Spike - The New (again) Metagame?

Denny Pace

Denny Pace

Academy Page

Join Date: Jul 2005

Good Eye Sniper [GeS]

Anyone else notice the increasing amounts of powerful spike groups in recent weeks? I don't believe I've seen as many since early on in GW.

The spikes are now highly-refined, with twists such as Me/W running 'Shields Up' chains, more powerful Ranger Spikes and some really twisted, evil and highly-effective Rainbow Spikes.

I'm seeing top-20 balanced-build guilds in obs mode reduced to shreds in less than 4 minutes from some of these spikes. Some are simply resigning after 2-3 minutes.

My questions to the esteemed audience here: Is Spike the new metagame? Beyond one's quest for knowledge, does it even pay to learn to do anything beyond 3-2-1-spike in GW anymore?

Dahnel

Dahnel

Wilds Pathfinder

Join Date: Oct 2005

Rt/Me

Spiking is a very powerful and valuable tactic to have at your disposal in guild wars wether its during a battle for the flag stand or as you attempt to cap the altar, but beyond the actualy spikes i have'nt seen many of these "Fotm Rainbow spikes" doing much pressure and are'nt unfeatable.

cry of the rapture

cry of the rapture

Ascalonian Squire

Join Date: Aug 2006

Kiting a shock axe

guildless again....

Mo/Me

good infuser = gg for 98% of the spikes out there

Venom4112

Venom4112

Frost Gate Guardian

Join Date: Mar 2006

We are all pretty [Ugly]

Mo/Me

The spikes will be screwed after the 6v6 HA patch is implemented.

Opeth

Opeth

Krytan Explorer

Join Date: Apr 2006

Portugal

Dangerous Pumpkins [dP]

Rt/A

in gvg:
if the other team is a spike team...you just split....

Tozen

Tozen

Lion's Arch Merchant

Join Date: Apr 2005

All Senses Failed [aSF]

A/N

I don't think we'll ever see spiking go away, but I bet it is going to become a lot more concentrated into fewer, harder hitting players instead of large groups due to the 6v6 HA change.

Maybe my Assassin will get to have some fun in HA after all

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

In GvG, spiking has become more common again. However, very few guilds running a spike will be able to split and still spike effectively, and there's a few counters you can run that really decimate a spikes power. I remember our first game against Ephemeral Sanity, who have a really brutal spike... until we used Shields Up!, and their spike power was cut. I've heard they can split and still spike, but they never did it against us.

Spiking is, and always will be, a good way to rack up alot of wins. It's quick and few teams in this metagame prepare for a spike. But again, they can be easy to shut down (easier than a pressure build) and generally one hard counter will kill alot of the spikes killing power.

Blind Rage

Blind Rage

Krytan Explorer

Join Date: Sep 2005

New Zealand

Inyurface Gaming [IYF]

the meta game has and always will be " noob hate and elitist attidutes"

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

--

R/N

Spike was here since UO preAos meta. There it was somehow invented - and it was very common in the good guilds. You don't deliver dmg on the spot - enemy can heal.
Spike will remain the most eficient way to kill in all games that have direct dmg things. I've seen some war3 players spike too.
Now almost every guild got spike, I've seen even some smiting monk bring banish or similar skill to help the spike.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Obsidian Spike has become a bit more popular, because in 8v8 it's quite hard to kill anything against all those Wards. And with Resolve+Stability, the only effective interrupts are Psychic Distraction and Power Block, which aren't that common.
With the 20 minute VoD, it's quite common that against a split they send 5 spikers and a Monk in the enemy base to clear the outer NPCs+Knights, which are easily lured out, while a Monk and the runner keep the enemy from killing their Bodyguard+Knights. After that they turtle or keep that position until VoD if their defence isn't in trouble and with equal NPCs or even slight advantage, it's likely for them to win if they play it right. This isn't that hard to counter, but outside the top 50 there aren't that many guilds who know how to handle it.

romO

romO

Wilds Pathfinder

Join Date: Jun 2005

Chicago

Idiot Savants [iQ]

Mo/

Spike became popular again because the metagame had shifted to KGYU-esque builds, which have little defense. It's not nearly as powerful as it was last year because back then, EVERYONE ran it, including the top teams, simply because no one knew how to beat it. After people developed strategies against it, people stopped running it and the meta evolved. The players that were around back then will know how to counter it through smash-mouth pressure and although it may work to an extent these days, people are much smarter now than they were back then and it really won't make it to the top.

And I'm just going to point out a couple of misconceptions about spike that have already been posted in this thread:

Quote:
Originally Posted by Opeth
in gvg:
if the other team is a spike team...you just split....
Any team splitting against a spike will lose the vast majority of the time. Spike teams generally have the opportunity to send a monk and a very defensive runner to deal with a split, and due to the nature and power of their spike, will still kill with ease at the stand with a reasonable amount of defense through the support skills of the spikers and the remaining monk. The best strategy against a spike build is generally to disrupt their spike and out-pressure them at the stand.

Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
Against a good spike team, there is no way for even the godliest infuser to catch many of the spikes without any disruption. Eventually, targets will accrue DP and those players will be taken out of the game. Without support, your team is just asking to die.

Kaycee

Banned

Join Date: Oct 2006

Ephemeral Sanity [Es]

Mo/

Quote:
Originally Posted by Opeth
in gvg:
if the other team is a spike team...you just split....
No you dont.
Mostly rank 200+ guilds split, and when they do its pretty much GG, because the spike damage can easily out pressure the 1 monk they leave behind.

pigdestroyer

pigdestroyer

Wilds Pathfinder

Join Date: Jan 2006

Los Chavos Del [ocho]

W/

spike teams are really hard to beat. people are getting better at it, thats why a lot of gvg spike guilds are in the top 50

and as someone said splitting doesnt does much, if you send for example 2 wars to the base, they will send a monk and probably an ele runner, making your wiping npc efforts worthless, as romO said your best bet its fight at the stand, and pressure them... though it is a hard task

Aejorii

Lion's Arch Merchant

Join Date: Dec 2005

SF, CA

W/

Agreed. Splitting against a spike is relying on the fact that your opponents will split their spike characters with you, deducting their damage. If they just send a monk and a defensive runner to "hold off" the split, then the spike team will just roll your remaining forces at the stand and move on. Once you aqquire DP, it's all downhill from there..

Doikor

Ascalonian Squire

Join Date: Sep 2005

Finland

Storm Bearers [SB]

Me/

Quote:
Originally Posted by pigdestroyer
and as someone said splitting doesnt does much, if you send for example 2 wars to the base, they will send a monk and probably an ele runner, making your wiping npc efforts worthless, as romO said your best bet its fight at the stand, and pressure them... though it is a hard task
Lets just go back to the splits that have enough power to overrun a monk and a blindbot. Or atlest stop them from running flag and push the flag in the middle. Get someone to fix the catapult and pray for a good hit

heist23

Journeyman

Join Date: Jul 2005

R/Mo

Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
You'd have to have the reflexes of God to catch the best spikes out there. Some of them are instant death, within the second. So quick and effective that it's scary.

When it comes down to it, the best option is to play your hardest at the stand and hope to God that their monks crack before your DP maxes out.

I Brother Bloood I

I Brother Bloood I

Banned

Join Date: Jun 2006

Good question

Theres some crazy spikes out there... but with 2 blessed escapers u can easily counter them with just spirit bond and prot spirit its just that easy but hard to coordinate with some lower level people. A good balanced team can beat a spike ive seen it done numerous times and once by yours truly... Its perfectly easy to counter spikes it just depends on damage output and monking. The only reason spikes are used is there not that hard to do. You can do a spike by typing 3, 2, 1. Yah thats ghetto but it still gets the job done. And if spiking became a problem thats nothing a Bonder + 2 Boons/Blessed cant solve. (Although ur on ur own for dmg)

P.S. Shelter is nice for spikes.

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

With Nightfall, I can see some really nasty spike builds coming out.

*cough* Hypochondria *cough*

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

A spike is the most efficient way to kill a person, everyone does 3-2-1-spike in GW, balanced builds, but even degen builds (sometimes), the best counter is to play strategically well, you see an Obsidian Flame? interrupt it, divert it, knock him down, do whatever you can. You see a Lightning Orb coming you're way? Dodge it. You see a Warrior running you're way? run away, ask for protection.

Monks can't do it all, if you don't help them you'll lose rather quickly against a good timed spike, remember, not every spike can be saved if their timing is perfect and that usually happans if all their damage output goes through.

The Real Roy Keane

The Real Roy Keane

Wilds Pathfinder

Join Date: Jan 2006

Dublin, Ireland

Quote:
Originally Posted by Dodo The Extinct
With Nightfall, I can see some really nasty spike builds coming out.

*cough* Hypochondria *cough*
They're as likely to leave Hypochondria the way it was as they are to leave Signet of Might the way it was.

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by The Real Roy Keane
They're as likely to leave Hypochondria the way it was as they are to leave Signet of Might the way it was.
As long as they don't keep them bugged then they're ok. :P

Denny Pace

Denny Pace

Academy Page

Join Date: Jul 2005

Good Eye Sniper [GeS]

Quote:
Originally Posted by romO
Spike became popular again because the metagame had shifted to KGYU-esque builds, which have little defense. It's not nearly as powerful as it was last year because back then, EVERYONE ran it, including the top teams, simply because no one knew how to beat it. After people developed strategies against it, people stopped running it and the meta evolved. The players that were around back then will know how to counter it through smash-mouth pressure and although it may work to an extent these days, people are much smarter now than they were back then and it really won't make it to the top.
Perhaps not #1, but they're getting darned close, per the ladder today. I'll refrain from mentioning specific guilds, as it's not something the mods like around here, but there are some *exceptionally good* spike teams out there in the top 20, right now, as I type this, and some relatively bad ones that have come up with victories against highly-ranked 'balanced' teams.

