The FotM in TA seems to be Natures Renewal teams, typically a couple of interrupting Rangers with pets that camp on any casters in your team so they can't cast a single thing.
What's a good way to deal with Rangers if there is Natures Renewal present mucking up your typical Necro/Mes aniti-melee hexes?
NR Ranger shutdown
erk
Llint
Kill it? Wand, spear or bow it? Interrupt the nature ritual, kill the ranger, knockdown the ranger... Blind him so he cant hit with oath shot.. Hex him so oath shot has a chance of missing, hex him so you can in theory interrupt oath shot. Diversion oath shot.
erk
Quote:
Originally Posted by Llint
Kill it? Wand, spear or bow it? Interrupt the nature ritual, kill the ranger, knockdown the ranger... Blind him so he cant hit with oath shot.. Hex him so oath shot has a chance of missing, hex him so you can in theory interrupt oath shot. Diversion oath shot.
Can't get hex out before interrupted, and dead if you waste time standing still trying to wand spirit with two Rangers and pets disrupting you. My first thought was to give in and run an NR team as well to balance the playing field, however that makes things boring.
Scrimbul
[skill]Gaze of Fury[/skill]
[skill]Consume Soul[/skill]
[skill]Signet of Creation[/skill]
[skill]Glyph of Sacrifice[/skill]
Signet of Creation can be run without attribute point investment. Consume soul wastes a slot, especially for a TA battle.
Glyph sac will get an important hex through, but it's a little unwarranted.
Those are going to be imperfect square peg round hole solutions though, especially with two second cast times which are your problem in the first place.
To be honest your whole problem is simply not hanging outside of NR's range in the first place. If it's in the back of their base, force them to bring it forward.
Have you considered
[skill]Song of Concentration[/skill]
[skill]Mantra of Resolve[/skill]
[skill]Mantra of Concentration[/skill]
Until you can remedy the spirit problem?
[skill]Consume Soul[/skill]
[skill]Signet of Creation[/skill]
[skill]Glyph of Sacrifice[/skill]
Signet of Creation can be run without attribute point investment. Consume soul wastes a slot, especially for a TA battle.
Glyph sac will get an important hex through, but it's a little unwarranted.
Those are going to be imperfect square peg round hole solutions though, especially with two second cast times which are your problem in the first place.
To be honest your whole problem is simply not hanging outside of NR's range in the first place. If it's in the back of their base, force them to bring it forward.
Have you considered
[skill]Song of Concentration[/skill]
[skill]Mantra of Resolve[/skill]
[skill]Mantra of Concentration[/skill]
Until you can remedy the spirit problem?
erk
That Song of Concentration looks interesting, never noticed it before as I don't often run a Paragon secondary. Might have to get a Paragon into the team as a test. I will try the Gaze of Fury on my Necro tonight, could be handy against Rit's too.
moko
NR is usually not a big deal. killing NR is very very easy, there's nothing that would really stop you from it.
to be honest, i rarely see teams running a dedicated NR/Oath shot (well, at least i don't recall them, don't play that much anymore afterall) -- however many teams simply have a basic interrupt ranger (Barrow, noobs take BHA), so NR will often be on recharge, just most teams don't know, or just don't care.
i suggest not taking mantra of resolve, it would burn your energy too fast. most TA maps allow for a nice positioning, you will just have to let your team know so they will watch for you. it WILL grant you time, quite a lot of it, usually enough to keep the hexes going.
[skill]Gale[/skill] is still very nice, if you feel like playing with a bsurge (not suggested in the current TA meta, but it would work for this case).
these teams are easy to handle in general, however a dedicated NR Oath Trap team WILL cause you a LOT of trouble if your team is not experienced.
if you are running a mes, or a nec, just get a mes secondary and have an actual skill interrupt, or just bring unnatural sig.
