When spirit spam goes bad...

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

I just got out of a 6team free-for-all tombs game. Basically what happened was everyone got through their 1v1's, then our group defeated one of the survivors, and it was us vs. a spirit spam build. We lured them out, seeing the millions of spirits around their priest, and started the battle.

1 hour later (not exaggerating), our team all quit and they went on. The most boring battle I've ever had to witness. Keep in mind we were a PuG that wasn't at all prepared for a spirit spam, and apparently neither were they. There was absolutely no killing going on, it seemed like their build focused solely on staying alive. For an unprepared group (and who the hell makes a build around countering spirit spam? especially PuGs, which are most common in the tombs), there was little we could do. Eventually the other monks started leaving, I myself stuck around for a couple more minutes then left.

So bottom line, NERF!
All jokes aside, we need some sort of beefed up Unnatural Signet or something, cause right now it's incredibly easy to go into tombs and prolong battles for hours. I'm all for creativity and new builds, but when people start to focus on pissing off the opponent and winning by forcing them to leave, that's where you gotta draw the line.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

no nerf needed.
ppl just realize that one sided teams NEVER have a chance against all teams.
If your team cant counter anything you deserfe to loose.
Same if 2 of such teams met each other.

Elythor

Lion's Arch Merchant

Join Date: Mar 2005

Elysium Protectorate [EP]

Our guild fought against a spirit spam team and won. We were at Burials grounds, after clearing out the other teams it was just us and a spirit spam team left.

You have to notice that a spirit spam team is much lower on offense than a regular team build. Their main strategy is basically to wait for you to make a mistake, THEN they'll nail you hard. Much more passive tactics compared to a FOTM air spike team. You really need to know what spirit to take out and when. Most spirits are not that high in level (at least the ones we encountered). A level 8 spirit can be taken out easily by wands/staves from casters. Have your main damage dealers go after their players, and have your non-offense casters to take out the spirits.

Prioritize what spirits to take out. Nature's Renewal, Fertile Seaon, Energizing Wind, Quickening Zephyr...these should be high priority. Then just take out other random stuff like Favoring Winds or Greater Conflagation when you have time. And if they decide to put down a Frozen Soil...just check to see what the battle situation is. If you are with the advantage, then Frozen Soil would work in your favour instead.

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by Elythor
Our guild fought against a spirit spam team and won. We were at Burials grounds, after clearing out the other teams it was just us and a spirit spam team left.

You have to notice that a spirit spam team is much lower on offense than a regular team build. Their main strategy is basically to wait for you to make a mistake, THEN they'll nail you hard. Much more passive tactics compared to a FOTM air spike team. You really need to know what spirit to take out and when. Most spirits are not that high in level (at least the ones we encountered). A level 8 spirit can be taken out easily by wands/staves from casters. Have your main damage dealers go after their players, and have your non-offense casters to take out the spirits.

Prioritize what spirits to take out. Nature's Renewal, Fertile Seaon, Energizing Wind, Quickening Zephyr...these should be high priority. Then just take out other random stuff like Favoring Winds or Greater Conflagation when you have time. And if they decide to put down a Frozen Soil...just check to see what the battle situation is. If you are with the advantage, then Frozen Soil would work in your favour instead.
Killing the spirits is not an option when you have a ranger spamming 50 or so and using oath shot to recharge them.

Quote:
Originally Posted by Ollj
no nerf needed.
ppl just realize that one sided teams NEVER have a chance against all teams.
If your team cant counter anything you deserfe to loose.
Same if 2 of such teams met each other.
Well then please, do tell how you would counter this build.

Prophecyx7

Pre-Searing Cadet

Join Date: May 2005

WDL

W/Mo

A barrage spammer can quickly kill the spirits while dealing damage to other players, keeping enemy monks busy. Just take out quickning zephyr and you can easily kill everything else.

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Once again, killing the spirits is often not an option. Not only are there many instances of quickening zephyr spread out all over the place, but there's also tons of fertile seasons, and those add ~450hp to every other spirit. Barrage won't be killing them anytime soon.

Mumblyfish

Mumblyfish

Lion's Arch Merchant

Join Date: Feb 2005

Blighty

Kansas City Hotsteppers [KCHS]

Quote:
Originally Posted by Red Locust
Well then please, do tell how you would counter this build.
Kill the Druid. Treat him as you would a, say, protection Monk. What are you, daft?

Interrupt the Druid. A single Marksman using Distracting Shot will be able to prevent any and all rituals from being cast.

Don't give the Druid a time advantage. In the Hall of Heroes, don't let his team take the altar right away, then wait until the two minute mark, giving him seven/eight minutes to spam away. Also, don't stand back and watch/laugh as the Druid does his stuff. Jump in there and smash them.

Take skills like Edge of Extinction, just in case.
Oh me oh my, that was certainly hard.

