Ownage.
ICURADik
Nearly invincible group?
4 ranger, 2 elementals, 2 monks.
Rangers cast greater conflag and winter. All physical and elemental damage is converted to cold. One elementalist has ward against elements. The other has ward agaisnt melee. +24 armor to elemental and physical damage for all party members. 50% miss rate for all warriors. Here's the kicker. The monks then have Mantra of Frost, approx 50% overall damage reduction and they gain one energy for each seperate source of damage. Keep in mind, this is a stance, not an enchantment. So it can't be removed. Also, both ranger and elementalist have armor set for cold. The rangers are all damage/disruptors with some bleeding and poisoning spread throught. The elementalist are both earth/air for some defense and spike damage. The monks are the usual one healing, one protection. The only thing that could really beat this might be some kind of mass smiting build to avoid the damage being converted to cold. But any normal setup seems like it would be crushed, with the 4 rangers using debil, and other energy taps to drain the opposing teams monks while they beat on you with their pathetic damage. Once their monks are drained and yours are happily standing there at full health the match is practically won. In the end smarter teams may resort to suiciding on your wards so that they can actually damage you. This should give you plenty of time to finish their healers.
4 ranger, 2 elementals, 2 monks.
Rangers cast greater conflag and winter. All physical and elemental damage is converted to cold. One elementalist has ward against elements. The other has ward agaisnt melee. +24 armor to elemental and physical damage for all party members. 50% miss rate for all warriors. Here's the kicker. The monks then have Mantra of Frost, approx 50% overall damage reduction and they gain one energy for each seperate source of damage. Keep in mind, this is a stance, not an enchantment. So it can't be removed. Also, both ranger and elementalist have armor set for cold. The rangers are all damage/disruptors with some bleeding and poisoning spread throught. The elementalist are both earth/air for some defense and spike damage. The monks are the usual one healing, one protection. The only thing that could really beat this might be some kind of mass smiting build to avoid the damage being converted to cold. But any normal setup seems like it would be crushed, with the 4 rangers using debil, and other energy taps to drain the opposing teams monks while they beat on you with their pathetic damage. Once their monks are drained and yours are happily standing there at full health the match is practically won. In the end smarter teams may resort to suiciding on your wards so that they can actually damage you. This should give you plenty of time to finish their healers.
DarrenJasper
Um, great.
EmperorTippy
Seems like it would work. Time to go find some good guildes and test it out.
Ancalagon06
anyone got a good counter to this?
EmperorTippy
Quote:
Originally Posted by Ancalagon06
anyone got a good counter to this?
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Sting
Its alright but Rangers dont really do enough spike damage to cause death especially when HoH groups tend to have 3 monks now.
Ancalagon06
anyone know if well of the profane would counter this?
theclam
Can't you just wait outside of Winter range until the team advances and lays down another Winter, then interrupt the Ranger and kill them?
Gs-Cyan Bloodbane
just use necros mesmers and maybe a monk or two of ther own to counter this.
mes and necros would attack with direct hp spells and shadow(a nonelemental non physical from what i have been able to tell) and just chew thru these. I mean one necro bloodmage could at the very least tie up a single monk with healing themselves that they can't heal anyone else before the necro kills them.
and a necro mes team can be countered as well with any number of things specifically designed to kill it.
There is no perfect build. there is always something that can beat it. The way to succeed is to be able to adapt and exploit the weaknesses of your enemy and adapt to couunter when your enemy exploits a weakness in your(not always one you realized before)
mes and necros would attack with direct hp spells and shadow(a nonelemental non physical from what i have been able to tell) and just chew thru these. I mean one necro bloodmage could at the very least tie up a single monk with healing themselves that they can't heal anyone else before the necro kills them.
and a necro mes team can be countered as well with any number of things specifically designed to kill it.
There is no perfect build. there is always something that can beat it. The way to succeed is to be able to adapt and exploit the weaknesses of your enemy and adapt to couunter when your enemy exploits a weakness in your(not always one you realized before)
Evan The Cursed
Just kill a spirit. Is it really that hard? One or the other, it doesn't even have to be both.
Though don't you think it'd be better if it was just greater conflag with fire armor and mantra of flame?
But spirits are still pretty easy to knock down, in my own personal experience. Unless you expect the four rangers to all come in with greater conflag which is just a waste of elite slots o_O
Though don't you think it'd be better if it was just greater conflag with fire armor and mantra of flame?
