User talk:Raine Valen/Musings/Imba Spike Meta

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Hmm..[edit]

You raise alot of valid points, and that's when you don't even consider the possibility of an unexperienced monk. I'm not saying they're bad per se, but if you assume that a skill which can make the target survive roughly 3 times the amount of normal hits (Prot Spirit, some imagination with the damage needed) is taken, he or she will think that he or she can actually react in time, and cast the appropriate prot and/or heal. With the onslaught of packets of damage that are highly spammable that would do 15-35% max damage (thus rounded to 10%), you'd have to be well in range and able to have everything targetted at the same time. Ofcourse, monks who know the game (you just lost it) will also know what to expect. But all that's needed is one person overextending and you're one man down. Harrier C. Goodman talk 13:06, 28 February 2010 (UTC)

Raine <3. I agree with all of this stuff lol. Dismember has always been a problem when u compare it to sword deepwound which is 6 adrenaline and conditonal compare to axe which is 5 adrenaline and unconditional! Shatterstone is 2 sec cast with damage spread out and a nice purple triangle to give the spike away. (until u get smart and sometimes use it on different targets on spike to mess with their prot and fuse.) Even still 2 sec cast is pretty vulnerable to disruption compared to MoI... lol I can haz spike damage on all my snares. As for Enchant removals I would say strip and rend are 2 of the biggest problems (More so than PoD although PoD is pretty fucking bad) particularly strip with the new blood buffs. Although I think part of the broken ench removals stems from the broken prots called weapon spells. --Tyris 04:18, 8 March 2010 (UTC)