Aug 06, 2005, 06:06 AM // 06:06
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#381
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Quote:
Originally Posted by tomm0
do you think an ele/R trapper is viable?
Stack fully onto enrgy storage and wilderness survival.
Energising winds
Barbed Trap
Spike Trap
Flame Trap
Dust Trap
Quickening zephyr
Troll Unguent
Rez signet.
Extra nrg + fast trapping for the win?
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See how fast you get targeted. See how fast they cancel your traps. Bye bye.
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Aug 06, 2005, 06:25 AM // 06:25
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#382
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Banned
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Traps are two second cast time, and can only be interrupted with SKILL interrupts, which removes 90% of mesmer interrupts. That's half the problem with Spirits now...
All in all traps RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing suck anyway.
Edit: Are you RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing kidding me with this RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO shit.
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Aug 06, 2005, 07:48 PM // 19:48
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#383
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Ascalonian Squire
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can r/me builds solo pve? or own with one other dude and the rest henchmen?
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Aug 06, 2005, 11:08 PM // 23:08
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#384
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Frost Gate Guardian
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R/Me can go PvE with Domination magic, namely empathy and chaos storm.
Here's a quick tested build, gone through many pickup games with this one and it seems to work well, particularly for killing warriors and rangers. Casters are not killed as easily but their casting is hampered.
Mind Wrack
Debilitating Shot
Poison Arrow
Kindle Arrows
Empathy
Troll U.
Hex Breaker
Resurrection Signet
I had Echo in place of Poison arrow for a while but the energy cost was prohibitive! And really, there arn't a lot of people who can gain back 10 energy in 5 seconds.
Of course this is not a build for GvG just quick pickup games with randoms.
Last edited by Sofia Sofia Sofia; Aug 06, 2005 at 11:11 PM // 23:11..
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Aug 08, 2005, 08:53 PM // 20:53
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#385
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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...Why would you use specialized builds for PUGs? No one likes a hypocrite.
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Aug 08, 2005, 11:28 PM // 23:28
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#386
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Frost Gate Guardian
Join Date: May 2005
Profession: Me/
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Quote:
Originally Posted by Sofia Sofia Sofia
My question is about the exact rules to Fragility. If I have Apply Poison on, does that mean that the target takes Fragility damage everytime he gets hit with poison again, even if he is already suffering from it? On Wilderness Survival 1, poison lasts 3 seconds. Let's say the target continually suffers from poison, does he still "recover" from the condition with each successive re-poisoning? I just need a skill to fill the gap left by Incendiary Arrows.
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Fragility will inflict damage each time the hexed opponent receives a new condition or loses one. Inflicting poison over and over is good for the poison duration, but not for extra fragility damage. It would be ideal, from a pure Fragility POV to inflict lots of short-duration conditions that are spammable (ex: Immolate). It is ideal from a pure condition POV to inflict long-duration conditions on multiple opponents (the Fragility damage is just a bonus in this case).
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Aug 09, 2005, 06:35 PM // 18:35
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#387
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Frost Gate Guardian
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Yeah, I do use incendiary arrows as a main offense, but IA wears off so fast, much longer than the duration of Fragility. So I was thinking of something to throw in to fill the gap. I mean, it does often get removed after I've run through IA, but by that time the target's health is so low it doesn't even matter. It when it gets removed in the 2 seconds before IA comes in that gets annoying. But this is rare, at least in PUG.
Engimatics... I mean no offense, I'm just confused... how am I a hypocrite?
The mind wrack build I posted is nice for PUG because it can work really well or just fairly well. Unlike with a fragility build which either kills or gets you killed.
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Aug 09, 2005, 06:41 PM // 18:41
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#388
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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My apologies, I didn't see Mind Wrack with your other skills. Even though it was the first one. A somewhat devoted build to energy denial came to mind. Now, I just wonder if you're getting Mind Wrack to work at all, because of Debilitating Shot's long cool down time.
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Aug 09, 2005, 11:27 PM // 23:27
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#389
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Frost Gate Guardian
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Actually, between those long incubation is lab (which is when I do my best thinking LOL) I figured out a quick build idea for energy denial.
