Jul 09, 2006, 12:12 PM // 12:12
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#2
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Ascalonian Squire
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Tigers fury makes you attack faster, Favorable winds adds damage and makes your arrows fly faster, not ATTACK faster.
So yes, they should stack.
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Jul 09, 2006, 01:11 PM // 13:11
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#3
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Take note that if you switch to using Tiger's Fury in conjunction with Barrage, then the best bow for the job will change to the Hornbow.
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Jul 09, 2006, 01:20 PM // 13:20
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#4
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Ascalonian Squire
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i will be using the green recurve bow you get from ToPK, cant remember what its called, os will that work?
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Jul 09, 2006, 02:13 PM // 14:13
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#5
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Elswyth's Recurve Bow or whatever it is spelt?
Well recurve bows don't have the 10% armor penetration bonus of the hornbows. However the vampiric part of this bow is really interesting with barrage + tiger's fury.
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Jul 09, 2006, 04:35 PM // 16:35
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#6
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Forge Runner
Join Date: Nov 2005
Profession: R/
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If you are in a b/p group for ToPK, Favorable Winds will likely always be up, therefore I would reccomend a Vampiric Flatbow. A bow grip of fortitude is always a safe bet, but a Shelter (armor +7 vs physical) may be a good option here also.
If you use Tiger's Fury a Vampiric Hornbow will do the most damage per second, but it is very energy heavy and will require large amounts of attributes in Expertise. Even with this, you will likely find that you will probably run out of energy before the battle is over.
I'm not sure what your whole skill bar is, but here is what I generally used with much success back when I did ToPK:
Barrage
Distracting Shot (this is best used on Stationary Seige Wurms since they only use one skill)
Concussion Shot (use this on Dryders that are using Meteor Shower to caused dazed which will really mess them up)
Throw Dirt (If the group needs you to bring a spirit, replace this skill)
Comfort Animal
Charm Animal
Troll Unguent
Rebirth
Whirling Defenses is nice, but it does suffer from a long recharge time. Throw Dirt has this same shortcoming as well, but it will protect your allies as well as you. If neither of these skill suit you and you are not asked to bring a spirit, I would suggest a running skill. When your group gets overrun and it is time to retreat, a running skill can help keep you safe. Even if not retreating, a running skill does often come in handy to go get your drops and get back with the group quickly or simply get you into the best position to attack enemies (such as ledges to give you more damage from being higher up).
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