Sep 02, 2005, 10:43 PM // 22:43
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#21
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by Everous
Hmmm true...but at what point does specialisation become overly convoluted? Its true that I could leave Panic to the mesmer, but that'd mean blaring another command over voice com, making him disengage whatever he's doing (mesmers are usually busy for one reason or another) run across and put this hex down. Wouldn't a bit of DIY be more appropriate? Expecting to stick the enemy at 0 energy with a hex when I've drained him isn't really the most conflicting of roles...
Simple question, generally speaking, can an interrupt ranger packing the max energy armor, using the fastest zealous bow afford to throw a 25 energy hex every ~20-25 seconds?
Another idea...using Echo, debil shot, serpent's quickness...is it possible to stick 2 people at below 5 energy by sheer volume of debil shots?
In what way is Migraine so different from Arcane Conundrum that I need to sacrifice my elite slot for it? 4 more seconds and the degen of a sever artery dosen't appear to be worth it...is there something I'm not getting?
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im too lazy to cut up what you wrote so try and match what im saying to the specific part of your post
debil shot is 10 energy without expertise reduction, you wont be doing alot of them, and 10 isnt *that* much eles have <100 energy.
like i said, if you want to interupt alot id say practiced stance or IA, which are both elites. this kinda makes panic hard to squeeze in, and im not a big fan of panic anyway.
as to blaring over ts, hey, its not as if the mesmer (competent i assume) is saving panic for *your* non primary target... you cant expect to play two people at once.
simply speaking, no you cant afford the energy every 20 seconds unless you just sit there shooting. this is why i go with strip enchant on a ranger, lowest energy cost at fastest speed (i think)
im no fan of using one hex on someone that is the centerpiece of your build. *note your elite is the centerpiece of your build since you can only have one*. this means you have nothing to bury it with, and smite hex/remove hex will send you home crying.
migraine lasts significantly longer than arcane conundrum (i think) its also hella anonoying so i usually get rid of it as fast as i can.
and i really wouldnt focus a ranger on energy denial, like cmon thats not happening. i would go with distracting, something that rangers are uniquely good at.
hope that made some sense ^^
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Sep 03, 2005, 09:40 AM // 09:40
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#22
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Desert Nomad
Join Date: Mar 2005
Location: UK
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yes, without expertise reduction. with it, its 4, which is spammable indefinatly with a zealous bow string and a speed buff.
you can afford the energy with the right set up. that fear debil guy^^ never dropped below 26 energy unless someone actively drained me. the same for most rangers i play. expertise ftw.
panic isnt the centerpiece of his build. in fact, i would argue that debil shot is. panic is merely to make his life easier afterwards so he can get in some interrupts instead of spamming debil condstantly. so thats not right at all.
migraine doesnt last *significantly longer*. if you want to be pedantic its around 5/6 seconds methinks, unless your really rune-ing. but surely someone whos illusion hexing would be using mantra of persistance, so in terms of percentage the slot isnt worth it.
no, rangers are not uniquely good at distracting. diversion BY ITSELF puts out more distracting than distracting shot, and guess what, 20<60s duration. and if it doesnt divert, it either shuts down, or is removed to be recast 5 seconds later, as opposed to distract which can be recast 8s later. in many many ways, is distracting not a rangers best role.
considering rangers as energy denial, just actually look at it for a second:
energy drain: elite, steal 20 energy, 20 second cooldown (same as -3 pips)
debil shot: non-elite, drain 10 energy every 5 seconds (same as -6 pips)
im sorry what?
btw, theres nothing wrong with letting a mesmer work to their own devices (assuming their good). also remember, panic has a 10s cooldown and a 25s duration. multi targeting is more than possible with a side line in inspiration.
also, in regards to using tf, it disables non attack skills. i.e. fear me!, fgj!, shields up!, and watch yourself! since those are centerpiece skills i hardly think its a good option. reflexes gives me my speed boost, and lets me tank arenas :S. the main reason for replacing flurry though, is its less butttons to press -.-
Last edited by rii; Sep 03, 2005 at 09:43 AM // 09:43..
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Sep 03, 2005, 10:03 AM // 10:03
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#23
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Krytan Explorer
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14 expertise is a given...that'll make it what...3? Panic...panic...dunno...stick it on a mesmer with something in inspiration...I could probably afford it...just...I don't really want to...You know...a simple solution to all this would be just to give a warrior fear me...it wouldn't need to be very powerful...just enough to limit regen.
I think judging by the jist of his posts, he meant interrupting as opposed to distracting...On the point of which...I really really don't like IA and choking gas...it just seems to me that only taking 1 person is underselling myself when a mesmer can take 2. Hell I can take 1 person with blackout...much easier
Yes...if the mesmer is good...see...if I was playing that mesmer...we wouldn't be having this discussion ^^;
Unless theres something I'm not fully understanding about migraine...I won't sacrifice my elite for 4 more seconds...
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Sep 03, 2005, 03:07 PM // 15:07
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#24
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Ascalonian Squire
Join Date: Aug 2005
Guild: Valheru Blood
Profession: R/Me
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i use this build, works pretty well in comp and average team arena games. =)
my general anti-enchant/caster arena-build
melandru's arrows {E}
dual-shot
penetrating shot
pin down
distracting shot
concussion shot
ressurrection signet
troll unguent/any defense or healing skill
i doubt this works in tombs, but it plays out well in arenas, where you find tons of enchanted w/mo, eles and monks begging for extra punishment via your preparation. concussion shot owns most casters, throw one on their spell with the longest cast time (i can't count how many times an elementalist starts off by casting a 3-5sec spell), pin him down, then sic one of your teammates on the poor dazed bugger and start shooting holes in someone else, perhaps a caster or even that w/mo with mending.
i prefer troll unguent for self healing, as it usually buys me time when i get DoTed.
What you'll have a harder time with are pure groups of w or r, with no enchantments; 2 or more monks with 1/4sec spells. As this deals the same damage regardless of the number of enchants the target has on, you'll have a very tough time with a monk who has zillions of enchants on himself. Hopefully you're partied up with someone else who can use diversion or kill remove enchants.
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