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Originally Posted by Dazzler
I believe his point was that Eruption causes the warriors to move away as they do not want the 90% blind penalty.
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Blind gets removed in the blink of an eye if you have half way decent monks. On a good team warriors won't stay blinded for more than a couple seconds. Wards on the other hand can't be removed by monks.
Quote:
Originally Posted by Dazzler
Ward will not cause them to move away as it is only 50% penalty.
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Wards DO cause good warriors to go away. Most warriors will definitely avoid trying to kill someone standing in a ward as it's pretty tough to do. They'll go for targets standing outside the ward or wait for the team to identify the ward user and shut him down.
Quote:
Originally Posted by Dazzler
And what ward has "potentially infinite duration"? The wards I use only get up to around 18s-20s duration with a 30s cooldown
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All wards have 20 second cooldowns and with 16 earth they'll last 21 seconds. I have no idea what wards you're using but you should definitely switch to the ones the rest of us use. Might have a little more success with them
Quote:
Originally Posted by Dazzler
Illusionary Weaponry ignores the ward
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This skill is absolutely useless with NR going up every 15 seconds in most tombs matches.
Quote:
Originally Posted by Dazzler
AoE damage - force the enemy to leave the Ward since it is immobile.
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This is true. AoE CAN make people leave their wards but you're gonna need a ton of AoE. I haven't tested this scientifically or anything but I'm pretty sure the ward size is greater than the AoE size of meteor shower. If someone casts a meteor shower in your ward you can still stand in the ward and not get hit by the meteor shower.
Quote:
Originally Posted by Dazzler
And of course any Mesmer or Ranger interrupt
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Yep, this is your best bet against a ward spamming team. Even then interrupting 1 second cast times isn't a cake walk. You still have to be on your toes and ready to for it. I think a ranger would have a tough time considering the arrow flight time.
So really the only effective defense against wards is to keep the ward from going up in the first place. Once it's up you just have to ride it out until it goes down and hope you can stop it fromt going up again.