Sep 02, 2005, 02:44 PM // 14:44
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#61
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Banned
Join Date: Jun 2005
Location: Chicago
Guild: the Bleeding Edge
Profession: N/Mo
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Quote:
Originally Posted by Sandman Uk
Yep the person with the FlatBow,Longbow,Storbow
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actually running by the mobs and grouping htem up correctly is very important to having a good trapping team. you cannot group them with a bow. you need to run through them to group them the right way
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Sep 02, 2005, 02:53 PM // 14:53
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#62
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Guitarring Adventurers Society
Profession: R/N
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Quote:
Originally Posted by Sandman Uk
Yep the person with the FlatBow,Longbow,Storbow
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Seriously though, W/Rs are better suited to herding and pulling smites in particular. As many frustrated rangers who have been obliterated by the little b**tards will tell you.
Ataxes, Colds, Grasps and even Dryders are easy pulls, but smites can still be the undoing of a good trapper party....
....and don't even get me started on mixed groups!
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Sep 02, 2005, 03:56 PM // 15:56
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#63
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Banned
Join Date: May 2005
Location: Uk Leicester
Profession: N/R
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Yes I Agree Was just messing
Seems everyone has a different way of doing the underworld and Fissure. Traps work best for me. But seems to have been nerfed now. Only seem to get remains.
Even smite runs drop nothing worth having. Lots of non max stuff. Lucky the new areas wil be all the rage and Temple of ages will be empty over the next few weeks.
The frog mentioned about favor for the new area. Maybe it will be open to the other areas who dont have HOH favor. Lets see how many europeans return if thats the case.
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Sep 02, 2005, 05:06 PM // 17:06
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#64
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by Shinsei
Starting out with +15/+15 is reason enough to boot someone.
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No, I do this routinely on a necro. You get so much energy from soul reaping that you can afford to. Few classes have the energy regen to do it, but since necros don't rely on their 4 pips as much I find that with some builds I can happily have huge starting energy and rely on deaths to feed my spells - then when there is a lull I only have 2 pips of regen, instead of 4, but 2 pips take 20 seconds to make up that energy difference, and my soul reaping can keep me at full. Soul Reaping 11+ rocks PvE.
Last edited by Epinephrine; Sep 02, 2005 at 05:11 PM // 17:11..
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Sep 02, 2005, 06:39 PM // 18:39
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#65
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Ep, Shinsei's from iQ, they don't care about PVE.
Besides, its not like its really hard to carry a backup weapon combo that gives you your full 4 pips of energy regen when you need it (ie when there's no monsters around for some unfathomable reason).
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Sep 02, 2005, 06:47 PM // 18:47
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#66
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Thanks ElderAtronach, that's why I bothered commenting that it rocks in PvE - they are talking about UW though, which IS PvE, so I am puzzled by the comment that one should boot a PvE player who could easily run that setup.
In PvP it wouldn't always work, but I know that there are builds for whom the higher energy is worth it, rather than pips, but it probably hasn't really been accepted that such a thing could be the case. Heck, some people think primary necros suck...
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Sep 02, 2005, 06:50 PM // 18:50
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#67
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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"Flame Shields Up!"
That should be a skill for the next expansion
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Sep 02, 2005, 06:53 PM // 18:53
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#68
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Forge Runner
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actualy a ranger can get exp 16 and wilderness 15 and bow 9
in this way he will able to put down trap without run out mana
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Sep 02, 2005, 06:59 PM // 18:59
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#69
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Lion's Arch Merchant
Join Date: Feb 2005
Location: Denmark
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If you're running 15/15, you need to know how to work 3 tiers of item switches, and when running 3 tiers of item switches, you don't start out with 15/15.
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