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Old Nov 30, 2007, 06:10 PM // 18:10   #1
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Default Dual ranger = win

http://gwshack.us/a07a2

4 spammable interrupts, condition offense and defense, and more KDs than you could shake a stick at.

The defense against hexes and blinders is to prevent with interrupts and daze. With good rangers, this build is fun.

Concerns:
I hate barbed arrows as much as everyone else, but provided the ranger isn't dumb, it isn't too hard to maintain in 4v4 play.
Favorable winds, meh. Nothing else seemed as good in that slot.
Death pact, yes, a bit arrogant.

Any comments or flames appreciated.
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Old Nov 30, 2007, 06:19 PM // 18:19   #2
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Barbed arrows isn't that bad, but since your ranger is going to harass one single target all the time (since they're dazed), he won't have time to spread bleeding, and it seems such a wasted slot.
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Old Nov 30, 2007, 06:35 PM // 18:35   #3
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The lack of an antimeele char is the major failure of ur build (cripshot gets owned by draw that is quite common in ra/ta). A good hexer/blinder will be still able to do his job, and good teams have counters to daze (off monk removals). U also lack of enchantment removal, so even bonders will be a pain.

Last edited by the_deSKtructor; Nov 30, 2007 at 06:39 PM // 18:39..
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Old Nov 30, 2007, 10:22 PM // 22:22   #4
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Quote:
Originally Posted by the_deSKtructor
The lack of an antimeele char is the major failure of ur build (cripshot gets owned by draw that is quite common in ra/ta). A good hexer/blinder will be still able to do his job, and good teams have counters to daze (off monk removals). U also lack of enchantment removal, so even bonders will be a pain.
I agree. Dropping the troll unguents (not a very useful skill in TA anyway) for dual debilitating shots would give something to mess with draw bots or slow the pace of enchantments. Also, I would consider dropping fav winds and death pact for rez sig and purge sig.
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Old Nov 30, 2007, 11:02 PM // 23:02   #5
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Quote:
Originally Posted by Divineshadows
I agree. Dropping the troll unguents (not a very useful skill in TA anyway) for dual debilitating shots would give something to mess with draw bots or slow the pace of enchantments. Also, I would consider dropping fav winds and death pact for rez sig and purge sig.
Agreed. Interrupting the attunement combined with 2 debilitating shots should easily deal with the majority of blinds, which would be good all around. Though I'm not entirely sure how powerful debilitating shot is currently, sloth hunter's might also be an option (dual sloth hunter's->savage is a very strong spike assist).
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Old Dec 01, 2007, 12:44 AM // 00:44   #6
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Drop Fav/Death Pact for Rend/Res Sig or else the build will have a hard time vs Ebon Dust. Also I'd take Magebane instead of Broad Head (BHA isn't very strong vs good teams imo).
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Old Dec 01, 2007, 12:46 AM // 00:46   #7
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Quote:
Originally Posted by TheOneMephisto
Agreed. Interrupting the attunement combined with 2 debilitating shots should easily deal with the majority of blinds, which would be good all around. Though I'm not entirely sure how powerful debilitating shot is currently, sloth hunter's might also be an option (dual sloth hunter's->savage is a very strong spike assist).
Deb shot is still very deadly.

I suggest taking out BHA for Debshot/Concuss/Prepshot. That is, if your ranger can time Concussion well enough. Prepshot is good because of the flexibility it grants you through energy gains.
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Old Dec 01, 2007, 07:15 AM // 07:15   #8
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prep shot + barbed arrows = fail imo
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Old Dec 01, 2007, 03:03 PM // 15:03   #9
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Quote:
Originally Posted by the_deSKtructor
prep shot + barbed arrows = fail imo
Yea, a prepshot guy pretty much HAS to have apply (or another reliable prep), otherwise people will just see him and take down his prep every time.

I'm not so sure about BHA. Having the unconditional daze is pretty strong in arenas, and would easily open up a lot of opportunities for spikes. Dazing the monk and knock-locking + spiking the offhealer would make kills, along with dazing the off-healer and KD spiking the monk.

Something I was thinking about would be maybe putting blackout on the BHA. It's just theorycrafting, but that could open up a lot more opportunities for kills with a daze and blackout providing long periods of constant disruption.
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Old Dec 01, 2007, 07:13 PM // 19:13   #10
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no enchant removal can make you fail vs ebon dust.