Scrimbul: why would anyone take glyph of sac against disruption when you can just take [skill]Glyph of Concentration[/skill]?
to be honest, i rarely see teams running a dedicated NR/Oath shot (well, at least i don't recall them, don't play that much anymore afterall) -- however many teams simply have a basic interrupt ranger (Barrow, noobs take BHA), so NR will often be on recharge, just most teams don't know, or just don't care.
i suggest not taking mantra of resolve, it would burn your energy too fast. most TA maps allow for a nice positioning, you will just have to let your team know so they will watch for you. it WILL grant you time, quite a lot of it, usually enough to keep the hexes going.
[skill]Gale[/skill] is still very nice, if you feel like playing with a bsurge (not suggested in the current TA meta, but it would work for this case).
these teams are easy to handle in general, however a dedicated NR Oath Trap team WILL cause you a LOT of trouble if your team is not experienced.
if you are running a mes, or a nec, just get a mes secondary and have an actual skill interrupt, or just bring unnatural sig.
Scrimbul: why would anyone take glyph of sac against disruption when you can just take [skill]Glyph of Concentration[/skill]?
Divineshadows
Most TA maps have enough room that you can just have your whole team run out of NR's range if it disadvantages your build so much. It's a stall tactic until you can get a chance to interrupt it.
erk
Quote:
Originally Posted by Divineshadows
Most TA maps have enough room that you can just have your whole team run out of NR's range if it disadvantages your build so much. It's a stall tactic until you can get a chance to interrupt it.
I often run a Thumper in TA as well and will try and nail the NR if I can get to it, as I feel sorry for the casters when NR hits, it's very popular, hard to do a run lately without hitting it at least once. A technique seems to be to put it near a bunch of nasty Rit sprits and the foe camp there so you have to be in NR range to engage them.
remmeh
The thing about the NR build is that it's not NR that directly kills you (unless of course, you're running a bonder, in which case you need to uninstall), it's more the condition pressure and the interrupts.
Most NR teams are somewhat weak to multiple-physical teams. In old-school-NR, the only mitigation the NR team has consists of trapper and/or cripshot. If you have a character with wild blow (or wild throw, but who runs paragons anyway?) just stick him on the trapper and remove his stance, and basically you've shut down their only anti-melee. Then you're essentially free to pressure the lone monk.
New-age NR has evolved to include a ranger or paragon with Ebon Dust Aura (one of the most annoying skills in the game). Remove it as soon as possible if you can...
Skill-based counters (besides something like Draw Conditions or Gale) will put your build at an inherent disadvantage against a non-NR team. Things like Unnatural Signet, Mantra of Concentration, or, even worse--any of the direct Ritualist counters for spirits--will be next-to-useless against other (good) teams. In most cases, you just have to outplay the NR team.
Just remember to spam draw conditions =)
Most NR teams are somewhat weak to multiple-physical teams. In old-school-NR, the only mitigation the NR team has consists of trapper and/or cripshot. If you have a character with wild blow (or wild throw, but who runs paragons anyway?) just stick him on the trapper and remove his stance, and basically you've shut down their only anti-melee. Then you're essentially free to pressure the lone monk.
New-age NR has evolved to include a ranger or paragon with Ebon Dust Aura (one of the most annoying skills in the game). Remove it as soon as possible if you can...
Skill-based counters (besides something like Draw Conditions or Gale) will put your build at an inherent disadvantage against a non-NR team. Things like Unnatural Signet, Mantra of Concentration, or, even worse--any of the direct Ritualist counters for spirits--will be next-to-useless against other (good) teams. In most cases, you just have to outplay the NR team.
Just remember to spam draw conditions =)
urania
NR needs to be used due to the popularity of hex spamming!
=P
=P
bungusmaximus
Heh, rangers ARE more or less a valid answer to hex spam teams. I went in with a choking gas ranger yesterday and I can tell you most curses necros hated my guts ^^. If necro spams curses on recharge, I spam interrupts on recharge, pretty damn effective.