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Old Dec 01, 2008, 07:12 PM // 19:12   #21
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I just melandru's shot them before to get to their targets. They usually put up contagion upon leaving the res, so applying 3 conditions pretty much takes away more than half their health bar.
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Old Dec 02, 2008, 11:48 AM // 11:48   #22
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I just melandru's shot them before to get to their targets. They usually put up contagion upon leaving the res, so applying 3 conditions pretty much takes away more than half their health bar.
Sniping them and especially an early cripple after they leave the teleporter usually works.

One word of warning though if you use apply poison:
Make sure you get the kill before they reach anything ... if they get their [[Contagion] up your strategy backfires, since they apply poison only to adjacent foes with [[death nova]. [[Contagion] spreads your poison to all foes in the area, which just helps them.

I settled with [[read the wind], [[pin down], [[burning arrow], and [[hunter's shot] with necro secondary ([[rend enchantments]). I found this more effective then a [[melandru's shot] build in JQ for hunting N/A's and Turtles.

A) I can use a vamp flatbow for a huge distance advantages from up top with a fast refire rate, while maintaining the accuracy of a recurve bow;
B) because I get 7 pips of degen from BA as well (10 pips with a successful hunter's shot), by applying less and more controllable conditions;
C) [[pin down] has the same recharge as [[melandru's shot] (again, [[read the wind] allows me to shot with more accuracy over a greater distance with a crippling longbow);
D) I have only two relevant attributes to spec in.

Good luck hunting!
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Old Dec 04, 2008, 02:21 PM // 14:21   #23
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Hmmm... I carry both Melandru's and Pin Down - mostly because I like being able to cripple two targets at once. This lets me hamper the escorting Mo/P or keep a pesky Warrior/Sin/Derv off my back.

I like your thought on using RTW tho... I'll have to consider the trade off on not having Apply Poison, but only because it can be useful in taking out the NPC guards over time - poison one, move to next, then next, and so on. It takes longer then our friendly ele nukers... but sometimes you just can't bear to be bored!
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Old Dec 04, 2008, 05:30 PM // 17:30   #24
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[build prof=N/A blo=13 death=16 sha=3][Death Nova][Contagion][Dark Aura][Putrid Bile][Death's Charge][Wallow's Bite][Signet of Agony][Dash][/build]

just take out the ranger or sin and cap next time.
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Old Dec 05, 2008, 01:32 AM // 01:32   #25
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just take out the ranger or sin and cap next time.
I know of a few bombers who tried this on me. Hillariously ineffective.
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Old Dec 05, 2008, 06:51 AM // 06:51   #26
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[build prof=N/A blo=13 death=16 sha=3][Death Nova][Contagion][Dark Aura][Putrid Bile][Death's Charge][Wallow's Bite][Signet of Agony][Dash][/build]

just take out the ranger or sin and cap next time.
Right...
Player: 600hp
Npc: 330hp

Guess what, it doesnt work.
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Old Dec 05, 2008, 03:26 PM // 15:26   #27
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Shhh!!!! Don't let them in on our secret! Silly Bombers
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Old Dec 05, 2008, 08:45 PM // 20:45   #28
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as already said before many times :[Melandru's Shot] good vs the jade carriers & bombers
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Old Dec 05, 2008, 09:04 PM // 21:04   #29
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Originally Posted by timebandit View Post
I settled with [[read the wind], [[pin down], [[burning arrow], and [[hunter's shot] with necro secondary ([[rend enchantments]). I found this more effective then a [[melandru's shot] build in JQ for hunting N/A's and Turtles.
Worked like a charm. Swapped Rend for [rip enchantment] though, too much [life bond] going around.
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Old Dec 06, 2008, 07:22 AM // 07:22   #30
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A quick respawn is normal in many FPS formats such as Capture the Flag in Unreal Tournament. It's a fine mechanic in a casual format such as Jade Quarry because players can take risks without being harshly punished (like being out for the round as you would be in CounterStrike)
There's a huge difference in the speed of those games. If you go down during a flag run you're out of that contest more or less (unless you're supporting the carrier, die early, and respawn close enough to support in the last leg). In CTF, the value of the kill is in the time and ground it buys you, not in the kill itself. Fights tend to resolve themselves quickly, as short as a fraction of a second; if someone is trying to be lame you can usually just kill them, and if they don't die quickly it's because they're roaching it up and hiding and generally not doing something useful.

