Skills - Shelter
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You can view this database entry at: http://www.guildwarsguru.com/skill/584-shelter/.
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You may add your comments in this thread.
Guardian of the Light
Ooooo an anti-spike spirt
General Typhus
Catapults have just been obsoleted.
shadex
And there is the end to spike groups.... Thank god.
Tarot Ribos
...Until they kill the spirit. Which isn't hard, from the playing I've done with it.
It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.
And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team.
It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.
And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team.
zoozoc
Quote:
Originally Posted by Tarot Ribos
...Until they kill the spirit. Which isn't hard, from the playing I've done with it.
It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.
And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team. oath shot ftw.
But ya i do get your point, i have a very bad feeling that spirits will not play an overwhelming roll in factions, what with all of the easy spirit killing tools available (such as unnatural sig) it can easily be killed, of course the fact that you pretty much have to kill it is in of itself defense enough.
It'll be effective as anti-spike for a little while, but it shouldn't be long before the spike groups adjust. At least the good ones, anyways.
And with a 60 second recharge, it may slow down one spike salvo, but the next couple will be unaffected. The recharge can be shortened, yes, but it'll still be too long to be continuously active against a decent team. oath shot ftw.
But ya i do get your point, i have a very bad feeling that spirits will not play an overwhelming roll in factions, what with all of the easy spirit killing tools available (such as unnatural sig) it can easily be killed, of course the fact that you pretty much have to kill it is in of itself defense enough.
Guardian of the Light
Still you forget in all the time it takes to destoy the spirt and the second one (if you use oath shot) you can kill the spikers.
In other words this buys you time.
In other words this buys you time.
rii
You can also put up ward against foes to 'buy you time' against another team as spike. The entire concept of this and all other spirits is to work under their effect. Otherwise... you NEED oath shot. The entire existence of elite spirits (which there are several being introduced) is plain crap for any kind of organised combat. Make them all unelite, and they still wont get used by 90% of teams, since you have to dedicate an entire character to get what is often a utility effect, which isnt that hot under fast moving battles, where you can be out of the range of a spirit in no time via opposing/your own pressure.
zoozoc
ya having a dedicated spirit spammer dosnt seem to be that useful, plus the fact that these spirits take dmg doing what they do, but who knows.
Aran
With ritual lord (-63% to spirit recharge), 36/36 equipment and boon of creation, one rit can keep this and other spirits up for quite a while I believe.
Soul twisting allied spirits (such as restoration against spike teams, heh) also works wonders. Heck restoration works in general.
Soul twisting allied spirits (such as restoration against spike teams, heh) also works wonders. Heck restoration works in general.
Peewee
the fact that spirts tend to die pretty quick can be countered. Serpents Quickness+Ritual Lord is very effective, and Soul Twisting is great as it allows u to effectively spam one ritual over and over with very little down time.
Shelter completely hurts spike in anyway, and Union does brilliantly against pressure.
Shelter completely hurts spike in anyway, and Union does brilliantly against pressure.
Rajamic
Rspike still has plenty of room to get around this. Spirit summons are easy to hit with a Distracting Shot.
d3kst3r
Throw in union and you got a surefire antispike.