The new HoH after the patch.

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Soul Shaker
Soul Shaker
Krytan Explorer
#21
Quote:
Originally Posted by varyag
Hall of Heroes should be a 10 minute duel between 2 teams.

The first team to wipe out the other team wins.

If counter reachest 10 minutes, the team with most kills wins.

No morale bonuses, no ghostly heroes (they sit at the sidelines beyond reach) no altars or anything else except an arena to fight in.

Problem solved.



Well said.
Make that a new game type, don't modify the old one.
varyag
varyag
Frost Gate Guardian
#22
Quote:
Originally Posted by Soul Shaker
Make that a new game type, don't modify the old one.
Its a Tournament, there is not room ganking or highly defensive maps...

Free-for-all and King of the Hill belongs to a different type of competition, which might be a good idea for an alternative.
Perishiko ReLLiK
Perishiko ReLLiK
Wilds Pathfinder
#23
Quote:
Originally Posted by varyag
Hall of Heroes should be a 10 minute duel between 2 teams.

The first team to wipe out the other team wins.

If counter reachest 10 minutes, the team with most kills wins.

No morale bonuses, no ghostly heroes (they sit at the sidelines beyond reach) no altars or anything else except an arena to fight in.




Its a Tournament, there is not room ganking or highly defensive maps...

Free-for-all and King of the Hill belongs to a different type of competition, which might be a good idea for an alternative.
Highly agreed. I use to like it during the beta days. But, these arent beta days anymore. In fact, it's nothing even close to being like the beta. With time comes change, and this is a change that i think needs to happen.
Sleet
Sleet
Ascalonian Squire
#24
Try to fight with 3 E/mo smiters -_-;;
MSecorsky
MSecorsky
Furnace Stoker
#25
Just make HoH a simple, huge ring arena, with the teams showing up at three points, and if possible make it so the three teams represent each "world", so it's always Europe vs America vs Korea (provided the teams are available).

Then slowly have the walls of the arena close in, forcing everyone closer and closer together...
Y
Yawgmoth Kg
Ascalonian Squire
#26
Quote:
Originally Posted by varyag
Hall of Heroes should be a 10 minute duel between 2 teams.

The first team to wipe out the other team wins.

If counter reachest 10 minutes, the team with most kills wins.

No morale bonuses, no ghostly heroes (they sit at the sidelines beyond reach) no altars or anything else except an arena to fight in.

Problem solved.
Agreed...

as for the current setup... I had a team composed of 2 warriors 2 mesmers 1 ele and 3 monks... when we went into hoh we'd cap it and then just neutralize the other teams smiters with our mesmers while the monks healed everyone from inside some wards (with the ghost) and our wars actually tried to kill other team's monks... unfortunately when faced up against 2 korean teams that spend 4 minutes talking to each other setting up how they will take us down there is not much u can do... we ALL went down in under 50 seconds and then when we saw that they were interrupting each others ghost and we won again WE JUST LAUGHED

ps: we held hoh 4 times in a row and only lost when a silly mesmer (hate people that use same tricks as me ) came and stopped one of our mesmers which gave time for the other teams smiters to to their job
stumpy
stumpy
Jungle Guide
#27
smiting is only as powerful as you let it be. If your staying in a pack ... your not thinking. Know your opponent before you engage ... figure him out with a quick tab to see there team. If you see 2 Warriors and 2 EMo's ... good chance your facing a smiting so spread out and target the appropriate target. Top teams I see play a balanced high damage output build.
Divine Elemental
Divine Elemental
Desert Nomad
#28
1 seed can take down a whole smite team.....
healing seed will demolish it stay in a bulk let your monks heal ball
now mesmers are considred as somthing
1 mesmer can shut down 3 emo smiters if played correctly
R
Rusch Vokirk
Ascalonian Squire
#29
I'd agree, the smiting build isn't impossible to beat. The biggest thing for me is that silly faux KotH match. I say replace it. Throw in an objective-based seige level or something, a little variety, and plenty action throughout the entire match.
zehly
zehly
Sunshine
#30
When I bring my necro into HoH (which I can do more now), I bring lingering curse. With that beautiful spell, I can have my team focus on my target, take him down, and use well of profane.
Y
Yawgmoth Kg
Ascalonian Squire
#31
yet another valid strategy... another thing I hope to see more of is damage necros
s
salja Wachi
Banned
#32
smite builds are good but not nearly invincable. not even close. those of you that play them know the weakness. the el/mo it the weakness. kill the el/mo and you win plain and simple.

all you need are 2 KD/AS (1 if he is excellent) , a good necro, a good mesmer, 3 monks and an ele or anyother toon you want. just work together and you will win. take away their damage (the els) and you will flawless them.

easier said than done but more than doable
Divine Elemental
Divine Elemental
Desert Nomad
#33
Tombs became offly easy....
most groups use smite

u can counter those or just kill the eles quick
and a axe warrior can outheal a monk
a kd/as war is only good for its kd(interupt)
R
Rook Parcade
Ascalonian Squire
#34
Quote:
all you need are 2 KD/AS (1 if he is excellent) , a good necro, a good mesmer, 3 monks and an ele or anyother toon you want. just work together and you will win. take away their damage (the els) and you will flawless them.
Might as well take an E/Mo?

I don't see anyone actually coming up with a counter, I just see people making their smite build better.
Senketsou
Senketsou
Academy Page
#35
Quote:
Originally Posted by White Designs
Smiting is the only team to make the Hall? That isn't true at all. Smiting is a very counterable and beatable build, its nothing like the Spirit Spam builds, which were indeed overpowered, so needed to be nerfed.

You would be surprised at some of the build's smiters have going for them right now.... Its rediculous, granted there is a counter for everything... but one of the few at the moment that actually works is well of profane for necro's which requires you kill one first, and when one person is running through dealing an undeniable 100 damage per second... finding the right person to kill is sometimes difficult.

Everybody got mad because the cookie-cutter "55" solo monk got a minor nerf to it... However they didnt nerf two or three of the skills that make them invincible for a partial time in pvp, making any good smiting team, a very hard team to beat.
Divine Elemental
Divine Elemental
Desert Nomad
#36
yep
profane really works well
R
Rook Parcade
Ascalonian Squire
#37
Well of Profane isn't a counter in the same way Fertile Season was a counter. If you ran fertile season, you couldn't spike yourself. You had to do something different.

Nobody has given a really good reason why you shouldn't take smiters along with you as well as your profane/lingering etc etc.. The damage output they have is great, so why not bring them?

(edit, I suspect there is a counter, and I suspect it involves a lot of movement based hexes. But I haven't seen many people running it yet)
Asplode
Asplode
Desert Nomad
#38
Quote:
Originally Posted by Sentao Nugra
they key to beat smiters:

8 monk/mesmers
must be able to heal self for a while, until teammate helps
must have backfire and fast dom recharge weapon

put backfire on the everyone, and heal away while keeping backfire up
Oh, SNAP! IM RUNNING THIS NOW!!!1!1111shift+1
Divine Elemental
Divine Elemental
Desert Nomad
#39
lol to beat those pesky signet spikers

*COUGH*
primal echoes :rollseyes:
and qz ^^
bam their skills cost 25 energy each and a monks energy can only be up to 51

lol
ElderAtronach
ElderAtronach
Wilds Pathfinder
#40
QZ actually helps E/Mo smiters because their ether renewal charges faster. It hurts their monks quite a bit, but that's another story. QZ and primal completely screw over the Mo/* signet smiters though, but our team has never had any sort of problems with those builds anyway.