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Old Aug 13, 2006, 10:03 PM // 22:03   #81
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Just to make it easier to have more time to interupt it make Seeking Arrows 3 second prep Choking Gas is balanced don't change Practiced Stance either.Seeking arrows is the onnly one Id liked changed.
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Old Aug 13, 2006, 11:48 PM // 23:48   #82
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If you can't interrupt a 2 second cast, chances are you cannot interrupt a 3 second one. Only difference is you can probably interrupt a 3 second one and switch targets and interrupt something else instead of only being able to get the 2 second SA.
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Old Aug 13, 2006, 11:58 PM // 23:58   #83
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Quote:
Originally Posted by Mr Fizzle
Just to make it easier to have more time to interupt it make Seeking Arrows 3 second prep Choking Gas is balanced don't change Practiced Stance either.Seeking arrows is the onnly one Id liked changed.
2 seconds is fine... A monkey on crack could realise it's being used and interrupt it.
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Old Aug 14, 2006, 10:50 PM // 22:50   #84
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Quote:
Originally Posted by Schorny
you can't shutdown a monk with CG. it just isn't possible.
Choking gas rangers hit every 1.3 seconds. A 1 second cast takes ~1.2 seconds to cast. You have to be lucky with lag to cast through choking gas, forgetting that they also have 2 interrupt-speed attacks on their bar.

Quote:
Originally Posted by Magnus Ftw
It is obvious that all 3 skills should get a serious nerf: Practiced Stance, Choking Gas, Seeking Arrows, especially seeking arrows.
Once the ranger use it, you can't do nothing about it.
Use proper english. You can't do anything about it. Except blind them. Blind stops seeking arrows, however, blind does not stop choking gas which is why CG is broken.
Quote:
Originally Posted by Magnus Ftw
Practiced Stance should be much lower percents than it is now.
The sad thing about practiced stance is that you could get rid of the recharge clause, half the percentages, and it would still be broken.
Quote:
Originally Posted by Magnus Ftw
For Choking Gas, maybe ANet should make that if you have this preperation, you attack slower than normal.
Or arenanet could change CG so it doesn't go through everything. Once choking is up, there is no counter. You have to catch the prep once every (37?) seconds or you lose a team member.
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Old Aug 14, 2006, 11:12 PM // 23:12   #85
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Choking Gas isn't a huge problem in my opinion, either kill the ranger, or kite.
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Old Aug 14, 2006, 11:57 PM // 23:57   #86
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Quote:
Originally Posted by shardfenix
Choking gas rangers hit every 1.3 seconds. A 1 second cast takes ~1.2 seconds to cast. You have to be lucky with lag to cast through choking gas, forgetting that they also have 2 interrupt-speed attacks on their bar.
Sorry, but I lost you there. A 1s cast takes 1s to cast. If you mean aftercast, that comes AFTER (duh) and doesn't change anything about interrupting. Lag is obviously an issue, but I don't think it's anywhere above 300ms most of the time.

Interrupt speed attacks don't matter in the context of choking gas. Sure, it's slightly easier to get spells when you know your target has to time them between your arrows, but you might just as well save your elite and a normal slot and still interrupt with those skills....
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Old Aug 15, 2006, 09:46 AM // 09:46   #87
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Choking gas rangers are that guys who interupt about 1/20 of my spells (which are Heal Party and seed mostly)????? I think they need a buff, they suck.
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Old Aug 15, 2006, 01:39 PM // 13:39   #88
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Quote:
Originally Posted by shardfenix
Choking gas rangers hit every 1.3 seconds. A 1 second cast takes ~1.2 seconds to cast. You have to be lucky with lag to cast through choking gas, forgetting that they also have 2 interrupt-speed attacks on their bar.
This isnt really through i always manage to find a rythm to cast whit 1 second cast spells between the choking gas. So practice a bit in finding the rythm of the CG ranger. And then the savage shot and all bleergh not every choking gas uses it or are able to interrupt whit it, i havent faced that many great CG rangers who are able to inerrupt whit savage shot and all. to many just rely on choking gas to interrupt.
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Old Aug 15, 2006, 04:52 PM // 16:52   #89
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Hopefully A.Net can add the ability to move while using skills.
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Old Aug 16, 2006, 02:11 PM // 14:11   #90
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Interesting suggestion, but being able to move while casting would have huge repercussions. I am sure melee characters would hate that as much as interrupt rangers.

