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Old Sep 19, 2005, 09:16 AM // 09:16   #61
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Quote:
Originally Posted by Wa$d
remebering the days of spirits good times, good times
"You are quite out of touch Mr Marley, while you where away Insult Ranger Shooting got attached to a host of toher paradigms."

Actually my group faced off against what seemed to be an all Ranger Team I guess they where using Kindle Arrows and perhaps some sort of penetration attack because once one of them targeted and they all let fly arrows that target be dead. I didnt even have time to pull a quick heal at all. The only target who lasted a bit was me because of healing touch and orison on self but by the time I tried to get out of range I died too.

Worse still the tournament was in their advantage since it was the hold the Altar scenario, altar which they where holding. And I was on a spiker team...
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Old Sep 19, 2005, 09:24 AM // 09:24   #62
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Question and how do you do that? 120+?

waow 120+ with a ranger/elem in one shot??? how do you do that?
I assume you put 16 in wilderness but then??

Kindle arrows add +26 dam max
Conjure add +10-11 with 10 in fire magic (put more is not an option! else there is no more points for the ranger)
Vampiric 5 - 1 ok add 5 damage
put the max damage with the bow so 28


If you use double shot it means around:
26+11+5+28 = 70 * 0.75 = 52 by arrows so around 104 really max with is amazing but far away from 120+

If you use salvage shot:
26+11+5+29 = 71 !!

so please explain how do get 120+??
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Old Sep 19, 2005, 09:26 AM // 09:26   #63
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Quote:
Originally Posted by kemydes
waow 120+ with a ranger/elem in one shot??? how do you do that?
I assume you put 16 in wilderness but then??

Kindle arrows add +26 dam max
Conjure add +10-11 with 10 in fire magic (put more is not an option! else there is no more points for the ranger)
Vampiric 5 - 1 ok add 5 damage
put the max damage with the bow so 28


If you use double shot it means around:
26+11+5+28 = 70 * 0.75 = 52 by arrows so around 104 really max with is amazing but far away from 120+

If you use salvage shot:
26+11+5+29 = 71 !!

so please explain how do get 120+??

Critical hits?
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Old Sep 19, 2005, 09:29 AM // 09:29   #64
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IWAY is going to make wards come back.
Wards are going to make ranged chars come back. Expect machine-gun kindle rangers and other types of casters, nothing new though.
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Old Sep 19, 2005, 09:30 AM // 09:30   #65
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You don't do 120 damage per hit, you chain all your fast interrupt skills to get a lot of attacks out in ~2 seconds.
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Old Sep 19, 2005, 09:42 AM // 09:42   #66
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Quote:
Originally Posted by Arathorn5000
You don't do 120 damage per hit, you chain all your fast interrupt skills to get a lot of attacks out in ~2 seconds.
exactly

each ranger with a different spirit edge, frozen, favorable, predator season, and conflagoration


its so funny when i go into tombs and all i see is "LF IWAY" and i'm called a noob when i LF 7 interrupt rangers.

people are such drones. can't think for themselves.
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Old Sep 19, 2005, 09:44 AM // 09:44   #67
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Quote:
Originally Posted by CAT
IWAY is going to make wards come back.
Wards are going to make ranged chars come back. Expect machine-gun kindle rangers and other types of casters, nothing new though.
b/c there are no new skills in the game. you can only do so much before its all explored.

iway is about the most pathedic build i have ever seen. when in with 3 n/me, 2 ele, and 3 monks just testing and getting our timings down. first fight was iway. most of my team are complete noobs and some even first time in tombs. all i did was yell "GROUP UP!!! ITS IWAY." they fell within 2 minutes. iway runs into the same problem healing ball does....AoE and your f*cked.

Last edited by twicky_kid; Sep 19, 2005 at 09:47 AM // 09:47..
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Old Sep 19, 2005, 09:57 AM // 09:57   #68
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its about time that necros are the base of a montly flavour!!!
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Old Sep 19, 2005, 10:05 AM // 10:05   #69
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Quote:
Originally Posted by twicky_kid
b/c there are no new skills in the game. you can only do so much before its all explored.

iway is about the most pathedic build i have ever seen. when in with 3 n/me, 2 ele, and 3 monks just testing and getting our timings down. first fight was iway. most of my team are complete noobs and some even first time in tombs. all i did was yell "GROUP UP!!! ITS IWAY." they fell within 2 minutes. iway runs into the same problem healing ball does....AoE and your f*cked.
Well unfortunately IWAY does get the opportunity to rape PuGs and guild groups sometimes. I mean, not every group is going to go anti-IWAY, most teams crush them anyway. Rangers are all the rage now and IWAY numbers are slowly diminishing. It's only a phase.
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Old Sep 19, 2005, 10:14 AM // 10:14   #70
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i ran a mesmer illusion magic degen build with just one or 2 necromancers, theoretically in general damn weak against iway, we killed them easily.
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Old Sep 19, 2005, 11:40 AM // 11:40   #71
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next flavor of the month?

