Jun 19, 2005, 05:55 AM // 05:55
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#2
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Krytan Explorer
Join Date: Feb 2005
Profession: E/
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Isn't judge's insight a monk skill? You will have to be a r/MONK to use it.
I haven't tried the judge's insight ranger but it seems pretty decent.
Personally, as far as rangers go, I really think you are headed in the wrong direction if you are shooting for a high damage build. Rangers are just too good at being a utility unit while other classes are better at being a damage-dealer.
If you really want an anti-warrior build, see what you can do on a character-builder with a 12 + 3 expertise and a 12 + 1 marksmanship. The HP hit is worth the big rune to inflict a 75% miss rate 95% of a fight.
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Jun 19, 2005, 02:53 PM // 14:53
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#3
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Banned
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Quote:
Originally Posted by Zonzai
Isn't judge's insight a monk skill? You will have to be a r/MONK to use it.
I haven't tried the judge's insight ranger but it seems pretty decent.
Personally, as far as rangers go, I really think you are headed in the wrong direction if you are shooting for a high damage build. Rangers are just too good at being a utility unit while other classes are better at being a damage-dealer.
If you really want an anti-warrior build, see what you can do on a character-builder with a 12 + 3 expertise and a 12 + 1 marksmanship. The HP hit is worth the big rune to inflict a 75% miss rate 95% of a fight.
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14 expertise is pretty much a baseline of usefulness. It's like having 12 weapon mastery. You want to have 14 expertise, but anymore is not really necessary due to breakpoints and such on energy cost. I'm pretty sure 15 Expertise isn't a breakpoint for any 5 or 10 energy skills and those are the ones that really matter.
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Jun 20, 2005, 12:26 PM // 12:26
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#4
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Ascalonian Squire
Join Date: May 2005
Guild: RAGE
Profession: R/E
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I think he's referring to Whirling Defense/Lightning Reflexes etc, but 95%?
With Oath Shot, sure, but you don't need 15 expertise, and without Oath Shot you're way off 95%- unless you're taking loads of defensive skills.
Also, filling up half your bar with all defensive skills is pointless/selfish/counter-productive to the group.
Edit: I do often have Oath Shot and Whirling on my bar though.
Last edited by piercehead; Jun 20, 2005 at 12:29 PM // 12:29..
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Jun 20, 2005, 02:14 PM // 14:14
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#5
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Lion's Arch Merchant
Join Date: May 2005
Profession: Me/N
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Btw i assume hes refferring to "Weaken Armor" [-x Armor against physcial attacks] on the Necro. What i wonder is, what is better ? Gaining x% Armor Penetration or Simply Stripping x Armor? Would the effectively amount to the same thing? And if you used both on top of each other, will the % remove from the INITIAL armor or only from the current armor etc.
In other words, if max Armor is 100 , and you cast Weaken Armor to remove 20 [which is 20%] , would that count as "20% armor penetration"?
Just for Reference:
Judge's Insight - Enchantment Spell
For 8-18 seconds, target ally's attacks deal Holy damage and have +20% armor penetration [10 EN 2 Time 10 Recharge]
vs.
Weaken Armor - Hex Spell
For 10-34 seconds, target foe has a -20 armor penalty against physical damage. [10 EN 3 Time 30 Recharge] .
PS I Read it properly now, with Judge's your damage is converted to holy damage, so you can't really put them on top of each other
With Weaken Armor it will affect -everyone- who is doing physical damage on the sucker. With Judges it is only you...i assume that accounts for the long recharge time.
Last edited by silvertemplar; Jun 20, 2005 at 02:26 PM // 14:26..
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Jun 20, 2005, 02:29 PM // 14:29
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#6
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Academy Page
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Whatever happens, damage inflicted by someone enchanted with Judges's Insight won't be boosted by an opponent having weaken armour cast on them.
That's because judge's insight makes the damage holy damage whereas weaken armour only lowers AL versus physical damage.
Also, the 2 spells are useful in different situations. Weaken armour is great versus 1 called target. Judge's insight is lovely when one can spread the pain around with barrage and the like.
As I understand armour penetration, 10% AP on 100 AL is equivalent to dropping the AL to 90. However, 10% AP on 50 AL would only drop the AL to 45. Thus lowering the base AL would appear to be more effective at lower AL levels whereas increased AP levels is most efficient versus targets with a high AL.
As to the order in which AP and armour reduction is applied, I don't know (e.g. penetrating blow+weaken armour). I would *imagine* that it works out the AP on the lowered AL, but that's just a guess.
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Jun 26, 2005, 03:17 AM // 03:17
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#7
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Krytan Explorer
Join Date: Feb 2005
Profession: E/
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Quote:
Originally Posted by piercehead
I think he's referring to Whirling Defense/Lightning Reflexes etc, but 95%?
With Oath Shot, sure, but you don't need 15 expertise, and without Oath Shot you're way off 95%- unless you're taking loads of defensive skills.
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Unless something has changed recently, with 16 expertise, Whirling Defense lasts for 21 seconds, Escape lasts for 18 seconds and Lightning Reflexes lasts for 12. They all recharge in 60 seconds.
21 + 18 + 12 = 51
That's 51 out of every 60 seconds, not including the time that it takes to cast the spells, that your enemies will have a 75% chance to miss you with normal attacks.
I usually wait a second or two in between using each skill. That may not really be 95% of the time, bit it's still a whole bunch of the time. I am not a number cruncher, I know it works because I've used it. Though I haven't tried it since the game went live.
Quote:
Originally Posted by piercehead
Also, filling up half your bar with all defensive skills is pointless/selfish/counter-productive to the group.
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Yes it is. It still works good in pick up groups though.
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Jun 26, 2005, 04:16 AM // 04:16
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#8
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Frost Gate Guardian
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I second the vote for the Judge's Insight ranger for armor penetration, as you bypass the +20 AR to physical that warriors get and also get +20% armor penetration.
Quote:
Originally Posted by Zonzai
Unless something has changed recently, with 16 expertise, Whirling Defense lasts for 21 seconds, Escape lasts for 18 seconds and Lightning Reflexes lasts for 12. They all recharge in 60 seconds.
21 + 18 + 12 = 51
That's 51 out of every 60 seconds, not including the time that it takes to cast the spells, that your enemies will have a 75% chance to miss you with normal attacks.
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Then you get hit with Wild Blow and cry, heh.
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