CG rangers are not over-powered. How do I define over-powered, every build trying to fit XXX in. Only a small percentage of HA brings a CG. Are they a new viable utility for HA builds? Yes, but what is wrong with that. I am glad to see more options. Put away the nerf bat on this one...please. I just picked up a new bow for playing CG would hate for the fun to be over soo soon.
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Old Aug 16, 2006, 11:16 PM // 23:16   #91
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Quote:
Originally Posted by Mo Joe Joe Joe
CG rangers are not over-powered. How do I define over-powered, every build trying to fit XXX in. Only a small percentage of HA brings a CG. Are they a new viable utility for HA builds? Yes, but what is wrong with that. I am glad to see more options. Put away the nerf bat on this one...please. I just picked up a new bow for playing CG would hate for the fun to be over soo soon.
Are you kidding me? Not overpowered? Not so much about the cg part, but as for seeking/practiced stance. If you don't have either gale and/or blinding flash, and you have one of these annoying guys interrupting your ghost, I assure you you will not be capping until he runs out of energy (which is really about 3 or 4 hours). As for the part about only a small percentage bringing cg...I would also have to agree with that, I would have to say 9/10 of the more higher skilled groups bring at least 1 cg.
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Old Aug 17, 2006, 01:30 AM // 01:30   #92
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Alright, as far as halls goes and seeking arrows: only counter is blinding flash, dust trap, weapon of shadow, and a few other blinding skills... OR you could play it intelligent style, interrupt seeking arrows and/or kill the ranger and throw some stuff on your ghost... OR you could run around talking about how broken seeking arrows is... but I prefer to use the counters listed above. Oh, and for the teams that only bring 1 seeking arrows, they can't interrupt both ghostlys for very long >_>
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Old Aug 17, 2006, 03:51 AM // 03:51   #93
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choking gas is overrated, the only thing it has going for it is a blind monkey could run a choker, so sucking at guild wars doesn't really matter when playing one.

they have godawful cast times at 2 seconds, and to get any worthy effect from them also have to be done under practiced stance. Which makes them pretty darn easy to interrupt by many many means that a lot of HA teams bring, whether it be distracting blow, cry of frustration, p distraction, shock, gale.. and more.

Now the only time I could imagine you _can't_ do this is if you are running something that lacks balance in the first place.... I think a good example of this would be running too many necro/monks, i'd also say too many warrior/rangers but even they have distracting blow...

And if you can somehow let ONE seeking arrows ranger interrupt your ghost until he runs out of energy then you need to suck less, and learn to deal with him better.

When I'm monking HA, I actually fear good rangers as opposed to people who run this choking gas garbage anyway, but then I realise, no one runs good rangers in HA, lol easy time monking, i probably won't get off many heal parties i guess.., good rangers can actually disable by skills for 20 seconds with distracting shot if they like... and they can use seeking arrows so they can't be evaded, or perhaps rtw for shorter arrows flight times.