Attributes can vary but basically across:
Marksmanship (just enough for bow req, which is 8 for me. BTW if I go above the req. does that mean I do more damage with bow on average?)
Expertise 9
Domination
Inspiration
For the longest time I had overlooked Energy Drain because I always thought it just dropped the target's energy by 8-18, now I know it STEALS that much... well then!
Here it is:
Mind Wrack
Debilitating Shot
Distracting Shot (a little overrated IMO but still worth it)
Spirit Shackles (not sure about this one, I want energy burn in place of it for the quick out of pocket damage but... shackles SEEMS better)
Energy Drain (awesome is this build IMO cause even though the build is not extremely energy intensive, having this great energy steal makes energy a non-issue, it's also a surefire way to trigger mind wrack)
Whirling Defense
Hex Breaker (part of me wants Ether Feast here)
Resurrection Signet
Mind Wrack is kind of funny actually. As one of the few people who sees it as something other than a garbage skill, I have had to do all my own experimentation with it. For a while now I've had this suspicion that it does not always work.
Take this situation: I mana burn a W/R and it deals 56 damage out of the 72 max, this means that his energy should now be at 0. I cast Mind Wrack, then Debilitating, even though the damage from Mind Wrack is not directly displayed, there should have been a substantial drop (75 HP), but there wasn't. I saw the arrow hit and do damage too.
Even without Echo, you can trigger Mind Wrack... relatively frequently. Most people ignore it when it comes to hex removal. Even if they do, they've spent more time and energy on getting it off than you invested to put it on!
How do you all think this build can be improved?
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Aug 22, 2005, 07:14 PM // 19:14
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#390
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Pre-Searing Cadet
Join Date: Aug 2005
Profession: R/Mo
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Questions - which element is best to use with the shock sniper build and where can I find the particular skill?? By that I mean conjure flame, lightning, frost or..... earth? Also, I notice that in the build for the shock sniper there are no elites (I think), is that right?
Any help would be much appreciated.
PS I know my profile says my 2nd prof is monk, but I'm planning to switch to ele as soon as poss.
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Aug 25, 2005, 04:55 AM // 04:55
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#391
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Ascalonian Squire
Join Date: Mar 2005
Location: Las Vegas
Profession: W/
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Wingfoot,
I would use either fire or frost. Most players use armor with lightning resistance. The elite skill you should use is definately quick shot.
Better yet, use Greater conflagration and turn all your damage into fire damage.
You could also stay with the monk and use barrage with judges insight but this will not work in PvP. Hope this helps.
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Aug 25, 2005, 09:42 AM // 09:42
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#392
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Use a Zealous bow + Kindle Arrows + Conjure Flame
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Aug 28, 2005, 06:02 AM // 06:02
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#393
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Banned
Join Date: Apr 2005
Location: In my head
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Quote:
Originally Posted by Rajamic
Use a Zealous bow + Kindle Arrows + Conjure Flame
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Zealous bow with Conjure Flame? Dont you need a Fiery Bow in order to use Conjure Flame?
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Aug 28, 2005, 06:14 AM // 06:14
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#394
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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Quote:
Originally Posted by Sofia Sofia Sofia
Take this situation: I mana burn a W/R and it deals 56 damage out of the 72 max, this means that his energy should now be at 0. I cast Mind Wrack, then Debilitating, even though the damage from Mind Wrack is not directly displayed, there should have been a substantial drop (75 HP), but there wasn't. I saw the arrow hit and do damage too.
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I am fairly certain that if you put mind wrack on a foe, his energy has to be above 0 before it will trigger. So, if you drop a warrior to 0, slapped MW on, then hit with debilitating (I am assuming he was a paladine, so he was maintaining atleast one enchant) then MW would not trigger because that 1 pip probably was not enough to give him 1 energy before you tried to drain him again.
If you have one, take a warrior in PvE and fight the mergoyls that use mind wrack and spirit shackles(sp?). You can find some in the gates of kryta mission, but they are also around other areas of LA. If you attack while you have MW and spirit shackles on you, and you also have 0 energy, MW does not trigger.
