Nerf pets pls
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All eight warriors were equipped with "I Will Avenge You!", a res signet, and various damage things. Most of us had a sprint, one guy had "Charge!", and lots of us had knockdowns. (Backbreaker, Devastating Hammer, and so forth) I think everyone had Irresistible Blow.
Everyone had 16 hammer mastery and at least 10 strength. I think some of us were putting points into beast mastery for Tiger's Fury.
Our general strategy was pretty simple: smash faces.
Seriously.
Everyone was usually picking their own targets, sometimes switching to called targets, though no more than four guys could hit any single target.
Once four pets and/or allies die, everyone activated "I Will Avenge You!" and used their signets to revive allies. Pets were never revived ever.
By this point, most of the team was attacking at an accelerated rate and regenerating health, and usually had their adrenaline all juiced up, at which time the knockdowns kicked into high gear. Most builds completely folded in upon themselves at this point, and the sheer DPS of the build took over.
Smite groups were no exception, much to the surprise of everyone involved. (healing seed is for sissies)
Relic maps were also no exception: we butchered everyone on the map, and had a guy run a relic.
The Hall of Heroes itself was tricky, since we had no way to heal our Ghostly. The solution wound up being straightforward: smash faces. We just DP'd the living hell out of the holding team while the clock ticked.
Everyone had 16 hammer mastery and at least 10 strength. I think some of us were putting points into beast mastery for Tiger's Fury.
Our general strategy was pretty simple: smash faces.
Seriously.
Everyone was usually picking their own targets, sometimes switching to called targets, though no more than four guys could hit any single target.
Once four pets and/or allies die, everyone activated "I Will Avenge You!" and used their signets to revive allies. Pets were never revived ever.
By this point, most of the team was attacking at an accelerated rate and regenerating health, and usually had their adrenaline all juiced up, at which time the knockdowns kicked into high gear. Most builds completely folded in upon themselves at this point, and the sheer DPS of the build took over.
Smite groups were no exception, much to the surprise of everyone involved. (healing seed is for sissies)
Relic maps were also no exception: we butchered everyone on the map, and had a guy run a relic.
The Hall of Heroes itself was tricky, since we had no way to heal our Ghostly. The solution wound up being straightforward: smash faces. We just DP'd the living hell out of the holding team while the clock ticked.
L
I think the problem with the build may be all these points of failure. What happens with wards. I know with guardian and aegis you can use irresistable blow, but what about evasion, as with wards or evading stances? What about shielding hands or healing seed, builds using bonds, or someone dropping a frozen soil after you allow some allies to die?
K
Quote:
Originally Posted by Asplode
I think the problem with the build may be all these points of failure. What happens with wards. I know with guardian and aegis you can use irresistable blow, but what about evasion, as with wards or evading stances? What about shielding hands or healing seed, builds using bonds, or someone dropping a frozen soil after you allow some allies to die?
Well, for the most part, those things were never really a problem, however:
Bonders definitely could be a problem for this build. You'd either just have to maintain pressure on them and hope the bonders fall over, or add some sort of enchant removal to the build (pretty unlikely).
Shielding hands and healing seed, if spread across the whole party, would be an issue. However, the amount of damage we're doing with our attacks means that even if they had both seed and hands up, you'd probably still be able to do consistent damage on a single target or pair of targets.
Wards weren't a huge deal - Irresistable Blow still causes knockdown and a little damage, so if a few people keep spamming it on the warder eventually the ward is going to drop. Also, in most cases you can simply go away from the ward and they'll have to leave it, since you don't have any soft targets. Evading stances are fairly easy to deal with - just bring Wild Blow.
Frozen Soil can be pretty tough, but it really only takes two or three melee attacks to destroy it, so it never really killed us. A very well coordinated party could probably keep Frozen Soil up long enough to easily stop this build, though.
However, the REAL solution to this build is Soothing Images. Drop that on enough of the warriors and they're pretty much useless, because this build is almost entirely built on adrenaline. Sympathetic Visage is also quite effective. An enemy party spiking single warriors one at a time with lightning or something equivalently deadly would probably also work. Empathy and Price of Failure and Spirit of Failure would probably go a long way towards weakening the build as well.
