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Old Oct 23, 2006, 03:51 AM // 03:51   #1
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Default The Future of Cripple

Cripple is the anti-kite/pro-spike condition. Many groups run a Crippling Shot Ranger so that they can assure a perfect spike.

If Crippling Shot hits, your target becomes "Crippled" for 1...7 seconds. This attack cannot be "blocked" or "evaded". 15e `1r

However, Crippling Shot has a low duration and high Energy cost.

Nightfall (mainly Dervish and Paragons) has two skills, which make Crippling Shot look like a joke:

Crippling Anthem (e): For 10 seconds, the next attack skill used by each ally within earshot causes Crippling for 5...13 seconds. 4a 1c

Crippling Anthem is the Crippling Shot for everyone. If many opponents are crippled, it can be difficult for a team to recover

Grenth's Grasp: For 20 seconds, if you are wielding a cold weapon, your attack Skills also Cripple that foe for 3...13 seconds. 10e .25c 20r

This allows for a theoetical Crippling Shot with an extremely long duration. Just have the same character attack or interrupt normally, and it's a constant cripple.

How do you feel about these new massive Crippling skills?
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Old Oct 23, 2006, 05:12 AM // 05:12   #2
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You have the utility of cripple all wrong. When you want to spike someone you don't cripple them, you put them in a KD chain while warriors beat their face in. It's not a condition you care about when you're spiking someone, because by the time they can kite the spike is long-since over.

Cripples and other snares have a lot of utility. You can snare your warrior's targets in order to keep them from kiting and apply more damage pressure. You can play defensively and snare their warriors, reducing pressure on your team. You can slow an enemy flagrunner or slow enemies on the retreat. Crippling Shot is also an awesome skill in skirmish, since it prevents a foe from either retreating or moving into melee range.

As for the skills you bring up, two things to bear in mind...

-The versions of the skills we saw in the preview weekend were not final.

-One of the reasons Crippling Shot sees so much play is that Apply Poison works as a cover condition. When someone is hit by a Crippling Shot there's a poison stacked on the cripple, so you can't just mend the Cripple off. You have to either draw or use multiple spot removals.

When you look at a skill like Crippling Anthem it seems pwoerful because of the amount of cripples it spreads, but since none of them are covered it's easy to spot-remove cripples on key targets. If someone who doesn't need to be moving is crippled it can be safely ignored, so you only remove cripples on targets that need to get somewhere.

Cover conditions are not to be underestimated. In skirmish one condition is good and stacking them is better, while in flagstand play covers make a condition more difficult to remove. There's a reason why "You're All Alone!" saw massive play over the preview weekend, while these skills were often left by the wayside.
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Old Oct 23, 2006, 05:39 AM // 05:39   #3
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Quote:
Originally Posted by Wasteland Squidget
There's a reason why "You're All Alone!" saw massive play over the preview weekend, while these skills were often left by the wayside.
Both Grenth's Grasp and Crippling Anthem are basically preps for a follow-up attack skill, which is a good deal less flexible than just pushing a button and getting a instant covered cripple. I don't think it would realistically be that hard to use either of them and get it covered (assuming preparations or attack skill conditions get applied afterwards...), it's just that it's awkward.

It's also possible that they were left by the wayside simply because YAA is so damn good.
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Old Oct 23, 2006, 05:47 AM // 05:47   #4
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I really like crippling anthem. Monks wand a warrior chasing them, he's crippled. Warrior smacks a monk or a mesmer, they're crippled. Regardless of covers, the fact that every single person on the team can theoretically get a cripple is pretty scary. Additionally, if you're spreading other conditions around with crippling anthem (melandru's guy or barbed arrows, barbed spear, apply poison on that paragon, trapper, blind) removing cripple becomes at the very least, pretty annoying. Just depends on how fast your draw conditions guy can get to everyone.
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Old Oct 23, 2006, 05:49 AM // 05:49   #5
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Quote:
Originally Posted by Thom Bangalter
I really like crippling anthem. Monks wand a warrior chasing them, he's crippled. Warrior smacks a monk or a mesmer, they're crippled. Regardless of covers, the fact that every single person on the team can theoretically get a cripple is pretty scary.
Quote:
Originally Posted by Crippling Anthem
For 10 seconds, the next attack skill used by each ally within earshot causes Crippling for 5...13 seconds. 4a 1c
Most monks I know do not carry attack skills.
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Old Oct 23, 2006, 05:54 AM // 05:54   #6
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Quote:
Originally Posted by Thom Bangalter
I really like crippling anthem. Monks wand a warrior chasing them, he's crippled.
It triggers on the next attack SKILL. Which means casters are not going to be doing much of anything. I can see some use for it in providing additional covers and annoyance on a condition team, or even making Eviscerate even deadlier, but as a primary crippling ability, it doesn't seem to make much sense when it's non-immediate and you've got YAA and cripshot at your disposal.

Grenth's Grasp is too expensive for a warrior (and worse than YAA anyway), it's somewhat prohibitive for a ranger as it's a spell (not to mention somewhat redundant because of cripshot), so that leaves assassins and dervishes. Assassins would actually be better packing YAA or even just caltrops, dervishes... it's too early to say.

Last edited by Riotgear; Oct 23, 2006 at 06:11 AM // 06:11..
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Old Oct 23, 2006, 06:00 AM // 06:00   #7
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oh crap. learn2read, I guess.
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Old Oct 23, 2006, 06:45 AM // 06:45   #8
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Quote:
Originally Posted by Wasteland Squidget
You have the utility of cripple all wrong. When you want to spike someone you don't cripple them, you put them in a KD chain while warriors beat their face in. It's not a condition you care about when you're spiking someone, because by the time they can kite the spike is long-since over.