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Aug 30, 2005, 06:10 AM // 06:10
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#395
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Quote:
Originally Posted by Eet GnomeSmasher
Zealous bow with Conjure Flame? Dont you need a Fiery Bow in order to use Conjure Flame?
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Strangely no. Something involved in Kindle Arrows confuses the Conjure spells into thinking it is a fiery bow, even though it isn't. So Zealous + Kindle + Conjure Flame works, but Shocking + Kindle + Conjure Lightning doesn't.
I consider this a bug, but it works, they haven't changed it yet, and it is fairly well known.
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Aug 30, 2005, 02:16 PM // 14:16
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#396
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Frost Gate Guardian
Join Date: Jun 2005
Guild: looking for a guild
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Quote:
Originally Posted by Banebow
I am fairly certain that if you put mind wrack on a foe, his energy has to be above 0 before it will trigger. ... If you attack while you have MW and spirit shackles on you, and you also have 0 energy, MW does not trigger.
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That is correct. Yet another reason why Mind Wrack blows.
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Sep 02, 2005, 01:40 AM // 01:40
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#397
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Academy Page
Join Date: Jun 2005
Location: Bothell, WA
Profession: A/Rt
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My favorite R/N build (4v4 PvP):
>Attributes<
Curses: 10
Beast Mastery: 9
Expertise: 11
Marksmanship: 12
>Runes<
Minor Beast Mastery
Major Expertise
Major Marksmanship
Superior Vigor
>Equipment<
Druid's Armor Set
Vampiric Short Bow of Fortitude +15% in stance
20/20 Insightful staff of Fortitude. 9 curses req is recommended, not required.
Parasitic Bond OR Res Sig, if you're in team arena and have a monk.
Rigor Mortis
Weaken Armor OR Mark of Pain
Marksman's Wager {E}
Tiger's Fury
Power Shot
Penetrating Attack
Savage Shot
>Strategy<
1) Cast Weaken Armor and Parasitic Bond on your victim while holding the staff.
2) Grab your bow.
3) Cast Marksman's Wager {E}
4) Hit Tiger's Fury
5) SPAM Power Shot, Penetrating Attack, and Savage Shot
6) While Marksman's Wager is recharging, recast bond (or put it on someone else) and weaken if need be, hit TF again and do a power shot occasionally.
NOTE: If your target is blocking and/or evading, hit em with Rigor Mortis.
>Weaknesses<
Little Self-healing, can't run/block/evade, rather low health. Relies on hexes which can be removed/interrupted/blocked.
>Strengths<
Excellent damage to warriors and casters alike, fun and original. Never runs out of energy. Occasional interruption.
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Sep 03, 2005, 07:28 PM // 19:28
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#398
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Ascalonian Squire
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Hey I wanna make a R/W but I didnt realized good skills yet.
This char would be for running and monster killing at quests with team(I dont care about forge running, I do know that for that I need a tank).
I like to play alone sometimes, so runnig for other cities is just perfect hehe, making money of it is good too.
I wanna know if there is a good way to make him use a sword/shield and bow? or it is just better use only one weapon?
And about attributes, what to do?
thanks
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Sep 03, 2005, 11:54 PM // 23:54
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#399
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Ascalonian Squire
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Don't know if this was mentioned yet, but this is a fairly good interruption build I picked up from a different site.
Basics:
Spinal Shivers
Markmanship's Wager [E]
Tiger's Fury
Cold String (item)
You can add other interruption elements for a plus and work your way around these three skills.
Last edited by superauron; Sep 04, 2005 at 12:00 AM // 00:00..
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Sep 04, 2005, 10:11 AM // 10:11
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#400
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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The problem with Spinal Shivers is how quickly it drains your own energy supplies. I think even at 18 in its attribute, it takes 2 energy for each successful hit. You'd have more energy and the same effect (at least if you are the only one attacking with cold weapons) by using Choking Gas with either Practiced Stance or Incendiary Arrows.
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