This build *really* shouldn't work, but it does. I'm honestly not quite sure why, but neither I or Third Quarter are the original creators, so maybe the guy who made it up has some ideas. In general, it seemed that the only parties that really presented a problem to us once we got going were ones with flexible builds played by competent players. A smiting-only party was pretty much at a disadvantage, because unless one of us screwed up they couldn't put a dent in us. We encountered a couple parties using Soothing Images and they nearly murdered us, and we only won against them because they made mistakes.
Bonders definitely could be a problem for this build. You'd either just have to maintain pressure on them and hope the bonders fall over, or add some sort of enchant removal to the build (pretty unlikely).
Shielding hands and healing seed, if spread across the whole party, would be an issue. However, the amount of damage we're doing with our attacks means that even if they had both seed and hands up, you'd probably still be able to do consistent damage on a single target or pair of targets.
Wards weren't a huge deal - Irresistable Blow still causes knockdown and a little damage, so if a few people keep spamming it on the warder eventually the ward is going to drop. Also, in most cases you can simply go away from the ward and they'll have to leave it, since you don't have any soft targets. Evading stances are fairly easy to deal with - just bring Wild Blow.
Frozen Soil can be pretty tough, but it really only takes two or three melee attacks to destroy it, so it never really killed us. A very well coordinated party could probably keep Frozen Soil up long enough to easily stop this build, though.
However, the REAL solution to this build is Soothing Images. Drop that on enough of the warriors and they're pretty much useless, because this build is almost entirely built on adrenaline. Sympathetic Visage is also quite effective. An enemy party spiking single warriors one at a time with lightning or something equivalently deadly would probably also work. Empathy and Price of Failure and Spirit of Failure would probably go a long way towards weakening the build as well.
This build *really* shouldn't work, but it does. I'm honestly not quite sure why, but neither I or Third Quarter are the original creators, so maybe the guy who made it up has some ideas. In general, it seemed that the only parties that really presented a problem to us once we got going were ones with flexible builds played by competent players. A smiting-only party was pretty much at a disadvantage, because unless one of us screwed up they couldn't put a dent in us. We encountered a couple parties using Soothing Images and they nearly murdered us, and we only won against them because they made mistakes.
See I was going to mention Soothing Images and Sympathetic Visage (Hammers use both adn and energy attacks, after all) but I figured you would have said "Who the hell runs that?" and brushed it off.
As for warders, if I remember the skill right, Irresistable Blow only KD's and does extra damage if the target "blocks" rather than "evades".
Additionally, Irresistablow is only one good hit, even if Aegis/Guardian/Ward is up. Further attacks afterward wouldn't register nearly as often, and as a warrior, spamming energy attacks is definitely not a sustainable option, right? What do you do about being crippled, blinded, weakened, what about faintheartedness and shadow of fear, spirit/price of failure, empathy, insidious parasite, spiteful spirit, or armor of earth?
Well my primary concern is blindness. Of course there is antidote signet, but that's a skill slot and 3 seconds of inactivity, not to mention that it's easily disrupted, and doesn't remedy other nails in the coffin such as weakness and cripple. There are plenty of trapping builds out there making LIBERAL use of dust trap and throw dirt to disable enemy warriors, there are also a few monk builds using spirit of failure and sig of midnight, and countless hexes which a w/r can't take care of.
As for warders, if I remember the skill right, Irresistable Blow only KD's and does extra damage if the target "blocks" rather than "evades".
Additionally, Irresistablow is only one good hit, even if Aegis/Guardian/Ward is up. Further attacks afterward wouldn't register nearly as often, and as a warrior, spamming energy attacks is definitely not a sustainable option, right? What do you do about being crippled, blinded, weakened, what about faintheartedness and shadow of fear, spirit/price of failure, empathy, insidious parasite, spiteful spirit, or armor of earth?
Well my primary concern is blindness. Of course there is antidote signet, but that's a skill slot and 3 seconds of inactivity, not to mention that it's easily disrupted, and doesn't remedy other nails in the coffin such as weakness and cripple. There are plenty of trapping builds out there making LIBERAL use of dust trap and throw dirt to disable enemy warriors, there are also a few monk builds using spirit of failure and sig of midnight, and countless hexes which a w/r can't take care of.

Gj.