Jul 16, 2005, 12:48 AM // 00:48
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#1
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Ascalonian Squire
Join Date: Jun 2005
Guild: Small Gods
Profession: N/R
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How to beat a Spell Breaker team
Hi guys
Ocasionaly in GvG and Tombs me and my team fight against 3 monk teams with spell breaker. We find this realy hard to beat. Tryed to change targets often but this is still not enough. Is there any way to counter such teams? Does Chilblains work in this situation? And when is the best time to cast it? Nature's Renewal is probably a bad spirit to have, because we use alot of hexes and enchantments too.
Please share your experiance in beating such teams.
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Jul 16, 2005, 03:10 AM // 03:10
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Nature's renewal will screw spell breaker more than it would hurt your team as long as you plan for it. Good spell breaker teams will have cover enchants to protect their spell break from chilblains. Nature's renewal is really the only answer.
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Jul 16, 2005, 04:47 AM // 04:47
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#3
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Site Contributor
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Well of profane and extensive use of chillbains should do it, but you really should be able to switch targets faster than it takes them to recharge spellbreaker. With the right setup, you can get a very long duration on spellbreaker, but the recharge timer still remains at 45s, so even with 3 monks doing it, you should still be able to outpace them. And they're down an elite.
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Jul 16, 2005, 08:20 AM // 08:20
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#4
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Hit them. Really hard.
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Jul 16, 2005, 12:25 PM // 12:25
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#5
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Pre-Searing Cadet
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Signet of Humility could help.
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Jul 16, 2005, 12:36 PM // 12:36
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#6
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Ascalonian Squire
Join Date: Jun 2005
Guild: Ordo Rosae Moriatur
Profession: Me/R
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Illusionary Weaponry cuts though it.
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Jul 16, 2005, 12:44 PM // 12:44
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#7
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Frost Gate Guardian
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Well... Mo/Me - Archane Echo. Remove and i recast. Don't remove and i can keep it up 24/7.
15 seconds with 12 divine favor + 20% from Staffupgrade +30% from blessed aura which i only need up for that one cast. And if that is about to wear off i just fire up the echoed spell.
But... Spell Breaker has one weakness and that is its casting time of 1.75 seconds. That is by far enough time for any random - even a bad one - mesmer/ranger to interrupt the casting. And Spellbreaker consumes 15 Energy, so whomever is keeping this thing up all time is severely short on energy or relying on blessed signet for energy.
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Jul 16, 2005, 06:38 PM // 18:38
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#8
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Site Contributor
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Spellbreaker's actual casting time is 1 second, which takes a lot of luck and attention to interrupt. Also, there are a large number of energy management options available to a monk, 15 energy every 45seconds is not much.
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Jul 16, 2005, 09:53 PM // 21:53
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#9
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Frost Gate Guardian
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Quote:
Originally Posted by Red Locust
Spellbreaker's actual casting time is 1 second, which takes a lot of luck and attention to interrupt. Also, there are a large number of energy management options available to a monk, 15 energy every 45seconds is not much.
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1 Second + 0.75 Second Aftercast. That is more than enough time to interrupt that. Trust me, i've done it for quite a while and it is actually one of the more easily interrupted spells as you can tell when it is gonna be casted. Of course there is no such thing as a 100 percent chance on that. But it is fair enough
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Jul 17, 2005, 04:00 PM // 16:00
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#10
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Krytan Explorer
Join Date: Apr 2005
Guild: Zero Files Remaining [LaG]
Profession: R/Mo
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chilblains for the win ^^
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Jul 17, 2005, 04:17 PM // 16:17
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#11
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Spell Breaker should follow its own naming rules. With a name like that, it should stop ANY spell cast on target.
Enemy spells can't be cast on target? That already sounds quite broken and from the sound of it, Nature's Renewal is probably the ultimate shredding spell.
Illusionary Weaponry {E} does rip through it quite painfully I might add.
I suppose hitting the monk to death with armor ignoring spells and enchants wouldn't be bad idea either.
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Jul 17, 2005, 05:25 PM // 17:25
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#12
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Frost Gate Guardian
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Quote:
Originally Posted by Feli
1 Second + 0.75 Second Aftercast.
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You can't interrupt a spell during aftercast, as it's already been casted by then...
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Jul 17, 2005, 05:56 PM // 17:56
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#13
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Nature's Renewal is incredibly overpowerd, no team build should be without it. If you really heavily on hexes and enchantments, you should change your build because if you come up against Nature's Renewal, you'll probably lose.
As for spell breaker, switching targets does work. They have three spellbreakers on 45s recharge, and 8 people on the team. Just let them cast one on the target, switch to a new one, and continue until they don't have Spellbreaker charge.
Signet of Humility is a great idea as well.
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Jul 18, 2005, 12:03 AM // 00:03
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#14
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Lion's Arch Merchant
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So do big heavy pointy things.
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Jul 18, 2005, 03:17 AM // 03:17
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#15
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Wilds Pathfinder
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Look at the length/recharge times. This isn't protective spirit and it can't be spammed. Just switch targets or time a diversion or distracting shot.
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Jul 18, 2005, 04:25 AM // 04:25
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#16
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Cowbell Boy
Join Date: Apr 2005
Location: Great Lakes, IL
Guild: Treacherous Empire
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How about you stop relying on air spike for all your dps?
...I can't believe people still run garbage like that.
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Jul 18, 2005, 04:39 AM // 04:39
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#17
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Desert Nomad
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Quote:
Originally Posted by Kriegar
How about you stop relying on air spike for all your dps?
...I can't believe people still run garbage like that.
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Rangers 4tw i guess...
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Jul 18, 2005, 02:58 PM // 14:58
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#18
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Academy Page
Join Date: Jun 2005
Guild: Ectos And Shards [EnS]
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Spell Breaker does not protect the target from Chilblains, Earthquake, Aftershock, Zealot's Fire, or any other spell that does not target them specifically.
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