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Old Mar 07, 2006, 06:50 PM // 18:50   #41
Jungle Guide
 
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Quote:
Originally Posted by moriz
then please explain.
Orders add more damage and require only one person to spec into the appropriate attribute line. That character is also able to participate in the spike, too.

Conjures only add 6 damage per arrow at the level 10 attribute compared to your typical vamp bow spiker (not counting the damage that's lost from having to spec lower in Marksmanship) That's nothing to get excited over compared to orders even after they've been nerfed.

Plus, you have the fact that Conjures have a 60 second recharge and are susceptible to removal (not that anyone would remove them, anyway, because they add such low damage).
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Old Apr 09, 2006, 08:22 PM // 20:22   #42
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Conjures require the Rangers to become /E, which is not always good.

Our guild runs four spikers with an Order Necro.

R/E:
RtW, Dual, Punishing, Savage, Whirling, Gale, Windborne, Res Signet

R/W:
RtW, Dual, Punishing, Savage, Whirling, "Watch Yourself!", "Shields Up!", Res Signet

R/Me:
RtW, Dual, Punishing, Savage, Whirling, Fav Winds, Drain Enchantment, Res Signet

R/?:
RtW, Dual, Savage, Oath, Whirling, Fertile Season, Symbiosis, Res Signet

The Spirit Spammer is mainly for when we have the altar in Broken Tower or for holding Halls (if we ever get there ^^). The /E Gales before spike or Gales a runner and uses Windborne on the Hero and self in Broken Tower.

BTW this is for Heroes' Ascent as we have stopped using Ranger Spike in GvGs.
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Old May 08, 2006, 03:34 AM // 03:34   #43
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i have not been able to get my guild together cause they all graduated from college and went out and got jobs. But I really want to test needling in the spike build now. Before i was the r/m and our guild managed to take the halls once but that was long ago.. sigh anyways i was thinking of maurding shot also butr only as a finishing attack due to the recharage of the skill. also you would have to becarful not to time it right when RTW is wearing off.
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Old May 18, 2006, 05:31 PM // 17:31   #44
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Needling doesn't work all that well, spike wise. I'd try Marauder's -> Punishing. It does a lot more damage. That and if the foe is above 50% health, Needling takes a 4 seconds to recharge- a long time to have a spike pause for.

However, if you want you could have a ranger or two bring Needling for finishing off a foe. Spamming Needling (while fun) is expensive, energy wise. So I'd have them bring Marksman's Wager to keep their energy high. I've been using a spike build in PvE simliar to the one described above and it works remarkably well.

Needling would be a great way to get around Prot Spirit though. That with Conjure Flame... hmm... *gets on his ranger*
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Old Jun 03, 2006, 08:16 AM // 08:16   #45
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needling just needs to find it's place. what is it with high marks? (really only played with it in fow farming and 9 marks) close to 20 per hit..80 with 4 rangers...100 with vamps...seems abot a second shot time. the initial spike will get them to under half anyways.

Last edited by Voltar; Jun 03, 2006 at 08:20 AM // 08:20..
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Old Jun 08, 2006, 03:57 PM // 15:57   #46
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I agree; Maurader's would be a much better finish than Needling. Especially since you can't guarantee that by the time your first Needling spike hits your target, that your target will be under 50%. There are monks ya know, and the second they see their teammate down they will cast everything on him...well, good monks will at least. 4 Rangers with Maurader's with full Marks would be deadly. At 16 Marks it is +37 damage, and it's one shot. With Needling you have several shots to make, and by that time it could be too late to finish your target, even with 3 other teammates firing as well. I would much rather have 4 Rangers use one shot and do 50+ +5 damage to a target (just a random number) at one time than have 4 Rangers doing 20 +5 damage over and over, just for the sake of a quick finish before the healers can react. Maurader's is a much better chance for that, and with Needling having to recharge if it's above 50...there is no point. but, for PvE I have found Needling to be a good boss killer. Continuos 20 +5 damage, or 20 +1 energy, and with the high health of bosses, it just keeps going and going and going and going and going....
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