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Old Jul 23, 2005, 10:27 AM // 10:27   #21
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For your echo/debil ranger, positioning could be just as important as the build setup, making it so that their team is in the spirit area and yours is not. Rangers do get the luxury of not being considered a primary threat. That does take a good amount of timing and feel to pull off, but that is one of those instances where there is no real disadvantage.
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Old Jul 23, 2005, 12:01 PM // 12:01   #22
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Don't know about you guys but I love quickening zephyr, whethers its pvp or pve, okay it affects the caster negatively but you can ease that off with energizing wind and that is a great combo. Add in serpents quickness and it becomes easy for a ranger to maintains certain skills constantly. I love to spam skills and have them ready before they wear off or soon after and this just makes it happen.
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Old Jul 23, 2005, 06:47 PM // 18:47   #23
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It makes an orison cost 7 energy, this is why people don't like it. You guys should really try and play every class so you get a perspective of how every class works with eachother.
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Old Jul 23, 2005, 09:25 PM // 21:25   #24
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you shouldnt be using that spirit unless your in a build party that is prepared for you to use it
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Old Jul 23, 2005, 09:38 PM // 21:38   #25
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I hate this spell sometimes, even in UW groups. Sure, it takes away the long wait between traps, but other than that I just just like to place EW first, have everyone trap the first line and then put down QZ.

Actually, EW could be really helpful if you were using, say, Light of Dwayna in the Tombs. In Burial Mounds you'll usually have a stacked pile of dead allies. Can you immagine being abble to res 5 people at once with only 10 energy? o.o
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Old Jul 23, 2005, 10:15 PM // 22:15   #26
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Quote:
Originally Posted by StandardAI
It makes an orison cost 7 energy, this is why people don't like it. You guys should really try and play every class so you get a perspective of how every class works with eachother.
Zephyr helps monks, if your not stupid.
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Old Jul 24, 2005, 08:46 AM // 08:46   #27
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Quote:
Originally Posted by Sagius Truthbarron
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Actually, EW could be really helpful if you were using, say, Light of Dwayna in the Tombs. In Burial Mounds you'll usually have a stacked pile of dead allies. Can you immagine being abble to res 5 people at once with only 10 energy? o.o

I've thought of that myself. I've also thought of a protection monk who uses symbiosis but you know uggggg that damn other spirit Natures renewal I believe.
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Old Jul 24, 2005, 09:02 AM // 09:02   #28
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Maybe someone's already touched on this, maybe I can help explain it more clearly.

Quickening Zephyr is one of the most powerful effects in the game. If anyone on your team says "Quickening Zephyr sucks", I'd bet money that they haven't spent more than a few moments thinking up builds, and I'd make money on those bets.

QZ alters one of the fundamental limitations of the game- Recharge Times. Not only that, it does it for everyone on the field. It's an incredibly powerful effect. Not only that, it affects another of the fundamentals of the game- energy costs. People sometimes ignore the secondary (increased energy cost) effect, but it's a double edged sword- you shouldn't just be using QZ to make your skills recharge faster- you should be using it to cripple your enemy's energy supply.

Having said that, you can't just throw QZ into a build and expect it to work well, and that's why I suspect it's not a "popular" skill. In all seriousness though, would you let a popularity contest give you recommendations on what skills to run in a competetive setting? Judge skills based on their effect, and QZ's is powerful. It just takes a bit of planning to use well, and that's what's beyond the "popular" crowd.
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