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

I believe spirits have... rather long casts. Just intuerpt the guy and the problem is solved. When you get interupted the skill has to recharge and they waste energy. Oath shot has a rather long recharge time also. If you can't kill 3-4 fertile seasons etc. your team just plain sucks. If you say they concentrate on keeping themselves alive, that means they aren't doing damage, allowing you to run rampant among their spirits.

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

*sighs* This is no different than facing an all monk team or a team of runners (Yes I've faced a whole team of them doing nothing but running). Prepare for a long long battle and stop calling for nerfs.

Flatliner

Frost Gate Guardian

Join Date: May 2005

Legion of Gallantry

E/Me

Seems the July FOTM is arriving a little early

ManadartheHealer

ManadartheHealer

Desert Nomad

Join Date: May 2005

Awaiting GW2

W/

No nerf. Just learn how to counter it...research up, develop your own devious strategy, and there you go

Creston

Lion's Arch Merchant

Join Date: May 2005

Quote:
Originally Posted by Red Locust
So bottom line, NERF!
Yeah we definitely need more of those. Can someone please come up with some more things to nerf? It's been DAYS since we had a good nerfing around here! We need to pick up the pace if we're ever going to make our goal of nerfing every single skill / item / build / area by Fall '05.

Sigh.

Creston

Perishiko ReLLiK

Perishiko ReLLiK

Wilds Pathfinder

Join Date: Feb 2005

Divine Guardians of the Soul (Soul)

Mo/E

Well... aoe kills spirits really fast, considering those spirits can't move out of the way... it's incredibly easy.

And most spike groups won't really need to kill the spirits anyways, just target, and 1,2,3, Blam, target dead, next target... blah, blah, and so on.

anti_z3r0

anti_z3r0

Lion's Arch Merchant

Join Date: Feb 2005

Black Rose Assassins [BRA]

W/

Edge of Extinction + Balthazar's Aura

oh, and Perishiko ReLLiK, You can't spike someone that has over 1,000 health.

Elythor

Lion's Arch Merchant

Join Date: Mar 2005

Elysium Protectorate [EP]

Quote:
Originally Posted by Red Locust
Killing the spirits is not an option when you have a ranger spamming 50 or so and using oath shot to recharge them.
Quote:
Originally Posted by anti_z3r0
Edge of Extinction + Balthazar's Aura

oh, and Perishiko ReLLiK, You can't spike someone that has over 1,000 health.
Actually...Balthazar's Aura is exactly how my guild defeated the spirit spam. We put max BA on a tank and have him run into the crowd of spirits and they drop really fast. Our non-offense casters (our monks) just plucked off the other non-essential spirits after. It actually turned up nicely because we (ie our guild) usually don't run Smiting much, so it was refreshing to see BA doing so well in Tombs.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

I wish people would quit coming to the forums and whining because they got owned and are too stupid or not creative enough to develope a counter strategy. They owned you. Get over it. Go back, and win.

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Wow, weezer and creston must have something stuck up their ass or something, noone seems to be able to take a joke lightly these days.
Anyways, killing the druid is not an option when he knows he will be targetted and will buff himself to hell, not to mention every single monk will be healing him since their whole strategy relies on him being alive :/ Go ahead and try and spike someone with zephyr and fertile soil active...

Balth's aura doesn't do nearly enough damage to kill the tons of spirits that have 450+hp, and the energy cost is simply hideous with zephyr. Same with AoEs. A smart ranger spreads out his spirits.

Your only chance is to have 2+ mesmers or rangers to continuously interrupt the bastards, else they will more often than not be able to spam their spirits anyways. And that takes a specific build that most PuGs wont be able to pull off (which was the focus of this thread). And god forbid they're holding HoH and have the time to spam their stuff.

PS: lmao weezer. You call forcing your opponent to quit after 1 hour of mind-numbingly boring combat, ownage? Man your standards are low. For the record, we later won the HoH and held it 4 times (not that it's something special).

edit: one of the obvious weakness of spirit spam is that enemy mo/me can park themselves next to the spirits, cast channeling, and spam the living daylight out of all their skills, which is what we were doing. too bad that only helps defensively, doesn't do squat to quicken the battle.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

Bleh griefer builds are another flavor of the month thing. Bring EoE on at least one ranger and you'll counter those builds easily. Besides EoE could come in handy when you're taking or holding the HoH (some evil thoughts I'm having with that skill). Don't cry nerf when the counter is so easy and apparent.

Lovag

Ascalonian Squire

Join Date: Jun 2005

Just wondering on one thing do all the people that suggest use area effect spells trully think people put all the spirits right beside each other? I know I wouldnt if I was using a spirit spam team.

