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Old Dec 15, 2006, 08:21 PM // 20:21   #101
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Quote:
Originally Posted by Drewfense
R/D Grenths Grasp
This is a really powerful combo that I don't think sees nearly enough play. With Called Shot on their bar they have an undodgeable and almost free Cripshot, and the cost of reactivating Grenth's Grasp isn't all that much. This makes them really strong flagstand characters who can spread cripples everywhere while never having energy issues like a normal Cripshot would.
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Old Dec 15, 2006, 11:38 PM // 23:38   #102
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Quote:
Originally Posted by Wasteland Squidget
This is a really powerful combo that I don't think sees nearly enough play. With Called Shot on their bar they have an undodgeable and almost free Cripshot, and the cost of reactivating Grenth's Grasp isn't all that much. This makes them really strong flagstand characters who can spread cripples everywhere while never having energy issues like a normal Cripshot would.
I completely forgot about that =/

Still, a D/A with SoH+FN would simply wtfpwn. If he doesn't feel like fighting with the opposition's runner, FN and deliver that flag. It'd be imba, sure, but I'm not complaining.. I <3 my derv!
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Old Dec 16, 2006, 05:41 AM // 05:41   #103
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Grenths grasp is riddiculously annoying though. Played one a couple of nights ago, with all of the eurospike theres so much enchant removal...not to mention reactivating it adds micro to a class that in many cases has enough to deal with already (what with pushing for flaggers/heal parties, interrupting key Aegis' and Diversions etc, keeping wars cripped, etc). Too annoying for me thanks -_-
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Old Dec 24, 2006, 04:52 AM // 04:52   #104
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bsurge assassin

gg
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Old Dec 24, 2006, 07:34 AM // 07:34   #105
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As far as the Grenth's Grasp R/D I'm gonna agree with Stealth Rider for now. I don't have a ton of experience with R/D crips yet, but I've almost got my hands full as it is...then again I'm also designated as the secondary ganker, so that probably has a lot to do with it (if I'm not really needed for some reason at the flag stand I go take out the npc's in their base).

What Program said is right though. I've fought multiple Melandru's dervishes and there are 2 answers to them- interrupt their form...then it's gg for them. Or, if you lag or for some other reason can't interrupt it, just kite away for a minute or so.
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Old Dec 24, 2006, 09:26 AM // 09:26   #106
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Quote:
Originally Posted by Kyle The Piemaster
bsurge assassin

gg
...Honestly? For a skirmish template Bsurge anything is a good start. Bsurge rit for the base gank(I hate this skill)! Has anyone tried an ebon dus tsin? I haven't bothered yet, but it could work quite well...
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Old Dec 24, 2006, 09:59 AM // 09:59   #107
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Instead of Called shot for the new crip shot dude use crossfire - it will hit in most situation and got ridiculous bonus damage for the cost of 5 en, taking in mind it even got a 'non block-evade' condition in it.

Bsurge is so much powerful it even places thoughts on Signet of midnight even you are a mesmer with points in that line.
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Old Dec 26, 2006, 07:24 PM // 19:24   #108
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Quote:
Instead of Called shot for the new crip shot dude use crossfire - it will hit in most situation and got ridiculous bonus damage for the cost of 5 en, taking in mind it even got a 'non block-evade' condition in it.
Called Shot has a distinct advantage in that it can not be dodged. It *always* hits barring LoS issues. An un-escapable Cripple is pretty devastating, though the micromanagement issues as i said are not easy to deal with.
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Old Dec 26, 2006, 09:40 PM // 21:40   #109
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Quote:
Originally Posted by Seamus Finn
...Honestly? For a skirmish template Bsurge anything is a good start. Bsurge rit for the base gank(I hate this skill)! Has anyone tried an ebon dus tsin? I haven't bothered yet, but it could work quite well...
http://gw.gamewikis.org/wiki/Build:A/E_Signet_Spiker

this is popular in arenas

personally, I find it a bit slow, great survivability though
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Old Dec 26, 2006, 09:57 PM // 21:57   #110
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It's a tricky thing, figuring out how to deal with gankers etc.