Contrast that with Guild Wars and MMOs in general, where the pace of the game is a whole lot slower. The time and distance penalties of death are much less relevant because not nearly as much changes in the 15 seconds you're gone - in Guild Wars, the fight will almost certainly still be there, while in UT the fight will be over and the winners somewhere else. You also can't just kill someone doing something lame, because killing people is so much harder. Harder killing plus slower action means that deaths mean very little unless further penalized by long respawn timers or death penalty. The games are sufficiently different that deaths mean completely different things.
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Old Dec 06, 2008, 07:46 AM // 07:46   #31
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omgomgomg ensign posted
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Old Dec 06, 2008, 08:46 AM // 08:46   #32
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omgomgomg ensign posted
I am ensign's fanboy too ^_^
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Old Dec 06, 2008, 09:54 AM // 09:54   #33
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Originally Posted by Mr Emu View Post
omgomgomg ensign posted
Hahaha,
exactely what I thought
Good to see ya around ensign ...

We miss you,
Your Fanboys and -girls

P.s. I have to say though that I am having some good laughs and fun action in Jade Quarry. The 'brokenness' of it sure has it's fun factor. Playing cats and mice with the N/A's gives me and my guild a nice break of the seriousness of higher tier PvP.

And the 'fast pace spawning action' is a nice change in Guild Wars. Dying as energy management and running those gimmicky builds that no where else really work is for me one of the main reasons to go in there and have a ball. I like the rush of it, and that it actually punishes Tank builds for staying alive.

If it would be up to me I'd say: Keep it as it is, we are having good fun here.

Last edited by Ben-A-BoO; Dec 06, 2008 at 11:31 AM // 11:31..
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Old Dec 12, 2008, 07:13 PM // 19:13   #34
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Too bad the bombers are getting a bit "smarter" and coming after me more... Its fun to watch a crippled bomber limp after you.
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Old Dec 15, 2008, 08:23 PM // 20:23   #35
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Originally Posted by Ensign View Post
There's a huge difference in the speed of those games. If you go down during a flag run you're out of that contest more or less (unless you're supporting the carrier, die early, and respawn close enough to support in the last leg). In CTF, the value of the kill is in the time and ground it buys you, not in the kill itself. Fights tend to resolve themselves quickly, as short as a fraction of a second; if someone is trying to be lame you can usually just kill them, and if they don't die quickly it's because they're roaching it up and hiding and generally not doing something useful.
Hey Ensign, it's nice to see you're still around

Yeah, you're dead right on this. You'll also find that this is how the Jade Quarry format plays - it's much more frantic than every other GW format I've played. At least the way I play it (and I've been heavily addicted since the revival), it plays more like a UT format where death is cheap and the overall goal is something other than staying alive. Namely, getting your team to capture 10 Jade Slabs before the opposing team does using whatever devilish methods you can imagine. If the format was slowed down... well I don't think it would be as much fun, and that would defeat the purpose of the game.

Quote:
Originally Posted by Ensign View Post
Contrast that with Guild Wars and MMOs in general, where the pace of the game is a whole lot slower. The time and distance penalties of death are much less relevant because not nearly as much changes in the 15 seconds you're gone - in Guild Wars, the fight will almost certainly still be there, while in UT the fight will be over and the winners somewhere else. You also can't just kill someone doing something lame, because killing people is so much harder. Harder killing plus slower action means that deaths mean very little unless further penalized by long respawn timers or death penalty. The games are sufficiently different that deaths mean completely different things.
UT is a particularly fast FPS, yes. I don't think it's fair to compare it with "MMOs in general" though, because there are some very slow FPS formats too. Cast your mind back to Counter-Strike in its beta days when it was all about hostage rescue... I remember slow, tense games with all sorts of dramas going on. When the Demolition format came in along with the famous Dust maps, it all changed. Within the same game, there was now a very slow format mostly about stealth, and a fast new format mostly about rushing.

When I consider the PvP formats that came in with Factions, they all feel like conversions of fast UT formats. Alliance Battle feels like Domination, Fort Aspenwood feels like Assault, and Jade Quarry feels like Capture The Flag with 3 flags. These formats have a very different feel to the original Guild Wars PvP formats in that death isn't heavily punished, rather, the emphasis seems to be - by design - how fast you can get from your spawn point to where you need to be, even going as far to include new, more advantageous spawn points that can be captured.

Now, back to the N/A Contagion bombers... by the design of the map and the format, and judging by the results, I would have to conclude that running a N/A is a smart choice.

Personally, I'm abusing the hell out of a Mo/A with the crazy new Ray of Judgement and it's a lot of fun
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