BladeX3I

Ascalonian Squire

Join Date: Apr 2005

Searching... PM me with a good one

R/Mo

[QUOTE=Red Locust]You call forcing your opponent to quit after 1 hour of mind-numbingly boring combat, ownage?/QUOTE]


I don't think that "ownage" but if it works I won't blame them for trying something different.

This game is just like any other. It's all about the metagame. You have a build that can beat another build, but there is always someone else with yet a different build that can beat you. That's the way it should be.

Hmmm.... and from what I was told Rangers suck in PvP

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by Odd Sock
Bleh griefer builds are another flavor of the month thing. Bring EoE on at least one ranger and you'll counter those builds easily. Besides EoE could come in handy when you're taking or holding the HoH (some evil thoughts I'm having with that skill). Don't cry nerf when the counter is so easy and apparent.
lol. Not only is Edge of Extinction pretty much pointless in any other case, thus making it a waste of a slot in tombs matches, but it does what? 40dmg to every other spirit? With fertile saeson, each spirit has ~450hp, you do the math as to how long you're gonna have to be killing spirits to kill em all. Not to mention the ranger is constantly spamming spirits with no pause.

And god forbid the ranger had the brains to equip mantra of resolve (un-interruptible), then you might as well throw in the towel.

Creston

Lion's Arch Merchant

Join Date: May 2005

Quote:
Originally Posted by Red Locust
Wow, weezer and creston must have something stuck up their ass or something, noone seems to be able to take a joke lightly these days.
Ooohhhh right, after you got no support for your whine, now you pretend you were joking, and I'm just uptight. Right.

Try using a smiley after a joke next time, so that the rest of the world gets it too.

Creston

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by Creston
Ooohhhh right, after you got no support for your whine, now you pretend you were joking, and I'm just uptight. Right.

Try using a smiley after a joke next time, so that the rest of the world gets it too.

Creston
i guess you failed to notice the "all jokes aside" line right below the (at least I thought) comical nerf comment.

Kaelan

Ascalonian Squire

Join Date: May 2005

San Jose, CA

Knights Who Say Ni

Me/W

I love how any time somebody's PuG loses to a clever build, they scream and whine for it to be nerfed. How exactly is it balanced for a PuG to win over a carefully built team? You should be losing!

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Ok i think i'll say this one last time.
First, the nerf comment was a joke. we discussed it to death, we're clear about it.
Second, we did not lose. People started leaving after one hour because it was getting rediculous and nobody was winning. They won by default. That is called griefing, not losing. This is like calling those Wa/Mo arena builds that do absolutely nothing other than survive the entire time, clever. No cleverness involved, just a simple selection of skills that prolongs the game forever.

salja Wachi

Banned

Join Date: Jun 2005

Chicago

the Bleeding Edge

N/Mo

how about this one????

just wait them out and let them come to you

who cares if it takes a while rome was not built in a day

Kaelan

Ascalonian Squire

Join Date: May 2005

San Jose, CA

Knights Who Say Ni

Me/W

Quote:
Originally Posted by Red Locust
Ok i think i'll say this one last time.
First, the nerf comment was a joke. we discussed it to death, we're clear about it.
Second, we did not lose. People started leaving after one hour because it was getting rediculous and nobody was winning. They won by default. That is called griefing, not losing. This is like calling those Wa/Mo arena builds that do absolutely nothing other than survive the entire time, clever. No cleverness involved, just a simple selection of skills that prolongs the game forever.
A stalemate is another form of defeat. It's like an invading army facing a well-defended castle. If you can't destroy them and you don't have the patience to wait it out, then you've lost. The solution is to come up with a better build or a better strategy.

Creston

Lion's Arch Merchant

Join Date: May 2005

Quote:
Originally Posted by Red Locust
i guess you failed to notice the "all jokes aside" line right below the (at least I thought) comical nerf comment.
Well, actually I did miss that, so I stand corrected.

Creston

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

each spirit takes 5 seconds to cast, there are only a couple spells that take longer, and they are res spells. Hell, half the res spells take less time to cast. are you just sitting there letting them pump out spirits? do something about the caster, you should have at least one interupter. by the way, spirits cant move, so aoe spells will help alot here.

Evan The Cursed

Frost Gate Guardian

Join Date: Jun 2005

Wow, I'm really beginning to hate this forum.

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by KuTeBaka
each spirit takes 5 seconds to cast, there are only a couple spells that take longer, and they are res spells. Hell, half the res spells take less time to cast. are you just sitting there letting them pump out spirits? do something about the caster, you should have at least one interupter. by the way, spirits cant move, so aoe spells will help alot here.
Seems you missed my comment on the interrupting, so I'll say it again.

Mantra of Resolve (inspiration): For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7-3 Energy or Mantra of Resolve ends. (10,0,20)

There are many energy management options available to a R/Me that has points in inspiration magic, so the 3 energy per interrupt isnt a problem (plus, most builds can't spam interrupts endlessly).