But spirits are still pretty easy to knock down, in my own personal experience. Unless you expect the four rangers to all come in with greater conflag which is just a waste of elite slots o_O
Gs-Cyan Bloodbane
I still prefer the 8 rangers 8 pets, 8 dualshot first guy in range then release 8 barrages into the main group tactic myself for rangers
ICURADik
Quote:
Originally Posted by EmperorTippy
Sit in a corner and wait for one of the other teams to attack the team using this build and then just go and help them as this isn't a good enough build to take on 2 teams at once in most cases.
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Quote:
Originally Posted by Sting
Its alright but Rangers dont really do enough spike damage to cause death especially when HoH groups tend to have 3 monks now.
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Quote:
Originally Posted by Gs-Cyan Bloodbane
just use necros mesmers and maybe a monk or two of ther own to counter this.
mes and necros would attack with direct hp spells and shadow(a nonelemental non physical from what i have been able to tell) and just chew thru these. I mean one necro bloodmage could at the very least tie up a single monk with healing themselves that they can't heal anyone else before the necro kills them. and a necro mes team can be countered as well with any number of things specifically designed to kill it. There is no perfect build. there is always something that can beat it. The way to succeed is to be able to adapt and exploit the weaknesses of your enemy and adapt to couunter when your enemy exploits a weakness in your(not always one you realized before) |
Quote:
Originally Posted by Evan The Cursed
Just kill a spirit. Is it really that hard? One or the other, it doesn't even have to be both.
Though don't you think it'd be better if it was just greater conflag with fire armor and mantra of flame? But spirits are still pretty easy to knock down, in my own personal experience. Unless you expect the four rangers to all come in with greater conflag which is just a waste of elite slots o_O |
arilink
just ask our SissyBoys for a match
ICURADik
Quote:
Originally Posted by arilink
just ask our SissyBoys for a match
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ComMan
Someone already said: Kill the spirits. They have low armor and HP, even with the mantra.
Also said already is "don't attack." They don't have to come to you.
The problem with fighting that is that you have to stop the casters from laying down their wards, but you probably won't be able to attack while their defense is down. Your team would just have to be able to hold out long enough for the first set of defenses to go down and then prevent a second from going up (Fertile Season?)
Also said already is "don't attack." They don't have to come to you.
The problem with fighting that is that you have to stop the casters from laying down their wards, but you probably won't be able to attack while their defense is down. Your team would just have to be able to hold out long enough for the first set of defenses to go down and then prevent a second from going up (Fertile Season?)
Tellani Artini
Your build is missing something.
The GWG skill description is wrong; Wild Blow can not be blocked or evaded. Wild Blow ends any stance your target is in, even if it wasn't blocked or evaded. This will bring down mantra of frost.
And yeah, kill the spirits, interrupt the ritualists. It's not that tough if you really go for it.
The GWG skill description is wrong; Wild Blow can not be blocked or evaded. Wild Blow ends any stance your target is in, even if it wasn't blocked or evaded. This will bring down mantra of frost.
And yeah, kill the spirits, interrupt the ritualists. It's not that tough if you really go for it.
hydrak
Quote:
Originally Posted by ICURADik
Nearly invincible group?
4 ranger, 2 elementals, 2 monks. Rangers cast greater conflag and winter. All physical and elemental damage is converted to cold. One elementalist has ward against elements. The other has ward agaisnt melee. +24 armor to elemental and physical damage for all party members. 50% miss rate for all warriors. Here's the kicker. The monks then have Mantra of Frost, approx 50% overall damage reduction and they gain one energy for each seperate source of damage. Keep in mind, this is a stance, not an enchantment. So it can't be removed. Also, both ranger and elementalist have armor set for cold. The rangers are all damage/disruptors with some bleeding and poisoning spread throught. The elementalist are both earth/air for some defense and spike damage. The monks are the usual one healing, one protection. The only thing that could really beat this might be some kind of mass smiting build to avoid the damage being converted to cold. But any normal setup seems like it would be crushed, with the 4 rangers using debil, and other energy taps to drain the opposing teams monks while they beat on you with their pathetic damage. Once their monks are drained and yours are happily standing there at full health the match is practically won. In the end smarter teams may resort to suiciding on your wards so that they can actually damage you. This should give you plenty of time to finish their healers. |
Neo-LD
This would be better if you took out a ranger or 2 and put in a warrior and and mesmer. Gives you more damage output and healer shutdown.