Cripples and other snares have a lot of utility. You can snare your warrior's targets in order to keep them from kiting and apply more damage pressure. You can play defensively and snare their warriors, reducing pressure on your team. You can slow an enemy flagrunner or slow enemies on the retreat. Crippling Shot is also an awesome skill in skirmish, since it prevents a foe from either retreating or moving into melee range.

As for the skills you bring up, two things to bear in mind...

-The versions of the skills we saw in the preview weekend were not final.

-One of the reasons Crippling Shot sees so much play is that Apply Poison works as a cover condition. When someone is hit by a Crippling Shot there's a poison stacked on the cripple, so you can't just mend the Cripple off. You have to either draw or use multiple spot removals.

When you look at a skill like Crippling Anthem it seems pwoerful because of the amount of cripples it spreads, but since none of them are covered it's easy to spot-remove cripples on key targets. If someone who doesn't need to be moving is crippled it can be safely ignored, so you only remove cripples on targets that need to get somewhere.

Cover conditions are not to be underestimated. In skirmish one condition is good and stacking them is better, while in flagstand play covers make a condition more difficult to remove. There's a reason why "You're All Alone!" saw massive play over the preview weekend, while these skills were often left by the wayside.

Barbed Spear? 3A , plenty Spammable, just depends if bleed covers cripple, or cripple covers bleed
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Old Oct 23, 2006, 12:28 PM // 12:28   #9
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Grenth's grasp could be good on an Assassin (though YAA pwns all in its current form). Now if only Jungle Strike had a shorter recharge...

Harrier's grasp is a non-elite version of Grenth's that arguably does the same thing though.
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Old Oct 23, 2006, 01:40 PM // 13:40   #10
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Quote:
Originally Posted by Tainek
Barbed Spear? 3A , plenty Spammable, just depends if bleed covers cripple, or cripple covers bleed
Ya, it does depend on the order. Imo, Cripple would cover the bleeding though (just like Apply Poison covers cripple) since the attack skills effect is always the first applied i think.

This could allow for 2 instant conditions cover though. For example, think of a ranger with:

Grenth's Grasp (expensive cause it's a spell, but not really much more than multiple uses of Cripshot)
Apply Poison
Hunter's Shot
Called Shot


If you do Called Shot, you got the exact same effect as Crippling Shot (target is poison/crippled, can't be blocked/evaded, and 3 x arrow speed as bonus so it can't be strafed). If you do Hunter's Shot on a moving target, then you have Bleeding-Poison-Cripple stacked on him straight. Considering the 5s recharge on it, this could be pretty cool overall. But is it worth it over just a Cripshot, not sure.

The non-elite version Harrier's Grasp is likely enough though. All attacks (not attack skills) against moving foes cripple. Could be combined with Harrier's Haste (+25% move speed, +damage vs moving foes) or Whirling Charge pretty easily. Could be useful to include a crazy interrupt like Magebane Shot for elite.

So you could have:

Magebane Shot
Harrier's Grasp
Apply Poison
Called Shot

to have the ability to use a Cripshot equivalent on moving targets while having access to the most crazy interrupt skill in the game. And if you need a cripple to hit NOW, you can use Magebane Shot to trigger it instantly instead of waiting for the normal bow fire rate like Cripshot has to.
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Old Oct 23, 2006, 02:10 PM // 14:10   #11
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Quote:
Originally Posted by Wasteland Squidget
Most monks I know do not carry attack skills.
Has anyone tested "Smite"? Since it's an attack, it should cripple the opponent.
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Old Oct 23, 2006, 02:33 PM // 14:33   #12
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Quote:
Originally Posted by ~Vanilla~
Has anyone tested "Smite"? Since it's an attack, it should cripple the opponent.
Why the hell would a monk ever consider bringing smite?
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Old Oct 23, 2006, 03:22 PM // 15:22   #13
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Dunno. I just wanted to know whether it works.
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Old Oct 23, 2006, 04:14 PM // 16:14   #14
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doesnt matter, its smite...
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Old Oct 23, 2006, 04:15 PM // 16:15   #15
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Crippling anthem+rush+bull's strike+attack chain.
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Old Oct 23, 2006, 04:20 PM // 16:20   #16
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why do you need cripple if you have bulls strike? it knocks them down.
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Old Oct 23, 2006, 11:33 PM // 23:33   #17
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http://gw.gamewikis.org/wiki/Harrier's_Grasp

Seems like another decent cripple. Would be interesting with blackout or PD on a mesmer so you have something productive to do while your skills recharge.
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Old Oct 24, 2006, 08:39 AM // 08:39   #18
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Quote:
Originally Posted by comonnow
why do you need cripple if you have bulls strike? it knocks them down.
So your full combo hits. And if they barely survive, you can easily get the killing hit in.
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Old Oct 24, 2006, 10:16 AM // 10:16   #19
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Quote:
Originally Posted by Zinger314
Crippling Anthem (e): For 10 seconds, the next attack skill used by each ally within earshot causes Crippling for 5...13 seconds. 4a 1c
The second most overrated paragon skill, right after "It's just a flesh wound".

Average number of attackers on gvg team = 3. It was way more viable when it was 8 adrenaline but non-elite.

Why would I want some random cripple around enemy team. You usually want cripple on enemy warriors and the focused target and cripshot does that way better.
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Old Oct 24, 2006, 06:50 PM // 18:50   #20
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Quote:
Originally Posted by TheOneMephisto
Why the hell would a monk ever consider bringing smite?
Well, crippling a chasing warrior might just be a good reason
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