Maybe with choking make it not work with blind? Just because it doesn't make sense more than anything
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Old Aug 17, 2006, 08:32 AM // 08:32   #94
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Quote:
Originally Posted by Lord Dark Genie
Interrupt speed attacks don't matter in the context of choking gas. Sure, it's slightly easier to get spells when you know your target has to time them between your arrows, but you might just as well save your elite and a normal slot and still interrupt with those skills....
Not to mention that the CG processes before the interupt does so that distracting shot doesn't distract, the savage doesn't add damage.
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Old Aug 18, 2006, 03:09 PM // 15:09   #95
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Quote:
Originally Posted by Teh Mighty Warrior
Are you kidding me? Not overpowered? Not so much about the cg part, but as for seeking/practiced stance. If you don't have either gale and/or blinding flash, and you have one of these annoying guys interrupting your ghost, I assure you you will not be capping until he runs out of energy (which is really about 3 or 4 hours). As for the part about only a small percentage bringing cg...I would also have to agree with that, I would have to say 9/10 of the more higher skilled groups bring at least 1 cg.
I am not sure how your HA experience is soo much different than mine. "9/10ths bring a CG".. really??? I noticed how you try and cover that statement by saying only the higher skilled teams bring it. Well if the higher skill guys do it, then the rest of the people see it on TV and along comes the parade of copycats. I do not see "Chokers Gone Wild" during my game time. Do CGs exist, sure. In every build, not even close.

I was not kidding about seeking not being overpowered, a 2 sec prep does not frighten me at all.
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Old Aug 21, 2006, 05:44 AM // 05:44   #96
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Quote:
Originally Posted by Zeldawind
This isnt really through i always manage to find a rythm to cast whit 1 second cast spells between the choking gas. So practice a bit in finding the rythm of the CG ranger. And then the savage shot and all bleergh not every choking gas uses it or are able to interrupt whit it, i havent faced that many great CG rangers who are able to inerrupt whit savage shot and all. to many just rely on choking gas to interrupt.
I know the rhythm of a CG ranger, i get 20% of my skills off through it. The other 80% are interrupted by savage shot, which they can use every 5 seconds, and D shot, which shuts down my orison of healing so I have to stick to 1 heal for 8 different people.

Quote:
Originally Posted by Mo Joe Joe Joe
Do CGs exist, sure. In every build, not even close.

I was not kidding about seeking not being overpowered, a 2 sec prep does not frighten me at all.
I think what he meant to say is "every balanced build" I watched about 6-8 HoH matches on TV today, and 100% of the balanced groups I watched had 1 or 2 CG rangers. Hmmm...I think if EVERY balanced group with a choking gasser gets to HoH...maybe 1+1=2?

Last edited by shardfenix; Aug 21, 2006 at 05:49 AM // 05:49..
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Old Aug 21, 2006, 06:05 AM // 06:05   #97
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Quote:
Originally Posted by shardfenix
Hmmm...I think if EVERY balanced group with a choking gasser gets to HoH...maybe 1+1=2?
Every balanced group in HoH has a warrior, warriors are overpowered and need a nerf. Maybe reduce their movement speed by 33% permanently?


Practised/seeking/gas is fine IMO. What this game needs is for Song of Concentration to come out now. Disruption is a perfectly fine strategy, but disruption on two ghosts for a minute in a half is gay.
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Old Aug 21, 2006, 02:58 PM // 14:58   #98
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Quote:
Originally Posted by shardfenix
I know the rhythm of a CG ranger, i get 20% of my skills off through it. The other 80% are interrupted by savage shot, which they can use every 5 seconds, and D shot, which shuts down my orison of healing so I have to stick to 1 heal for 8 different people.
you dont even know how choking gas works do you? first of all, choking hits before dist shot so your skill doesnt get disabled for 20 secs if the choker dist shots under cg, and second of all, if the choker is hitting you with savage and dist shots you can easily pull off a cast right after the interrupt hits (because of the aftercasts on savage and dist shot).
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Old Aug 21, 2006, 03:22 PM // 15:22   #99
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It's not overpowered or anything,but I just find it stupid that practiced stance is still on you even after you overuse it with flurry/frenzy.
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Old Aug 21, 2006, 03:42 PM // 15:42   #100
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What do you mean ? I just tried it, Practiced Stance gets canceled by Flurry.
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