Aug 17, 2005, 05:04 PM // 17:04
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#21
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Ascalonian Squire
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Quote:
Originally Posted by Neo-LD
Practiced Stance and TF are both stances, you cant use them both.
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I'm pretty sure that you just need to be in practiced stance when you cast choking gas ... i think that's how serpent's works, too ... i should prolly test it sometime tho
@ElderAtronach: Why do you say that?
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Aug 17, 2005, 06:20 PM // 18:20
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#22
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by loc87
I'm pretty sure that you just need to be in practiced stance when you cast choking gas ... i think that's how serpent's works, too ... i should prolly test it sometime tho
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Hmm never thought about that. Im pretty sure you are right.
PS recharges in 15s, and CG will last 15s under a strong PS, so you could could have PS ready to go again by the time you need to ceapply CG. In between you could apply a nice 9s TF if you pump BM to 9, so you could definately be one permanent pain in the arse. Especially to eles. Hed probably be good vs necro too... but would this guy be any good against mesmers or monks? The both cast pretty fast... dunno if youd interupt much.
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Aug 17, 2005, 06:35 PM // 18:35
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#23
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Frost Gate Guardian
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Quote:
Originally Posted by Neo-LD
Practiced Stance and TF are both stances, you cant use them both.
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You can. You only need Practiced Stance up when you finish casting the preparation. At that point you can override it.
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Aug 17, 2005, 06:42 PM // 18:42
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#24
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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 loc87
@ElderAtronach: Why do you say that?
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Choking gas at 12 WS is 10 seconds; with practiced is 15 seconds. You get 18 seconds by using choking gas and incendiary, which is more interrupting per cycle, and it'll interrupt skills as well as spells with incendiary, and will cause a fair bit of damage too.
Last edited by Epinephrine; Aug 17, 2005 at 06:45 PM // 18:45..
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Aug 17, 2005, 06:47 PM // 18:47
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#25
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Ascalonian Squire
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Quote:
Originally Posted by Epinephrine
Choking gas at 12 WS is 10 seconds; with practiced is 15 seconds. You get 18 seconds by using choking gas and incendiary, which is more interrupting per cycle, and it'll interrupt skills as well as spells with incendiary, and will cause a fair bit of damage too.
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but you only get 18 per 24 seconds, with a two second break in the interrupting (i think) ... with practiced stance you can keep choking gas up the whole time
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Aug 17, 2005, 07:04 PM // 19:04
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#26
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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The difference between Choking Gas and Incindiary is big. First off, Choking Gas won't do jack against warriors and rangers, and using an elite just to keep CG up is decreasing your effectiveness right there. Second, Incindiary sets people on fire for 3 seconds with a decent wilderness. That's 3 * 7 (pips of degen) * 2 (health per pip) for 42 extra damage every 3 seconds, WHILE INTERRUPTING ANY ACTIONS. Alternatively, you can build around Fragility and using low wilderness, get a 1 second burn time, which is absolutely devastating.
With QZ or serpent's quickness, you can cut the recharge on Incindiary down to 12 or 16 seconds, respectively.
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Aug 17, 2005, 07:52 PM // 19:52
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#27
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Incendiary really is a better interrupt excepting altar-type situations where you need to interrupt a group, or when they have a stance/ward up to avoid the arrows as the gas will still get them. 2 second breaks in the pattern are acceptable to me for the greater damage and flexibility that IA has over a CG+PS - IA interrupts signets, skills, you name it.
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Aug 17, 2005, 08:21 PM // 20:21
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#28
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Frost Gate Guardian
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If you want to make a CG interrupter with Practiced Stance, you need highter than 12 in Wilderness Survival
16 WS gives you 13 seconds on Choking Gas. 40% more from Practiced Stance (9 expertise) gives you 18 seconds total of CG duration. That's like using Melandru's Arrows.
Use Frenzy for the speed boost so you don't have to invest into beast mastery (one of the few ranger builds where Frenzy is a good idea).
09 Expertise
16 Wilderness survival
13 Markmanship
Grab a Short bow, assist it with Favourable Winds. Make sure to bring Kindle Arrows for when you need to kill Rangers/Warriors/NPCs instead of casters. Use it with practiced stance too. Have fun.
It's better than Incendiary Arrows because it doesn't require you to actually hit a caster beyond a stance/Aegis with the arrow. Choking Gas is also persistent, so you have a good chance of getting even 1/4 cast time spells. It also has a small AoE, so you can interrupt multiple bunched up casters at the same time. For skill interruption, bring Distracting Shot and spam it with the CG every 5 seconds (under QZ).
Last edited by Ender Ward; Aug 17, 2005 at 08:28 PM // 20:28..
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Aug 18, 2005, 06:30 PM // 18:30
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#29
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Ascalonian Squire
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Quote:
Originally Posted by Ender Ward
If you want to make a CG interrupter with Practiced Stance, you need highter than 12 in Wilderness Survival
16 WS gives you 13 seconds on Choking Gas. 40% more from Practiced Stance (9 expertise) gives you 18 seconds total of CG duration. That's like using Melandru's Arrows.
Use Frenzy for the speed boost so you don't have to invest into beast mastery (one of the few ranger builds where Frenzy is a good idea).
09 Expertise
16 Wilderness survival
13 Markmanship
Grab a Short bow, assist it with Favourable Winds. Make sure to bring Kindle Arrows for when you need to kill Rangers/Warriors/NPCs instead of casters. Use it with practiced stance too. Have fun.
It's better than Incendiary Arrows because it doesn't require you to actually hit a caster beyond a stance/Aegis with the arrow. Choking Gas is also persistent, so you have a good chance of getting even 1/4 cast time spells. It also has a small AoE, so you can interrupt multiple bunched up casters at the same time. For skill interruption, bring Distracting Shot and spam it with the CG every 5 seconds (under QZ).
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thanks, looks cool .. btw this is for gvg right? :-D
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