I think you should sneak Rend Enchant in either of the ranger.
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Old Dec 03, 2007, 12:19 AM // 00:19   #11
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Favorable winds is horrible in arenas. Its so easy to kill the spirit, especially since they burn. It's the first thing I would go for. If it's dead you wait for a new one for 60 seconds. I personally would swap barbed arrows for screaming shot/hunters shot too probably.
And is it just me or is the warrior missing out on a rez sig? Don't know if it's absolutely necessary with the hard res, but I personally would take one nonetheless.

Last edited by bungusmaximus; Dec 03, 2007 at 12:26 AM // 00:26..
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Old Dec 03, 2007, 02:00 AM // 02:00   #12
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Originally Posted by bungusmaximus
Favorable winds is horrible in arenas. Its so easy to kill the spirit, especially since they burn. It's the first thing I would go for. If it's dead you wait for a new one for 60 seconds. I personally would swap barbed arrows for screaming shot/hunters shot too probably.
And is it just me or is the warrior missing out on a rez sig? Don't know if it's absolutely necessary with the hard res, but I personally would take one nonetheless.
Yeah, either Rush or Enraging Charge for Rez. You don't need both.
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Old Dec 03, 2007, 02:40 AM // 02:40   #13
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Two resses are perfectly fine if you're confident in your team. It becomes a liability when one of the ressers die and the other one gets D-Shot. If you're expecting that to happen, then drop Rush or Shock for Sig (keep Enraging so you can cancel Flail after Heavy Blow).
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Old Dec 03, 2007, 02:56 AM // 02:56   #14
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2 resses is dangerous but worth it if you have a good team and you feel that skill is really needed that much.

That being said, against opponent rangers it can be a serious liability. However, having both resses on characters with natural stride should help.
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Old Dec 03, 2007, 03:40 PM // 15:40   #15
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Responding to major points...

The anti-melee is to kill things. If there is a draw in the build then daze will be drawn also. If the draw is on an off-monk, then that build is probably too defensive to lose to anyway.

If you don't like the synergy between heavy blow and enraging charge while under flail, then you probably have never tried the bar before. I assure you it is worth the skill slot.

Yes, a large part of the build is preventing res sigs. With 4 interrupts, the only reliable way to get a sig off is to hide behind a wall, or have a 75% stance.

Ebon dust is a good point. I forgot that a lot of scrubs are bringing that stuff. Maybe have to bring mend touch on the other ranger, as well. Rend enchantments or gaze of contempt seems unecessary; don't like taking a skill to counter one specific thing.

Daze is the only thing besides KD that reliably frustrates good monks, so BHA stays imho.
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Old Dec 03, 2007, 04:46 PM // 16:46   #16
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Quote:
Originally Posted by Byron
The anti-melee is to kill things. If there is a draw in the build then daze will be drawn also. If the draw is on an off-monk, then that build is probably too defensive to lose to anyway.
Mending touch on a ranger doesn't make a build too defensive
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Old Dec 03, 2007, 06:15 PM // 18:15   #17
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Here's an update to think on:

http://gwshack.us/3f7b0

Yes, I did put infuse health on a ranger. Before loling, consider this: It seems some scrub teams are able to win by putting front-loaded damage and shutdown wholly on the monk. With a quick big heal to prevent sudden death, such a tactic is at least challenged.

Also moved death pact to the waru. I hate making it more defensive, but that's the way things go.
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Old Dec 03, 2007, 10:43 PM // 22:43   #18
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Go go prepshot.

I seriously see people playing 40%+ Daze Reduction. It's something to think about.
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Old Dec 03, 2007, 10:52 PM // 22:52   #19
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Quote:
Originally Posted by Seraphim of Chaos
Go go prepshot.

I seriously see people playing 40%+ Daze Reduction. It's something to think about.
If daze manages to last even 9 seconds then the other team is probably dead or about to die either way.
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Old Dec 03, 2007, 10:56 PM // 22:56   #20
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Quote:
Originally Posted by Byron
Here's an update to think on:

http://gwshack.us/3f7b0

Yes, I did put infuse health on a ranger. Before loling, consider this: It seems some scrub teams are able to win by putting front-loaded damage and shutdown wholly on the monk. With a quick big heal to prevent sudden death, such a tactic is at least challenged.

Also moved death pact to the waru. I hate making it more defensive, but that's the way things go.
Hmm no enchant removal will bring you troubles. Furthermore, you don't have magebane.
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