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Old May 26, 2005, 05:07 PM // 17:07   #81
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Pin down & run around (it rhymes for a reason )

My ranger is setup to give healers, mesmars, and elementalists hell, but its not that great for hindering warriors. Pin down works really good though, because they are then reduced to two options: 1. Go after a different person, or 2. Keep chasing you around. Many warriors despite being crippled will continously follow you around, but it really is a hopeless cause..by the time the first pin down is about over, a second dose is easily ready to go.

Some warriors have the same type of spells that can cripple/knock you down. Gotta be a little more careful from those, and that's when I usually call for assistance from my guildmates.
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Old May 26, 2005, 05:11 PM // 17:11   #82
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Quote:
Originally Posted by Epinephrine
I disagree. Spike damage is more important than sustained damage, and besides that, check out the tables here:

http://www.guildwarsguru.com/content...ess-id1103.php

Remember that vs an AL of 100 (a warrior for example) that the listed physical damage is cut in half. A caster with a staff and conjure element can deal as much as a ranger with a bow and conjure element because the staff's RoF is higher. Go ahead and toss on some additional attacks, but the mage can intersperse spells to get damage up past your levels.
I usually agree with Epinephrine, who really knows his elementalists. However, the skill effectiveness chart cited above does not add in tiger's fury, which will increase the number of ranger bow attacks. Also, rangers have penetrating attack (25% effective) and poison arrow, which DOT's regardless of 100 AL. These two skills alone will put the ranger over the elementalist in damage output over a period of 30 seconds.

The Elementalist's strength is burst attack. The air Ele can cast three burst spells within 5-6 seconds and kill a caster. However, most monks will have the benefit of Life Bond from a taamate, which dilutes the effectiveness of nukes. I would suggest that Ele have someone rend enchantments first before nuking.
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Old May 26, 2005, 05:22 PM // 17:22   #83
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Originally Posted by Gh0sT
I have exactly the same but the problem is my team usually...

I cant even remember how many times my team would run up to the "collection point" as i like to call it (where both teams get near range and stand still because no one dares to make the first move), and im a bit in the back as a ranger...

Usually a couple of different things can happen now:

1. Team rushes back, scared like hell leaving the warrior for me to handle (usually happens with a team without warrior)

2. Our warrior totally ignores the other warrior and goes for a soft target... now i can be wrong, but arent warrior suppost to take the hits... rangers are IMO better at taking out soft targets like casters... (distract, poison, cripple, kill or something like that)

---

Warriors are beatable, with some stuff like DoT (poison, bleeding), but the main factor is that the team should help you... and IMO the problem lies with teh Elementalist in a team...

A non-moving warrior... bashing in on a ranger in other words distracted... what the hell could be a better target for a meteor shower...

As a matter of fact ive never seen an elementalist do anything else then cast fireballs at other elementalists... i bet that if the elementalist would help you out with a warrior you could easily beat them... (as long as there is no monk)
warriors are allways the last targets. simply because they are easier to heal and harder to damage. people allways go for soft targets first. anything else would be stupid. if you want to destroy your enemy. sure you can kill their attacking force. but wouldn't it be nicer to kill their backup? then their attacking force will be so much easier to kill.

if you want to stop a warrior (not kill him. just stop him) bring a necro. and throw curses on him. stuff like faintheartedness things that makes him slower. make him hit you once a minute. once the rest of the team is down. kill the warrior. at this point the warrior will proberly be running around trying to ressurect someone who can either a heal him or b res someone else to get the team alive. which means he is either going to be running away taking critical hits and being interrupted every time he tries to res. or he has not noticed the rest of his team is dead and hes still beating on someone. either way. hes is easy to take down
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Old May 26, 2005, 05:38 PM // 17:38   #84
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Quote:
Originally Posted by Dred Skullord
I usually agree with Epinephrine, who really knows his elementalists. However, the skill effectiveness chart cited above does not add in tiger's fury, which will increase the number of ranger bow attacks. Also, rangers have penetrating attack (25% effective) and poison arrow, which DOT's regardless of 100 AL. These two skills alone will put the ranger over the elementalist in damage output over a period of 30 seconds.

The Elementalist's strength is burst attack. The air Ele can cast three burst spells within 5-6 seconds and kill a caster. However, most monks will have the benefit of Life Bond from a taamate, which dilutes the effectiveness of nukes. I would suggest that Ele have someone rend enchantments first before nuking.
Dred: I know there are weaknesses presenting it in tabular form, but nobody is restricted to a single class. I don't actually play elementalist much, so I don't know why you say I know them, unless you meant Ranger.

I used the wand attacks as an example; Tiger's Fury would up that rate as well, and elementalists can have ranger as a secondary. Likewise they can poison their weapons too.

If you mean purely using their own skills you have to take conjure off the list for the ranger damage, getting rid of barrage bots and such. If you allow mixing of classes the elementalist's huge pool of energy combined with a tiger's fury wand might be plenty. We can have a contest about who can deal the most theoretical damage in X seconds, but it wouldn't serve much point. I would argue that an elementalist can do a damage spike more effectively than a ranger can. If you take additional attacks mixed in with your bow attacks that's fine, but the elementalist can mix in spells too.

I love rangers, and I will argue their usefulness in many situations, their ability in PvP, possibly even saying that they have comparable sustained damage to a warrior for example, but you can't tell me you think you can out damage spike an elementalist with 90 energy and nothing to do but chain cast.
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Old May 26, 2005, 06:07 PM // 18:07   #85
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Quote:
Originally Posted by Epinephrine
I love rangers, and I will argue their usefulness in many situations, their ability in PvP, possibly even saying that they have comparable sustained damage to a warrior for example, but you can't tell me you think you can out damage spike an elementalist with 90 energy and nothing to do but chain cast.
I agree with you, Epinephrine. The Ele's strength is burst attack, knockdown and slowing down the enemy. Most players pick the Ele for the wrong reason, sustained damage output. If you're like me, I saw the Ele's chain lightning and assumed they can blast everything. Tiger's fury and level 14 Expertise makes the Ranger better at sustained damage output. Although an Ele with tiger's fury is really cool.

Last edited by Dred Skullord; May 26, 2005 at 06:12 PM // 18:12..
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Old May 26, 2005, 11:57 PM // 23:57   #86
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pin down and kiting stupid warriors seems to work rather well . Posion debilitating shot x2 hunters shot penetrating shot and pin down work very well vs warriors. Traps are great also with whirling defense/throw dirt to max there missing rates drop barbed traps and flame traps, if they are still chasing you posion him/pin down once barbed runs out. Im a barragebot r/mo judges + pen shot did 138 to one warrior

Last edited by The Red Knight; May 27, 2005 at 12:00 AM // 00:00..
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Old May 27, 2005, 02:13 PM // 14:13   #87
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When I start the match I throw down a spirit of favorable winds.

when a Warrior comes on me I quickly cast troll Ugent (I have 12 wilderness survival) I can now last without taking damage for 10 seconds.

In those 10 seconds I get a pin down, illusion of haste and a poison shot (I have a poisoneers bow).

They are now poisoned, and REALLY slow, barbed trap comes next, cripples them even more, then a power shot normal shot, power shot. I do about 60 damage a normal shot and around 85-90 with a power shot, that WITH the poison should be enough to kill them, if they stop to cast heals the give me even more time, and the poison keeps the heal from actually helping them.

I can normally take them out before they even get to me.
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