5 necros (2 with the elite blood Sacrifice, 2 with animate bone horrors, 1 with blood of the master and veratas sacrifice)
2 heal monks with unyielding aura
1 prot monk

the moment they zone in the BiP necros sacrifice themselves to death. the death necs summon horrors and the monks quickly res then kill them again with unyielding aura. rinse and repeat. the zerg rush team. the longer the other team wait to attack, the more powerful you are.

or maybe unyielding aura and putrid? + death nova. smart bombs build.

Go Necros!!
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Old Sep 19, 2005, 11:53 AM // 11:53   #72
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Quote:
Originally Posted by Arathorn5000
What do you mean? You mean a-net made a mistake with boosting it?
I'm convinced that they didn't mean to change the skill - that they were merely updating all of the other interrupts and Savage Shot came along for the ride. The buff to Savage Shot wasn't in the patch notes - indeed I didn't even notice it until the Sorrow's Furnace update, when I went to do a day of PvE and noticed that Savage Shot had gotten a stealth buff of doom...

In any case Savage Shot is one of the best skills in the game right now, better than the new Punishing Shot effect for effect, meaning you could elite it and I'd still run it more often than not. The buff was a typographical error that I expect to see fixed with the next round of balance changes.

Either that, or someone doing balance has gone horribly, horribly mad.

Peace,
-CxE
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Old Sep 19, 2005, 02:17 PM // 14:17   #73
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Good bye pentrating shot, hello savage shot.

I do enjoy another distracting shot with half the recharge. Thanks for info.
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Old Sep 19, 2005, 02:58 PM // 14:58   #74
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Quote:
Originally Posted by Ensign
I'm convinced that they didn't mean to change the skill - that they were merely updating all of the other interrupts and Savage Shot came along for the ride. The buff to Savage Shot wasn't in the patch notes - indeed I didn't even notice it until the Sorrow's Furnace update, when I went to do a day of PvE and noticed that Savage Shot had gotten a stealth buff of doom...

In any case Savage Shot is one of the best skills in the game right now, better than the new Punishing Shot effect for effect, meaning you could elite it and I'd still run it more often than not. The buff was a typographical error that I expect to see fixed with the next round of balance changes.

Either that, or someone doing balance has gone horribly, horribly mad.

Peace,
-CxE
its the 5 second recharge. and the quick speed. it shames distracting shot on altar maps. sometimes my mesmer brings it with a secondary bow just for altar maps instead of crap like gale
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Old Sep 19, 2005, 04:17 PM // 16:17   #75
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next months FOTM is going to be an interupt ranger build. Savage Shot is godly someone HAS to be smart enough to abuse it before they nerf it.
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Old Sep 19, 2005, 04:25 PM // 16:25   #76
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you overrate theaverage GW player guys!
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Old Sep 19, 2005, 04:49 PM // 16:49   #77
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I would Say FONM might be a massive Hex spike.
I have YET to see more than 1 frag bomb within a party; you would think they would rome in packs... cmon 2 Virlance's 180dmg; 3 270dmg; 4 360dmg...
10 sec recharge...
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Old Sep 19, 2005, 05:33 PM // 17:33   #78
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2 W/Mo's with bows 1 N/E with an axe 1 R/W with a holy staff , 2 Mo/Me's with hammers, 1 E/Me and 1 Me/Mo's with swords

All they do is run around and attack for 4-5 dmg. No spells/skills needed.
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Old Sep 19, 2005, 05:57 PM // 17:57   #79
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Quote:
Originally Posted by D.E.V.i.A.N.C.E
I would Say FONM might be a massive Hex spike.
I have YET to see more than 1 frag bomb within a party; you would think they would rome in packs... cmon 2 Virlance's 180dmg; 3 270dmg; 4 360dmg...
10 sec recharge...
problem with frag is there is a specific order the spells need to be casted in. haveing more than one frag mes will cross hexes and disrupt the order the hexes need to be in. 2 is fine as long as they know what they are doing but i wouldn't go beyond that.
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Old Sep 19, 2005, 06:24 PM // 18:24   #80
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2 fraggers go on separate targets. I've seen this plenty of times in GvG.
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