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Old Jul 05, 2005, 11:13 PM // 23:13   #21
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I always carry Pin Down on my Ragner. There's no reason for me to run in circles chasing someone because I can't spare 7 mana.
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Old Jul 06, 2005, 12:04 AM // 00:04   #22
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Bull's strike works nice, in conjunction with a speed boost. Hits for upwards of 100 damage if you catch a running foe, not to mention the knockdown, and a lot of people like to run around in tombs.
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Old Jul 06, 2005, 02:31 AM // 02:31   #23
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Sword Warriors can't run Bull's Strike why?

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Old Jul 06, 2005, 03:37 AM // 03:37   #24
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Quote:
Originally Posted by Ensign
Sword Warriors can't run Bull's Strike why?

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Skill bar only has 8 slots?
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Old Jul 06, 2005, 04:14 AM // 04:14   #25
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On my N/Me I bring some sort of hex that slows movement by 50%, on my ranger though I don't bring it because my build should drop most anyone before they run away, and if I've been hitting them with my primary bow (half moon) I can get some more shots in with a long bow. Pin down just doesn't benefit me enough to take something like whirling defense out.
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Old Jul 06, 2005, 05:01 AM // 05:01   #26
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Quote:
Originally Posted by Ensign
The biggest problem with Hamstring is that it's so expensive. 10 energy is a ton for a Warrior, particularly for a skill that you can only use after you've caught them.
As a W/E, most of my ice spells that slow cost as much or more, and they have a bit of a recharge time. Since I have 30 energy, I can live with a skill that needs ten. My problem is I don't have enough room on the skill bar for it. :\
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Old Jul 06, 2005, 05:06 AM // 05:06   #27
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Quote:
Originally Posted by Meimei
- 99% warriors dont bring hamstring
- 99% mesmer dont bring cripple spells
- 75% rangers dont bring pin down

Please explan me why ppl dont bring cripple
im a W/E and i almost always bring hamstring, as well as water trident. its great for snaring monks, which i can then use sever artery, gash, galrath slash, final thrust on
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Old Jul 06, 2005, 05:15 AM // 05:15   #28
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Quote:
Originally Posted by derrtyboy69
im a W/E and i almost always bring hamstring, as well as water trident. its great for snaring monks, which i can then use sever artery, gash, galrath slash, final thrust on
Probably Hamstring lasts longer then cripple. I'm and E/Me so I don't know anything about this. Thanks, I just remembered that I should add a Crippling kind of spell when Pvping .
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Old Jul 06, 2005, 07:13 AM // 07:13   #29
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I bring hamstring. It is pretty expensive though so it's something you have to use carefully. I like to use it on healers when they start running. If I remember correctly, all attacks done on running targets are critical (not sure where I read this though-- can someone confirm?). It works pretty well when I use it in conjunction with my mesmer skills.

Of course, I've only tried this in random arena. In a team arena I doubt this would work without more back up.
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Old Jul 06, 2005, 01:23 PM // 13:23   #30
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Quote:
Originally Posted by Mister Pie
I bring hamstring. It is pretty expensive though so it's something you have to use carefully. I like to use it on healers when they start running. If I remember correctly, all attacks done on running targets are critical (not sure where I read this though-- can someone confirm?). It works pretty well when I use it in conjunction with my mesmer skills.

Of course, I've only tried this in random arena. In a team arena I doubt this would work without more back up.
I had a ~10 game streak in 4v4 teams the other day with a 2 war/1 mes/1 monk team (I was a warrior/mes). We ran with this strategy the whole time:
Mesmer disrupts the monk and throws some other general stuff around.
2 warriors pick a softie (mes,nec,elem) target other than the monk. I hit it with hamstring to keep em in place then a blackout to prevent em from getting a (ward/blinding flash/midnight signet/throw dirt) off to save em self. The other warrior concentrates on pure damage. The rest of our targets team is concentrating on either the mesmer or the monk both much higher priority than the 2 wars. Except for thier monk who is having trouble removing the cripple condition due to the efforts of the mesmer.

It worked pretty well. And the mesmer (who was one of the best mesmers I've seen) told us "I have a new respect for warriors now." Made me feel all warm and fuzzy inside.

Last edited by QuixotesGhost; Jul 06, 2005 at 01:37 PM // 13:37..
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Old Jul 06, 2005, 07:27 PM // 19:27   #31
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Quote:
Originally Posted by PieXags
On my N/Me I bring some sort of hex that slows movement by 50%, on my ranger though I don't bring it because my build should drop most anyone before they run away, and if I've been hitting them with my primary bow (half moon) I can get some more shots in with a long bow. Pin down just doesn't benefit me enough to take something like whirling defense out.
Agreed. For a Ranger, you don't need to keep a fleeing foe from running, so in that instance, crippling is useless. If you were a Warrior, and your team was fresh out of distance attackers, crippling a fleeing foe might be useful.

But come on, haven't you ever wanted someone to stay put when they were chasing you? Or keep them in range of an AoE spell longer? Am I the only one who thinks a fleeing enemy isn't the only problem you will face?
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Old Jul 06, 2005, 08:24 PM // 20:24   #32
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which reminds me...unlock hamstring on PvP only char....thx.
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