Please, I'm looking for input and most effective counters, from people who've played or faced this build and have experience with it. There are many theoretical counters that sound all dandy on paper, but don't look quite as good on the battlefield.

ComMan

Krytan Explorer

Join Date: Jun 2005

Hasn't Fertile Season already been nerfed? Correct me if I'm wrong, but I believe it once gave more than +15 armor.

You could use your own example to say that healers should be nerfed. They had a sound defensive strategy, you did not have a sound offensive strategy to match. They should have been able to wear your team down, but they couldn't.

Even if you have an interrupter, they can plant their spirit army before you get to then. Aside form that, you can't stop 5-8 spirit factories.

As for "make them come to you lol," if the point is to prolong the game until your team quits then this is just handing them a victory.

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Red Locust
Seems you missed my comment on the interrupting, so I'll say it again.

Mantra of Resolve (inspiration): For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7-3 Energy or Mantra of Resolve ends. (10,0,20)

There are many energy management options available to a R/Me that has points in inspiration magic, so the 3 energy per interrupt isnt a problem (plus, most builds can't spam interrupts endlessly).

Please, I'm looking for input and most effective counters, from people who've played or faced this build and have experience with it. There are many theoretical counters that sound all dandy on paper, but don't look quite as good on the battlefield.
choking gas? debilatating shot?

EoE will hurt all spirits once any spirit dies, they all have a limited amount of time before they die. Just set the eoe, then wait till spirits start dying.

Try putting disease on a spirit, it will slowly spread if there are that many around.

anti_z3r0

anti_z3r0

Lion's Arch Merchant

Join Date: Feb 2005

Black Rose Assassins [BRA]

W/

If I were to set up a whole bunch of dominoes in a line, what do you think would be the most efficient way to make them all fall down?

Think of EoE as a spirit that converts spirits into dominoes. Also, think of the range of EoE as the distance required for a domino to hit another domino.

Now, I ask you. If spirits are dominoes....and they're all next to each other.....what would be the most efficient way to knock over (kill) all of them?

Oni No Arashi

Frost Gate Guardian

Join Date: Apr 2005

Puget Sound area, WA State

KnightMare Brigade [KB]

E/R

Hark... what's this?

Someone complaining about the most non-used proffession in Tombs being useful? (Rangers + their spirits?) And the counter being more... RANGERS? (Distracting Shot, Choking Gas, etc)...

YES!

Just sounds to me that someone wasn't ready for a team to actually be using Rangers and using them right. Guess they need to remember that they're part of the game in the first place.

I think he's just pissed because they were owned by Rangers!

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

How to stop ritual builds:

1. Identify who is casting the ritual(s) and interrupt them when they try to cast
2. Kill the existing spirits
3. Continue

How not to stop ritual builds:

- Energy drain the ritualist (they only cost 5)
- Use backfire on the ritualist (rituals are not spells, durrr)
- Kill the ritualist before killing the monks (if it's a competent ritual team, it's not gonna work)
- Ignore the spirits

Sadly, these four things are what you see more often than the first three.

Quote:
Originally Posted by Oni No Arashi
And the counter being more... RANGERS? (Distracting Shot, Choking Gas, etc)...
Choking gas doesn't work, for the same reason backfire doesn't.

Flatliner

Frost Gate Guardian

Join Date: May 2005

Legion of Gallantry

E/Me

The issue I think that most people have with spirit builds is that they are Anti-Spike builds. Since we have so many spike builds out there now that, 2 weeks ago, we're uncontested, people are having a hard time wrapping their head around the fact that we're in a new FOTM-style.

IxChel

IxChel

Lion's Arch Merchant

Join Date: Apr 2005

http://sof-guild.com/

Servants of Fortuna

Mo/R

Malestorm works excellent for this case; for 10 seconds it does an AoE interrupt a good size area, and even does a bit damage. Since those spirits are probably clustered, and they are hanging out by their priest; just AoE them to death.

kungfumonkey2

kungfumonkey2

Frost Gate Guardian

Join Date: May 2005

Virginia

ACE~Ancient Combat Experts

E/Mo

NO NERFS!

Adapt, overcome or become extinct. Learn to battle the build. I beat a spirit spam Guild with a PUG once. Just went in and fought them. Remember it is level playing ground guys. What effects you effects them. Yes our casters mana was leeched, but so was there's.

Yes you can try to wait out a spirit spamming team. Tried that against a Korean team one time. They pretty much just built a bridge of spirits to our priest.

Isn't there a necro skill called Epidemic? Or is that just monster? Where you spread negative conditions to all party members.

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

Maelstrom does not interrupt rituals. Rituals are not spells. Maelstrom doesn't do a ton of damage either. Against a competent ritual team they are not hanging out by their priest and they are certainly not clustered. It might work against amateur spirit users that are trying to rip off the supposed new FOTM without knowing what they're doing.