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Old Jul 18, 2005, 04:10 PM // 16:10   #41
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The healing ball is a great tactic but the thing is, Mesmers and Elementalists could just kill the monks from a distance.
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Old Jul 18, 2005, 06:51 PM // 18:51   #42
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Originally Posted by Sanity
The healing ball is a great tactic but the thing is, Mesmers and Elementalists could just kill the monks from a distance.
Read the forum description. This is a strategy discussion. Your sentence doesn't give us anything to work with.
Next, read the post before responding. Not only has your point been covered, people took the time to provide examples.

Again, please don't post unless you have something to contribute.
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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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Old Jul 18, 2005, 10:01 PM // 22:01   #43
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Originally Posted by Sarus
I think our old healing ball build is ineffective though at this point since the energy management is down the tubes.
Bah, the energy management might not be as brainless as before but it's still infinite. I stand by my previous statements - no Nature's Renewal, and we're sitting on that dais in a healing ball.


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Originally Posted by KallDrexx
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.
Healing Balls lose to Nature's Renewal, not Meteor Shower. The fact that you happened to kill with Meteor Showers in this case isn't particularly relevant. Nature's Renewal + Meteor Showers, Nature's Renewal + Aftershock spikes, Nature's Renewal + Chain Lightning, Nature's Renewal + Hammer spikes - you get the picture.


Quote:
Originally Posted by stumpy
another note ... you can use any disenchant to remove a healing ball build ... enchantment counters are plentiful now ...
Pantently untrue. We were happily tanking the hall with our healing ball for 10, 15, 20 wins against teams running Rends, Lingering Curse, Well of the Profane, Chillblains. We dealt with all of them. The only one that would be particularly interesting would be Chillblains, but only in multiples. One use of Chillblains doesn't do anything.


Quote:
Originally Posted by stumpy
the key isnt on a skill to use ... its coordination
Well, besides Nature's Renewal, yeah.


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? 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?
We did use Wards extensively, but never Greater Conflagration. That skill would be harmful to the build as it neutralizes the Life Bond chains. Physical damage was never a particularly big concern - we even cut Ward Against Melee at one point because a Warrior hacking away at our ball was actually healing us faster than he was dealing damage, so putting down a Ward would actually hurt our defense.

Peace,
-CxE
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Old Jul 18, 2005, 10:45 PM // 22:45   #44
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Originally Posted by Ensign
We did use Wards extensively, but never Greater Conflagration. That skill would be harmful to the build as it neutralizes the Life Bond chains. Physical damage was never a particularly big concern - we even cut Ward Against Melee at one point because a Warrior hacking away at our ball was actually healing us faster than he was dealing damage, so putting down a Ward would actually hurt our defense.
I remember that conversation.
Those were definitely good times.
I remember suggesting Ward Against Foes because it added so much utility to Relic maps, and provided a different type of "safe" zone in other maps.

Earth is such a good line...
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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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