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Old Oct 29, 2005, 11:28 AM // 11:28   #1
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Default R/W Interrupter

So far i've tried this at random teams arena and haven't had a chance to try it at tombs as part of team build.

Attributes:
11 Expertise
10 Wilderness Survival
10 Marksmanship
You should have one whole attribute point left(!).

Skills:
Choking gas, Frenzy, Oath shot (elite), Lightning Reflexes, Distracting shot, Savage shot, Troll unguent and Rez sig.

Start with choking gas + frenzy and use oath shot to re-charge choking gas instantly, if you get attacked use lightning reflexes to evade attacks and to stop frenzy causing you double damage.
There should be a few times where you are stuck without choking gas for about 5-10 seconds so use distracting shot and savage shot to make up for that little period of time.

I'm guessing that with enough R/W's using this skill setup in a team, they could completely shutdown any casters in the targets area.

If anyone does try it could they please post the result?
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Old Oct 29, 2005, 12:08 PM // 12:08   #2
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it might be more efficient to use incendiary arrows instead of oath shot.

the only other skill in your skill bar that benefits from oath shot would be lightning reflexes, and its just not worth it imo.

you might want to switch your attributes around a bit, like increase your marksmanship at the expense of expertise, its not a very energy intensive build (especially with IA)

or, you can you can try switching out troll unguent for quickening zephyr and then keeping oath shot. then you can switch the attributes the opposite way - dump marksmanship for at least 14 expertise (i think thats the breakpoint, i kinda forget). this might be more of an 8-8 build, and you would have to make sure everyone else on your team can handle qz.
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Old Oct 29, 2005, 01:19 PM // 13:19   #3
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well i think he has oath shot because with it he can keep the gas up, and that way he has more interupts.
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Old Oct 29, 2005, 01:48 PM // 13:48   #4
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incendiary arrows and choking gas do the same exact thing, only IA is for all skills while CG is just spells. so instead of having 2 choking gasses you have 1 IA and 1 choking gas... same idea
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Old Oct 29, 2005, 02:14 PM // 14:14   #5
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Ah this is exactly what I was looking for (in here), thanks
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Old Oct 29, 2005, 02:28 PM // 14:28   #6
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Quote:
Originally Posted by smurfhunter
incendiary arrows and choking gas do the same exact thing, only IA is for all skills while CG is just spells. so instead of having 2 choking gasses you have 1 IA and 1 choking gas... same idea
Choking gas interrupts all foes using spells nearby your target though (it's extremely satisfying when it happens), plus you can just use savage shot or distracting shot for skills.

Edit:
just got this from GW site..

Incendiary Arrows (Elite):
Elite Preparation. For 10 seconds, targets struck by your arrows are interrupted and set on fire for (Min: 1 - Max: 3) seconds.

Choking Gas:
Preparation. For (Min: 1 - Max: 12) seconds, your arrows deal (Min: 1 - Max: 8) more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast Spells.

Last edited by McMullen; Oct 29, 2005 at 02:33 PM // 14:33..
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Old Oct 29, 2005, 02:58 PM // 14:58   #7
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choking gas is spread, meaning (i think) that if you hit someone with choking gas he is interupted, but each arrow you shoot with the choking gas prep does not do aoe interupting. i dont think anyway....
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Old Oct 29, 2005, 03:27 PM // 15:27   #8
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Anyone in a small radius around your target who is casting a spell will be interrupted when the arrow makes contact. If you are targetting an elementalist with two of his elementalist buddies on either side of him, and all 3 were casting, say, Firestorm, a Choking Gas-prepped arrow would interrupt all 3, providing it makes contact while all 3 are casting. Incendiary Arrows has the advantage that it'll set your target on fire and interrupt skills *and* spells, but the Gas is a bit of an AoE interrupt for spells.
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Old Oct 29, 2005, 04:07 PM // 16:07   #9
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As a side note. There is no W in this R/W build.. Does that say something about R/W's? heh.
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Old Oct 29, 2005, 04:09 PM // 16:09   #10
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Frenzy, it's a warrior skill..

It's like saying there's no ranger in a tiger fury W/R..

Last edited by McMullen; Oct 29, 2005 at 08:57 PM // 20:57..
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Old Oct 30, 2005, 05:43 PM // 17:43   #11
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why take frenzy and get more damage delt to you when you can take flurry. Interupter damage isn't that big so drop the skill that is making life hard on your healer
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Old Oct 30, 2005, 06:08 PM // 18:08   #12
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Punishing Shot
Savage Shot
Choking Gas
Distracting Shot
Read The Wind
Favorable Winds
Troll Ungent
Ressurection Signet

This is what I bring to ToPK for my interuppter. And it usually works :P
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Old Oct 30, 2005, 06:28 PM // 18:28   #13
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Quote:
Originally Posted by Protege
why take frenzy and get more damage delt to you when you can take flurry. Interupter damage isn't that big so drop the skill that is making life hard on your healer
You have to consider energy too. And frenzy is much cheaper in the long run...
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Old Oct 30, 2005, 06:55 PM // 18:55   #14
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Exactly, flurry lasts 5 seconds when frenzy lasts 8 seconds, and they both recharge after 5 seconds and cost 5 energy.

If you happen to get attacked switch to lightning reflexes, then the other team just wasted a spike on a ranger.
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