Jun 26, 2005, 08:02 AM // 08:02
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#21
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Krytan Explorer
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I imagine you mean traps. There is a site that's linked to this forum, where you can actually read the skills. Being a monk doesn't mean you have to be oblivious to the rest of the game.
Ideally you should play each profession to see how they work. But at the very least, look at the skills they have.
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Jun 26, 2005, 07:30 PM // 19:30
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#22
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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Quote:
Originally Posted by Rey Lentless
I imagine you mean traps. There is a site that's linked to this forum, where you can actually read the skills. Being a monk doesn't mean you have to be oblivious to the rest of the game.
Ideally you should play each profession to see how they work. But at the very least, look at the skills they have.
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'We already established that it was the obilisks. Traps don't send balls of light hurling at you, if I'm not mistaken. But Obalisks do.
This was a mistake based on another player, a W/mo's inane jabber about how Koreans were teh gods.
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Jun 27, 2005, 03:02 AM // 03:02
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#23
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Academy Page
Join Date: May 2005
Location: Dallas
Guild: Council of Awen[CoA]
Profession: Mo/Me
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Quote:
Originally Posted by Tellani Artini
That'll work great if the spirit layers are dumb and bunch up the spirits. Are you building to counter dumb spirit teams or smart ones?
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You sound like one of the early Air elementalists talking about how l33t their spike team build is about three or four weeks ago. There is a counter build to spirit spam, and within a couple of weeks it will be as commonplace as the spirit spam or the spike build before it. One difference between this build and the spike build is that the counter to it may only be an adjustment in strategies for an already well-rounded build (rather than a changing of skills and individual professions).
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Jun 27, 2005, 03:36 AM // 03:36
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#24
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Quote:
Originally Posted by Lane
You sound like one of the early Air elementalists talking about how l33t their spike team build is about three or four weeks ago. There is a counter build to spirit spam, and within a couple of weeks it will be as commonplace as the spirit spam or the spike build before it. One difference between this build and the spike build is that the counter to it may only be an adjustment in strategies for an already well-rounded build (rather than a changing of skills and individual professions).
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Spirit builds can be, and are already countered by good opponents that know what the spirits do, how to stop them from being created, and which ones really need to die. Indeed, I can only think of one skill that can help you kill spirits specifically, and ironically it's also a ritual.
Instead of talking about how l33t ritual builds are (or were), I'm trying to tell people that no specific skills (besides EoE or maybe a ton of minions) will help them beat spirits. When spikes were big, people threw skills at the problem: spell breaker, protective spirit, fertile season. You can't throw skills at spirit builds, only strategy. Strategy requires knowledge of the game and communication, meaning many (but not all) PuGs come up short.
I can tell you that from a ritual team's perspective, a balanced team is much harder to beat than many other "gimmicky" builds like air spikes and mass hexes.
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Jun 27, 2005, 03:51 AM // 03:51
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#25
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Krytan Explorer
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It really depends on how they place the Spirits. Remember Spirits can't move, so those AoE spells that do recurring damage(Firestorm, Maelstrom, Meteor Shower, etc.) are really good against them. The oroblem is those spells usually suck against a good team in PvP(because they know to move away), so no one takes them in.
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Jun 27, 2005, 06:28 AM // 06:28
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#26
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Frost Gate Guardian
Join Date: May 2005
Location: In my pants of "superior strength"
Guild: Royal Orrian Foreign Legion
Profession: W/N
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As a warrior, I would go after the spirit that gives all spirits a health bonus (the name escapes me) and then, wait for the nukers to cast AoE spells, blow a hole in their defences, and it's done.
Or, the best strategy: DON'T GIVE THEM THE TIME. Stop sitting on your asses and rush them. A lot of those spirits takes 30 seconds to a minute to recharge, so if they have that much time to put up that many spirits (even with a team of 8 rangers) you obviously need to rethink the way you approach the tombs.
Of course, this isn't a perfect strategy, and before someone comes up with a really good counter, A.net may just change it so that either you spirit gives you a dp when it dies, or you can only have one spirit up of a kind at a time. Either way.
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Jun 27, 2005, 06:40 AM // 06:40
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#27
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Krytan Explorer
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Most of the those teams drop Quickening Zephyr, halving the recharge time on all skills. That makes those 30 second recharges into 15 seconds.
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Jun 27, 2005, 06:41 AM // 06:41
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#28
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Academy Page
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not to mention serpents quickness to make recharge even faster
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Jun 27, 2005, 06:43 AM // 06:43
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#29
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Frost Gate Guardian
Join Date: May 2005
Location: In my pants of "superior strength"
Guild: Royal Orrian Foreign Legion
Profession: W/N
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then rush faster? all it takes is a pair of warriors who can alternate dropping a "charge!" shout, and you'd be on top of them before they had even finished dropping Zephyr.
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Jun 27, 2005, 06:44 AM // 06:44
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#30
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Looks to me like most of the rituals have a 60 second cooldown, the exceptions being frozen soil and maybe muddy terrain (the GWG descriptions seem inaccurate, for instance, muddy terrain is not elite, and I know fertile season has a 60sec cooldown). Quickening zephyr reduces the time to 30 seconds.
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Jun 27, 2005, 11:56 PM // 23:56
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#31
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Ascalonian Squire
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If I have this right:
Mesmer skills of Illusion and Inspiration can end this build fairly rapidly:
Mantra of Inscriptions (up to 45% faster signet recharge time)
Unnatural Signet (Removes latest nature ritual)
Unfortunately I think that one got removed, although its still listed in Knights Templar's skill guide. That was back when they were nature rituals instead of spirits, which actually made more sense. I'm not sure if it's gone, but I would guess so.
Oh well.
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Jun 28, 2005, 08:35 AM // 08:35
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#32
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Academy Page
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Ancalagon06, muddy terrain will cancel the effects of charge. oh and have you heard of pindown? ranger ritualists aren't dumb bots who will just keep on laying spirits knowing that a warrior or two are rushing em
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Jun 28, 2005, 09:19 AM // 09:19
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#33
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by KonohaFlash
Ancalagon06, muddy terrain will cancel the effects of charge. oh and have you heard of pindown? ranger ritualists aren't dumb bots who will just keep on laying spirits knowing that a warrior or two are rushing em
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Yes they will, I've seen it happen.
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Jun 28, 2005, 09:27 AM // 09:27
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#34
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Quote:
Originally Posted by Vindexus
Yes they will, I've seen it happen.
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If they're amateurs, you shouldn't have any trouble in the first place.
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Jun 28, 2005, 09:30 AM // 09:30
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#35
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Why should you stop doing your job, dropping rituals, because there are warriors on you?
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Jun 28, 2005, 09:36 AM // 09:36
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#36
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Assuming there's already a full set of spirits up, I usually hit storm chaser and run around in circles for about 10 seconds, then start laying spirits again because they've given up. Easy way to shed disrupting chops/hammer bashes/savage slashes, and you only miss two ritual casts.
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