:51
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#40
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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Quote:
Originally Posted by Zeru
Just for my own curiosity: Did you guys (iq) use wards in your healing ball setup, particularly stacking ward elements/harm with greater conflag?
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Wards yes, but not greater conflag.
Wards are great. Why not use them?
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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