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Originally Posted by Miral
But the skills weren't overpowered, the tactic was. that's the whole point. get it now, or do i need to make a paint by number coloring book?
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Compare Wielder's Strike to any skill with similar payload, you'll find it was quite out of line. Here's a quick challenge for you: Go count the number of skills that do over 100 damage, of any sort, with a cast time shorter than 2 seconds. Now, go count the number of skills that do over 100 damage that cost 5 energy.
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Originally Posted by GloryFox
I'm sorry I thought you were aware an assassin could Knockdown, Interrupt, strip an enchant, spike kill then teleport away virtually unharmed then rinse repeat?
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Once every 20 seconds. Spirit farms de-prot, interrupt and KD more like every 2.
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But I'll give you a hint how to take down one of those spirits, use a decoy then use an AOE.
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Throwing out AOE just to kill a spirit means you just put another one of your abilities on cooldown just to get on equal footing. Time spent killing spirits is time spent not making any progress while the rest of their team takes you apart. Time not spent killing spirits is time spent getting KDed and interrupted repeatedly.
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No offense again but I don't share my PvP builds, they only get nerfed eventually.
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Considering PvP builds are not exactly top-secret material once they've seen use, I find it more likely that you don't have such a build.
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Originally Posted by Hong Kong Evil
why not make a rule that only so called 'balanced teams' are allowed in HA and GvG?
players find a way to win with necros, then necros are nerfed, when players find a way to win with rit team, then rits are nerfed
i feel boring to see "balenced team" all the time
the true overpowered class is monk, you see monks all the times and they are not replaceable, the most overpowered skill is LoD, all teams have this skill
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Balanced is preferred by the playerbase because it is a flexible build that gains the vast majority of its strength from intelligent play. Ritspike, hexway, zergway, etc. tend to be discouraged because they allow clueless idiots to beat seasoned veterans, negating the entire "skill-based" pitch of the game.
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Originally Posted by manitoba1073
No the point is no matter if your spike does 15 million damage and it gets stopped during its cast its worthless.
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I'm still waiting to hear your awesome tactic to stop 5 people from using 1-second-cast abilities. Even if you disrupt two casts, you're looking at over 1100 lightning damage.
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I already gave 1 character build, but it was to hard to handle for most people.
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Actually no, you didn't. Unless you mean that absurd suggestion to put Balanced Stance on everybody.
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Now as far as stopping spikes as in learning from PvE try DoA and RoT on HM. You'll learn fast enough.
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Mobs in PvE do not sync-spike with enchantment stack strips. If you think stopping sporadic, uncoordinated and generally-random abilities that do stupid amounts of damage individually is anything like PvP spiking, you're deluded. PvP players coordinate spikes with removal, the smarter spikes would use feints and good calls to preempt or misdirect prot attempts anyway. Mobs don't care if they see the Spirit Bond face pop up, they'll keep throwing shit at them.
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Originally Posted by Miral
fixed, since everyone seems to think ritspike is no skill mindless play
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Caster spike builds tend to be no skill mindless play by definition: Almost all of the coordination is being handled by one person, the caller. Five of the eight people on the team are just performing extremely simple routines.
In the case of ritspike: Shit a spirit, cast MB&S on someone if they're getting beat up, cast FOMF on someone if they die, do some other simple task [i.e. cast Rend instead of Rage when asked, spam Vital Weapon on everyone, etc.], and when the spike is called on vent, hit T, push the spirit rift button, count to three, then click the caller and push the Ancestor's Rage button.