Maybe I'm just getting a little frustrated seeing the proliferation and success of something I find relatively skill-less (spiking) as compared to successfully running a well-tuned balanced build. I don't know. The good news, I guess, is that Nightfall is coming soon, and people like me who might need a GvG break will have some PvE to entertain themselves with.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

*sigh*

Spikes wouldn't matter if it wasnt for the fact that Shelter,Union, and Rituallord were raped..

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Theus
*sigh*

Spikes wouldn't matter if it wasnt for the fact that Shelter,Union, and Rituallord were raped..
the main reason that the spikes are growing is because everyone knows that Rit lords arn't going to be run. So eve nteh nerfed protection rit lords provide is almost garanteed NOT to be their.

nerfing rit lord was like asking for moee spikes in the metagame.

Phoenix Arrows

Wilds Pathfinder

Join Date: Mar 2006

With many other ugly people

We Are All Pretty [ugly]

R/

Yea, Hypochondria is so going to get nerfed. Or else it becomes Hypochondria spike . 2-3 Frag Mesmers, 4 Monks, Runner. Each has Hypo

crimsonfilms

Wilds Pathfinder

Join Date: Jun 2005

ES spike/split is pretty simple. Send the monk back and the E/Mo runner with blind. Turtle up and let the outside NPCs die - protect the inner NPCs.

The offense then just spikes through the remaining monk. Like all splits they will eventually they will push you back and spike your NPC down with ease (especially since they are not on your party list).

Unless your split offense team can kill the monk and E/Mo fast, ES and similar builds will likely get to your lord before your split will with theirs.

Tommy is right. You have to take down their offense. Take down a ranger or the Phantom Pain Mesmer. This will prevent most of their spike by nature.

As Evil have shown, the best defense is offense with spike.

Depending on your infuser as your spike defense is a mistake of most non high-level guilds. Even the best infuser in the game will not catch all the spikes. And once the DP accrues - no infuse will save you. Not to mention pre-proting is just Shatter bait.

Doikor

Ascalonian Squire

Join Date: Sep 2005

Finland

Storm Bearers [SB]

Me/

Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
True, most spikes can be saved with a reversal under boon anyway, when you use infuse you use an extra 5 energy and you have to heal yourself up afterwards aswell (or the other Monk does it).

romO

romO

Wilds Pathfinder

Join Date: Jun 2005

Chicago

Idiot Savants [iQ]

Mo/

Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
Pst... your monks are wrong.

Infuse health isn't even for pure spike teams, necessarily. I was using it on my BL bar just to be ready for unforeseen warrior damage on targets that were unable to be pre-protted. It works amazingly in that situation, and against the pure spikes that are being mentioned, it is the best heal you can ask for. After the infuse, your spiked teammate is at full health and you need to spend another ten energy to heal yourself back up. Assuming you use energy management well and the other team is not spiking every three seconds (trust me, they won't be), you aren't going to be having energy problems. I think it's a lot more safe as well, not having to rely on reversals of fortune, booned or not, against any type of spike. Even if you catch the initial damage, the target can still die, especially versus necro spike. Also, rofs will not bring your teammate back up to full health, so you are going to have to spend at least ten (rof+goh+devo), fourteen (booned rof+goh), nineteen (booned ps/sb+rof), or twenty (ps/sb+rof+goh) energy to heal them back up to full in order to not let them to be susceptible to future spikes. That's not such a big difference from using infuse, and even if the only reason you bring it is for pure spikes, the miniscule amounts of additional energy should be very much worth the security you get from it.

Celios

Academy Page

Join Date: Aug 2005

Canada

Black Crescent [BC]

Quote:
Originally Posted by unmatchedfury
the main reason that the spikes are growing is because everyone knows that Rit lords arn't going to be run. So eve nteh nerfed protection rit lords provide is almost garanteed NOT to be their.

nerfing rit lord was like asking for moee spikes in the metagame.
Bingo.

Bring back Shelter. With Tombs going to 6v6, it's obvious spikes aren't going to be nearly as popular there. All this nerf has done is hurt the standard of play in GvG, where rits weren't really a problem to begin with.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Echo oath shot shelter!!!!!oneoneoneone

Legendary Shiz

Legendary Shiz

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by cry of the rapture
good infuser = gg for 98% of the spikes out there
lol who's your infuser, and can we borrow him?

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I believe Spike will always be part of the metagame unless there are changes.

CHUIU

Krytan Explorer

Join Date: Mar 2006

Team Legacy

N/

Quote:
Originally Posted by Doikor
Many of the top lvl guilds dont evin take infuse due to it being an incredible waste of energy. (Or atlest thats what our monk(s) say)
GvG != HA. Are your monks watching GvG battles or HA battles with top level guilds?