Both remaining rangers should lay greater conflag and winter, along with a couple of other spirits. This makes killing the correct spirits very difficult. The two rangers could then either be trappers or snipers. Every person on the team should be at least part mesmer if possible, so everyone gets the mantra of frost bonus.
Both remaining rangers should lay greater conflag and winter, along with a couple of other spirits. This makes killing the correct spirits very difficult. The two rangers could then either be trappers or snipers. Every person on the team should be at least part mesmer if possible, so everyone gets the mantra of frost bonus.
ICURADik
Quote:
Originally Posted by Neo-LD
This would be better if you took out a ranger or 2 and put in a warrior and and mesmer. Gives you more damage output and healer shutdown.
Both remaining rangers should lay greater conflag and winter, along with a couple of other spirits. This makes killing the correct spirits very difficult. The two rangers could then either be trappers or snipers. Every person on the team should be at least part mesmer if possible, so everyone gets the mantra of frost bonus. |
Not to mention it would greatly reduce your ability to keep out enough spirits so that the other team can't kill them.
Neo-LD
The problem most people have cited with your build is that it does not have enough damage. Wilderness rangers dont do very much compared to axe warriors or air elementalists, so trading one ranger for one of those should help to fix your damage problem. As for shutdown, having 3 rangers that all are spamming Dibil, Distract, Savage, Punishing, etc is redundant. Having 2 of those + a mesmer using backfire, power drain, power leak, shetter E, wastels worry, diversion, etc etc etc is much better at shutting down.
So Rangers 1 and 2 could be
Greater Conflag
Winter
Favorable Winds
Winnowing
Dibilitating
Distrating
Savage
Penetrating
and the mes could use any domination line he wanted.
So Rangers 1 and 2 could be
Greater Conflag
Winter
Favorable Winds
Winnowing
Dibilitating
Distrating
Savage
Penetrating
and the mes could use any domination line he wanted.
hydrak
This defensive team is weak. Maybe he hasn't had any real fight with it yet, so he doesn't know.
Here is one of the many ways to break them. During the first defensive set which you can't stop because both team started at some distances, just wait and have a warrior running up and tease their 2 elementalists. Their is no way they can KO your warrior. In the meanwhile, the rest of your team just wait. As soon as you see their first defensive set ends, spike and take out their monks.
Another way would be to wait for them to move outside their defensive set. The bottom line is that this team can't kill anything. They either have to wait inside their defensive circle or die outside of it.
Here is one of the many ways to break them. During the first defensive set which you can't stop because both team started at some distances, just wait and have a warrior running up and tease their 2 elementalists. Their is no way they can KO your warrior. In the meanwhile, the rest of your team just wait. As soon as you see their first defensive set ends, spike and take out their monks.
Another way would be to wait for them to move outside their defensive set. The bottom line is that this team can't kill anything. They either have to wait inside their defensive circle or die outside of it.
Neo-LD
Just one thing, this build doesnt use defensive "sets" per se, it can keep all of the spirits and all of the stances up indefinatley
hydrak
Quote:
Originally Posted by Neo-LD
Just one thing, this build doesnt use defensive "sets" per se, it can keep all of the spirits and all of the stances up indefinatley
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austinp
Rangers builds dont work in gvg against good guilds. Your damge is too low and you too static, witch means, that as soon as you try to enter your enemy base you will get backdoor by spike damge and get destroy in seconds, you cant chase because you wont have enouhg damge to kill them , and not defense to protect without your spirits, and you cant kill their guild lord becuase they will kill yours alot faster.
Oryaka Drake
A well established and equally setup group of people could take these guys down, all they would need to do is be patient... take out the two monks and the rest of the team will fall with no ressurect skills...(especially with the rez sig being one time use...). Basically all that they would need to do is have a mesmer, a necro, two or three monks, and at least 2 tanks + others including at least one ranger or elementalist. and these two teams would be very evenly matched...
Yezah
Quote:
Originally Posted by Ancalagon06
anyone got a good counter to this?
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Neo-LD
Quote:
Originally Posted by Yezah
Destroy their spirits then destroy their monks, any decent team would kill those 2 monks in a second once Blizzard/Greater were down.
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