One thing I've been trying to work in is a way to catch and kill assassin-type gankers, possibly using Scorpion Wire; this allows you to follow the shadow step, finishing off your foe who thought he'd have a safe retreat. If anyone has a successful anti gank build that could incorporate it I'd love to see Haven't come up with a really viable build using it though... you want a decent deadly arts investment, so that you can get the scorpion wire on before they retreat, but still have it active if you need to battle it out for a bit. And hopefully the character would still be useful for the team when not needed for this duty, either by serving as a ganker, a runner or a main group player.

One runner I am fond of that has both ganking and counter ganking utility is the ritualist runner I've been using for a while; it can act to gank via the interrupt and weapon spells, and can stand up against gankers, forcing the retreat via the damage that is reflected; a straight healing build can't force them off as well, a straight damage build can't heal the NPCs, but vengeful weapon/weapon of remedy on an archer being ganked removes conditions, heals damage and adds pressure to the attacker.
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Old Dec 26, 2006, 10:18 PM // 22:18   #111
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That bsurge template is a disgrace to my beautiful build
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Old Dec 26, 2006, 10:28 PM // 22:28   #112
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hehe, put it up to standard if you know a better one ^^
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Old Jan 13, 2007, 11:25 PM // 23:25   #113
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Talking about that Sheep Dash Reaction Game Thing...I got a 0.000 once! lol...I sort of guessed on it.
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Old Jan 14, 2007, 09:47 PM // 21:47   #114
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Quote:
Originally Posted by Epinephrine
It's a tricky thing, figuring out how to deal with gankers etc.

One thing I've been trying to work in is a way to catch and kill assassin-type gankers, possibly using Scorpion Wire; this allows you to follow the shadow step, finishing off your foe who thought he'd have a safe retreat. .
this works. we've tested it, we are using it. The micromanagement is tricky and you really need to practice it. But with the right set-up it will kill shadow of haste builds
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Old Jan 15, 2007, 11:56 AM // 11:56   #115
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R/D Ebon Dust aura ranger is also pretty annoying to run.

I personally prefer running Needling Shot on the R/D bar. It allows you to spam the conditions much faster and is better for on-demand.
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Old Jan 15, 2007, 06:36 PM // 18:36   #116
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Quote:
Originally Posted by Yue
R/D Ebon Dust aura ranger is also pretty annoying to run.

I personally prefer running Needling Shot on the R/D bar. It allows you to spam the conditions much faster and is better for on-demand.
Called shot >>> needling shot on a R/D ebon dust bar. Faster recharge, even less likely to be strafed (since it moves even faster), and cannot be blocked or evaded.
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Old Jan 16, 2007, 06:39 AM // 06:39   #117
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Needling arrow also moves faster. However, it's a fater shot in itself. For an ebd ranger especially, needling is preferable since alot of the times you'll want the blind to land on a spike, and called is too slow for that.
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Old Jan 16, 2007, 01:46 PM // 13:46   #118
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Quote:
Originally Posted by Yue
Needling arrow also moves faster. However, it's a fater shot in itself. For an ebd ranger especially, needling is preferable since alot of the times you'll want the blind to land on a spike, and called is too slow for that.
I've never heard of Savage Shot before.
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Old Jan 17, 2007, 07:59 AM // 07:59   #119
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Savage is an interrupt that costs double.
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Old Jan 17, 2007, 09:20 AM // 09:20   #120
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Quote:
Originally Posted by Yue
Savage is an interrupt that costs double.
With Expertise the is no need to worry about energy, you want to stop a warrior on spike with Needling Shot?! Then complain about savage in an interupt?!

Savage Shot > Needling Shot.

End of Story.

Kthx.
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