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Old Feb 18, 2006, 01:33 PM // 13:33   #21
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Quote:
Originally Posted by Zephyr Jackson
The Rspike groups i have been apart of have been Drain enchant, not distortion, since teams are more viable to use a bonder it would take the bond away still giving the target the full bluntness of the attack.

my 2g
A lot of decent ranger spike teams use a mesmer with fast cast shatter or rend. Putting drains on the rangers isn't a terrible idea if your co-ordination is perfect, otherwise it can be a fairly obvious spike tell.
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Old Feb 23, 2006, 10:04 PM // 22:04   #22
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some peopl said stuff about this but for the trapper i think. anyways for your spiker i would eliminate whirling defences and put in troll. having a self heal always helps your teams monks when u can get it off, and since 2 evading/blocking stances are kind pointless IMO... yea
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Old Feb 24, 2006, 09:29 PM // 21:29   #23
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as a master ranger myself, i must say, Bravo!
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Old Feb 25, 2006, 09:52 PM // 21:52   #24
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Quote:
Originally Posted by JR-
Rangers In The Current PvP Environment

Cripshot Rangers:

Common Cripshot Ranger build:
Ranger/Mesmer
Expertise: 14 (12+2)
Wilderness Survival: 8 (5+3)
Marksmanship: 9 (8+1)
Domination Magic: 8
Illusion Magic: 4

- Resurrection Signet ()
- Crippling Shot [Elite] (Marksmanship)
- Apply Poison (Wilderness Survival)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Barbed Trap (Wilderness Survival)
- Blackout (Domination Magic)
- Distortion (Illusion Magic)

-JR
Is it just me, or does having:

Expertise: 14 (10+4)
Wilderness Survival: 8 (7+1)
Marksmanship: 11! (10+1)
Illusion Magic: 4
Domination Magic: 8

...get you 2 extra points in Marks?
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Old Feb 25, 2006, 10:01 PM // 22:01   #25
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Quote:
Originally Posted by K.Ichigo
Is it just me, or does having:

Expertise: 14 (10+4)
Wilderness Survival: 8 (7+1)
Marksmanship: 11! (10+1)
Illusion Magic: 4
Domination Magic: 8

...get you 2 extra points in Marks?
Good catch, i'll edit that.
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Old Feb 26, 2006, 10:18 PM // 22:18   #26
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Quote:
Originally Posted by JR-
Good catch, i'll edit that.
Suh-weet.
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Old Mar 03, 2006, 11:48 AM // 11:48   #27
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Quote:
Originally Posted by K.Ichigo
Is it just me, or does having:

Expertise: 14 (10+4)
Wilderness Survival: 8 (7+1)
Marksmanship: 11! (10+1)
Illusion Magic: 4
Domination Magic: 8

...get you 2 extra points in Marks?
yes running the sup in the highest attribute is nearly always the most efficient
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Old Mar 04, 2006, 06:46 AM // 06:46   #28
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Hi,
Enjoyed reading

Mod Edit: I fixed it. <3 Wheel
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Old Mar 06, 2006, 05:25 AM // 05:25   #29
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Hi, great post

I'm just curious about why in high level pvp, ranger/mesmer class combination seems like the only truly effective combination. I was under the impression (to which i was mistaken) that there is a lot of strategies involving class combinations, but it seems more of strategy of fine tuning skills to match the circumstances. Not to intrude on the threads main point, but it seems very similar with other primary classes too.

Just a question about the bows as well, when is a good time to really use the short bow or flatbow? Also, are elemental bow strings of any real use? I would have thought they would be usefull against warriors to get by the +20 AL against physical damage.
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Old Mar 06, 2006, 04:01 PM // 16:01   #30
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actually, if you do not want the vampy string or the zealous string, you should always be using an elemental string. why? because most targets have no additional armor vs elemental. instead of using a physical bow and switching to elemental when going against a warrior, use an elemental bow and switch to a physical bow when going against a ranger.

as for flatbows, they are useless in pvp unless you have either read the winds and/or favourable winds. a short bow is good when your target is relatively close and you want to shoot him to death. you can use it for short range interruption as well, since the flight time difference between a shortbow and a recurve bow within the aggro circle is pretty small.
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Old Mar 06, 2006, 08:12 PM // 20:12   #31
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Quote:
Originally Posted by moriz
actually, if you do not want the vampy string or the zealous string, you should always be using an elemental string. why? because most targets have no additional armor vs elemental. instead of using a physical bow and switching to elemental when going against a warrior, use an elemental bow and switch to a physical bow when going against a ranger.

as for flatbows, they are useless in pvp unless you have either read the winds and/or favourable winds. a short bow is good when your target is relatively close and you want to shoot him to death. you can use it for short range interruption as well, since the flight time difference between a shortbow and a recurve bow within the aggro circle is pretty small.
Orders add more damage than you would gain from switching to an elemental bow, even when going against a warrior.
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Old Mar 06, 2006, 08:19 PM // 20:19   #32
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that's assuming you know that you'll have orders on you. after all, didn't the orders spiker setup just got nerfed?
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Old Mar 06, 2006, 08:22 PM // 20:22   #33
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Quote:
Originally Posted by moriz
that's assuming you know that you'll have orders on you. after all, didn't the orders spiker setup just got nerfed?
It's still generally much better than the alternatives out there.
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Old Mar 07, 2006, 04:39 PM // 16:39   #34
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i just checked the description of both order spells, and nowhere does it say that the damage has to be physical.

perhaps they changed the requirements as well?
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Old Mar 07, 2006, 04:46 PM // 16:46   #35
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Quote:
Originally Posted by moriz
i just checked the description of both order spells, and nowhere does it say that the damage has to be physical.

perhaps they changed the requirements as well?
Order of Pain
Enchantment. Sacrifice 17% Health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member does an additional (Min: 3 - Max: 16) damage.

Order of the Vampire (Elite)
Elite Enchantment. Sacrifice 17% max Health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member steals (Min: 3 - Max: 16) Health.
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Old Mar 07, 2006, 06:24 PM // 18:24   #36
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Order of Pain - Enchantment Spell
Sacrifice 17% of maximum health. For 5 seconds, whenever a party member hits a foe, that party member does an additional 3-13 damage.

Order of the Vampire {Elite} - Enchantment Spell
Sacrifice 17% of maximum health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer Enchantment hits a foe, that party member steals 3-13

from this very website.
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Old Mar 07, 2006, 06:27 PM // 18:27   #37
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Quote:
Originally Posted by moriz
Order of Pain - Enchantment Spell
Sacrifice 17% of maximum health. For 5 seconds, whenever a party member hits a foe, that party member does an additional 3-13 damage.

Order of the Vampire {Elite} - Enchantment Spell
Sacrifice 17% of maximum health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer Enchantment hits a foe, that party member steals 3-13

from this very website.
Guru's skill descriptions are sometimes inaccurate. Go off of guildwars.com or in game descriptions.
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Old Mar 07, 2006, 06:32 PM // 18:32   #38
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kinda strange that they skipped the physical part, even though they clearly have updated it recently.

anyways, now that they no longer stack, it's probably more efficient if each of the rangers bring a conjure element and be done with it. last a lot longer, and frees up the necro from having to spam orders so much.
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Old Mar 07, 2006, 06:34 PM // 18:34   #39
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Quote:
Originally Posted by moriz
anyways, now that they no longer stack, it's probably more efficient if each of the rangers bring a conjure element and be done with it. last a lot longer, and frees up the necro from having to spam orders so much.
It's not more efficient to bring conjures.
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Old Mar 07, 2006, 06:46 PM // 18:46   #40
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then please explain.
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