PvXwiki
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don't forget that W/E are normaly hammer knockdown with shock
 
don't forget that W/E are normaly hammer knockdown with shock
 
:who runs shock hammer, and is there any kind of hammer besides knockdown (that doesnt suck)? --'''''[[User:Ojamo|<font color="Purple">Ojamo</font>]]''''' '''[[User Talk:Ojamo|<font color="Green">(>.<(</font>]][[Special:Contributions/Ojamo|<font color="green">O=(- -Q)</font>]]''' 22:55, 9 January 2009 (EST)
 
:who runs shock hammer, and is there any kind of hammer besides knockdown (that doesnt suck)? --'''''[[User:Ojamo|<font color="Purple">Ojamo</font>]]''''' '''[[User Talk:Ojamo|<font color="Green">(>.<(</font>]][[Special:Contributions/Ojamo|<font color="green">O=(- -Q)</font>]]''' 22:55, 9 January 2009 (EST)
  +
::no, not really. Shock is for an extra unconditional knockdown. The only unconditional knockdowns in the hammer line are elites, and the conditional ones have major drawbacks *cough*lose all adrenaline*cough.* for a warrior exhaustion isn't much of a drawback. You don't even have to put any point in air magic.
::my hammer build can kill any character (who doesn't block) in under 10 seconds. it has enough room for a res sig, and a minor buff. He can keep the an enemy down for 6 seconds with a minor 2/3 second interval after in the middle. 40% of his attacks do over 60 damage, over 140 damage when he uses an attack skill. In addition to the knockdown he inflict cripple and deep wound.
 
::however, counters include blocking, anti-melee hexes, infliction of blinding, and spike healing from an opponent besides the one you're targeting, and another drawback is that he can only kill an opponent in this fashion every 15 seconds.
 

Revision as of 04:14, 10 January 2009

IMO, there are some times when its really good to stay back, like when you have a spirit spammer on your team. IAmJebus sigIAm *Jebus* 13:45, 23 March 2008 (EDT)

That is true, except Spirit Spammers aren't as common these days, and that still doesn't counter the fact that someone has to trigger the battle. Otherwise, you'll just be standing there with your team while your spirits die off because the natural reaction is to avoid: the spirit team will want to stay on defensive; the attacking team will want to avoid the spirits whenever possible. In RA, you're considered a noob if you defy those principles, even though you're really just standing there for five minutes doing nothing. That's no way to fight an RA match. --Scottie bow Scottie_theNerd (argue/criticise/complain) 22:47, 23 March 2008 (EDT)
A "defensive" spirit spammer is an awful bad spirit spammer. A good ritu will heavily pressure the opposing team by setting the spirits towards it, one by one, step by step, constantly(!), and only retreat behind the lines if attacked - hoping to let the enemy catch spirit aggro. There are only few maps where the opposing team can avoid fights for a long time by moving away. Spirit spamming is an aggressive style of play, if done right.
OTOH attacking and killing away the aggressive spirits as fast as possible (e.g. when being a derv, a fire ele or a para) is the best strategy to "shut down" a spirit spammer - experienced players neutralize a ritu with ease for the rest of the match. This is why dedicated spirit spammers are seldom seen in TA... they are pretty useless with good players.
BTW, this is by far the freaking best primer for RA I have ever read. Kudos to the author(s). Every single word is so freaking true. Really enjoyed reading it. --82.83.60.48 13:51, 29 March 2008 (EDT)

Just thought I'd say, my RA team wtfowned [Rusl]. Well, not wtfowned really, it was pretty close. Ojamo 17:54, 14 April 2008 (EDT)

There's a little slang in here.--Relyk 22:17, 17 April 2008 (EDT)


This page needs to be wikified! but i dunno how to ad a tag... 217.87.247.163 15:17, 7 May 2008 (EDT)

What do you mean? The page is already extensively wikified. --Scottie bow Scottie_theNerd (argue/criticise/complain) 07:07, 8 May 2008 (EDT)

Wait.... there actually is a threat about RA? —ǘŋƐxɩsƫ 05:22, 4 June 2008 (EDT)

LOL. RA+Tactic. LOL. RA aint a smart place, just here when ur fucking bored and dunno what else to do Enjoy User:Enjoyphailer! 10:44, 4 June 2008 (EDT)

This is more of a practical guide to make the most out of your boredom. --Scottie bow Scottie_theNerd (argue/criticise/complain) 05:06, 5 June 2008 (EDT)
2 rules of RA that you all need to know. 1: Kill stuff(duh). 2: Don't be bad. 3: Don't run anything without big damage(except for monk)(and i do count poison as damage), since of rule number one; kill stuff. —ǘŋƐxɩsƫ 11:40, 5 June 2008 (EDT)

Ugh

Being a frequent RA'er (im also r4) i must say alot of this stuff is false. You claim the MAJORITY of players in RA are mindless tards... this is very very very untrue. Go RA for 30 mins --Bim sigBim (talk|contribs) 21:16, 16 October 2008 (EDT)

RA has defiled your basic thinking ugh--ShadowRelyk Sig 21:31, 16 October 2008 (EDT)
we need to get more ra ppl to read this. MuffinPWNAGEMUFFIN crabs 21:42, 16 October 2008 (EDT)
Way to stuff words in my mouth. Did I say the majority of players are mindless tards? No. I said most players just want to slog it out. Go play RA for a year. --Scottie bow Scottie_theNerd (talk/contribs/complain) 22:12, 17 October 2008 (EDT)


tbh if there isn't a monk wounding strike dervishes should be killed first unless they have a lot of self heal.--Simpson Man File:Homer1.png 21:48, 16 October 2008 (EDT)

WS Dervishes are like any other melee pressure. They're dangerous, especially if you're a caster, but they're not the easiest to kill. Assassins tend to be higher up on the "general" priority list than Dervishes, but Mesmers and Necromancers are still seen as hotter targets after Monks and Ritualists. The "standard" approach is to shut down melee pressure and kill casters, otherwise the casters will make fun of you while you're trying to kill melee pressure. --Scottie bow Scottie_theNerd (talk/contribs/complain) 22:12, 17 October 2008 (EDT)

The tone of this guide is all wrong. It reads like one long complaint. We need a 'balanced build' guide and a 'gimmick guide'Kiteeye 04:37, 16 November 2008 (EST)

If we did that the whole guide would just be a link to this --Ojamo (>.<(O=(- -Q) 10:50, 16 November 2008 (EST)

requirement

well, there should be certain requirements to the builds used in RA.

For example if you use an offensive build, that build should be able to solo both the master of healing and master of enchantments on the isle of the nameless. I know those npcs are weaker then regular players but if your build can't even do that, what does it say about your builds?

for spike builds I think they should be able kill all the master of damage on the isle of the nameless in under 10-5 seconds because it's not a real threat if you kill any slower. (warning this only proves that you can inflict enough damage to kill someone)

for hex shutdown they have to be able to continuously shut down at least one person indefinitely.

that's all the requirements I can think of right now.

on Before the fight

don't forget that W/E are normaly hammer knockdown with shock

who runs shock hammer, and is there any kind of hammer besides knockdown (that doesnt suck)? --Ojamo (>.<(O=(- -Q) 22:55, 9 January 2009 (EST)
no, not really. Shock is for an extra unconditional knockdown. The only unconditional knockdowns in the hammer line are elites, and the conditional ones have major drawbacks *cough*lose all adrenaline*cough.* for a warrior exhaustion isn't much of a drawback. You don't even have to put any point in air magic.