ok before i start sorry if this was done in gory detail somewhere else. if it was it would be awesome if you can direct me there.
anyway
i played som ranger builds, and i noticed the biggest problem we had were teams with a spirit spammer and some KD warriors. no joke.
there were usually like 2 KD warriors, and they went after our monks. it was basically impossible to make a healing ball because NR was going up so fast.
they usually managed to drop one of the monks while us rangers were busy with the monks. we could usually disable about 2 but we never quite managed to get all 3 of them disabled.
meanwhile they would start dropping monks. once one was down, the other two went pretty fast. as rangers if you switched focus to a tank the monks would laugh our 10 damage away. so we kinda had to let the monks deal with it, and frozen soil would wear us down.
this happened several times. once, when we had only about 3 rangers left, we managed to kill the frozen soil, regen the entire party, and then switfly own the group.
but we werent so lucky the other time and go worn down, player by player.
what can you do to stop this? i mean i immediately thought aegis. but... NR...
any ideas?
spirit spammer help
smurfhunter
smurfhunter
no one >.<
Fulgraque
For one, i don't know what skill you are using for healingball. Since Healing Spring isn't an enchantment and so isn't being affected by Nature's Renewal.
Second, as a Healingball ranger team you should take a warder with Ward vs Melee, Foes, Harm & Elements. Which means their warriors become pretty useless.
Third, i don't think they can take out your other 2 monks within the 4 seconds it takes to res your dead Monk with a signet.
Second, as a Healingball ranger team you should take a warder with Ward vs Melee, Foes, Harm & Elements. Which means their warriors become pretty useless.
Third, i don't think they can take out your other 2 monks within the 4 seconds it takes to res your dead Monk with a signet.
White Designs
Quote:
smurfhunter
Quote:
Originally Posted by Fulgraque
Second, as a Healingball ranger team you should take a warder with Ward vs Melee, Foes, Harm & Elements. Which means their warriors become pretty useless.
Third, i don't think they can take out your other 2 monks within the 4 seconds it takes to res your dead Monk with a signet.
i will try out the wards.
and the point with the dead monks was that they had soil down. alot of soils >.<
Quote:
Originally Posted by White Designs
Well, this statement seems to indicate that your own strategy was failing for some reason unrelated to the hammer warriors. If you did disable all 3 monks, as I am assuming was the original plan, the outcome may have been different.
maybe, but then we only really had 4 rangers that could distract, and usually they didnt just leave us alone completely. it isnt quite that linear, but i agree if we had been able to, then yea it would have been different, but the main question was what do i do against these dam tanks, rangers really cant do much to them. at least not in an IA/TF kinda build.
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