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Old Sep 30, 2008, 03:27 PM // 15:27   #21
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problem is that, with current duration and 2 sec recharge on cripshot you wont be able to constant snare 2 ppl anyway. so pin down is much better as its non-elite and then with burning arrow its the best dmg+efficient snare. incendiary is far better on stand and similar to burning on split (7sec natural and 9pips troll helps a lot) but i dont like HAVE-TO-SPAM aspect, coz you cant interrupt so many things as it takes too long to cancel attack skills. as long as on stand its still better, i preffer burning on split coz of higher 'on hit' dmg (cool if u wanna finish KDd guy) and that i waste much less time on spamming shit while ppl around keep casting. after sloth's nerf i dont like magebane anymore. if your mesmer doesnt suck so badly u dont need unblockable interrupt and on split burning is much stronger now.

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oh, and mel shot:P i like the effect, but it sux as its 10 recharge. u need this skill rdy on demand. maybe if itll get slightly reduced cond durations, then with 10e 1c 5r should work pretty cool....

Last edited by tava; Sep 30, 2008 at 03:31 PM // 15:31..
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Old Sep 30, 2008, 03:58 PM // 15:58   #22
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not to mention, cripshot is utterly outclassed by the many cheap ubersnares available for midline characters. with every team packing at least two of those, there's no point in bringing cripshot.
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Old Sep 30, 2008, 10:52 PM // 22:52   #23
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not to mention, cripshot is utterly outclassed by the many cheap ubersnares available for midline characters.
Even if it were, its nearly impossible to have too many snares if you plan to be moving, at all.
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Old Oct 01, 2008, 12:23 AM // 00:23   #24
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unless you want another more useful skill on that slot, such as incendiary arrow.

it's the same reason why people do not bring six warriors in pressure builds. you'll reach a point where adding more of the same element just won't give you any appreciable increase in effectiveness.
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Old Oct 01, 2008, 12:58 AM // 00:58   #25
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it's the same reason why people do not bring six warriors in pressure builds. you'll reach a point where adding more of the same element just won't give you any appreciable increase in effectiveness.
In the case of the ranger, taking cripshot moves you from 2 to 3 characters with great snares. I don't think thats even close to any critical threshold, but actually quite useful when you consider the value in having snares in multiple geographic locations and the importance of redundancy against good removal.

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unless you want another more useful skill on that slot, such as incendiary arrow.
Incendiary is nice, but usually second best. For what we do, at least.

Last edited by Neo-LD; Oct 01, 2008 at 01:00 AM // 01:00..
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Old Oct 10, 2008, 06:14 PM // 18:14   #26
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Correct me if I'm wrong.

So, assuming your burn lasts for full duration, new burning arrow will deal an additional 70 damage at 10 marksmanship (standard spec) over 5 seconds. With poison, it will deal an additional 110 damage over 5 seconds. Not including attack bonus damage or the arrow hit.

That seems powerful enough to forgo the reliable snare and tactical use of crippling shot, now.
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Old Oct 11, 2008, 04:57 PM // 16:57   #27
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Correct me if I'm wrong.

So, assuming your burn lasts for full duration, new burning arrow will deal an additional 70 damage at 10 marksmanship (standard spec) over 5 seconds. With poison, it will deal an additional 110 damage over 5 seconds. Not including attack bonus damage or the arrow hit.

That seems powerful enough to forgo the reliable snare and tactical use of crippling shot, now.
Remember that unless there is some recup or breeze up you dont have 7+4 degen but 6+4 so with poison its 100degen dmg not 110. And in fact you had 88 of it before so this updated just increased dmg over time from Burning on 10 marks by 12. Its not THAT much Its really gud now - but still on 5recharge IA power level imo.
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