Feb 08, 2006, 03:18 AM // 03:18
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#41
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Krytan Explorer
Join Date: Dec 2005
Location: United States [KS]
Guild: [none]
Profession: R/W
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Quote:
Originally Posted by fallot
Interrupts have about 2 seconds of freeze time right after you fire them. Keep that in mind when you interrupt, as you won’t be able to do anything (including movement) during this freeze time.
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Change this to
Interrupts have about 2 seconds of freeze time right after you fire them. Keep that in mind when you interrupt, as you won’t be able to do anything (including movement) during this freeze time. However you can still use stances during this time.
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Feb 08, 2006, 12:01 PM // 12:01
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#42
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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That sucks about choking gas then. If it only works the instant it hits and does not stick around for a few seconds then what is the point? I was told it was like maelstrom... in that case it would last longer than an instant. I mean choking gas... sounds like to me it should hang around for a bit.
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Feb 08, 2006, 02:10 PM // 14:10
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#43
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Lion's Arch Merchant
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The thing about Choking Gas is casters aren't sure when they can and can't cast, so the confusion factor can be a plus to its effectiveness. In my experience, the interrupt is slightly delayed from when the arrow impacts. And like Esrever mentioned, when cycled with Incendiary you can cause real havoc on even fastcasters for short bursts. Works great on targets getting pressure from Warriors or Air spikers.
Also, I find Tiger's Fury (with short/halfmoon) a must when using the interrupt preps. You sacrifice damage for points in BM, but when you're cycling through the short duration preps, 8 seconds of Fury is plenty. And unlike Relfexes, it's always ready. Apply Incendiary, launch Pn Down, activate Fury and have fun.
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Feb 08, 2006, 03:34 PM // 15:34
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#44
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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Very well put together guide, I'm too sleepy to give ya any constructive criticism [probaly stuff that's already been said, at any rate]... good job!
I think I have you friended from a match in competition arenas a long long while ago, weird.
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Feb 09, 2006, 04:03 AM // 04:03
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#45
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Wilds Pathfinder
Join Date: Jul 2005
Location: See that third planet from the sun?
Guild: Sacred Forge Knights
Profession: R/Me
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Quote:
Originally Posted by tymeless
good guide for beginners...
But the real skill in interrupting is prediction and knowing ur opponent. Watch ur targets and watch how and when they cast there skills, thats the only way ur gonna interrupt those 1/4sec casts consistantly. Learning to interrupt b4 the skills is cast is true skill.
Also, when interrupting a mo or any caster w/ fast casting spells, i try to stay as close as i can to them so my arrows will hit them faster. And i like to save distract shot for skills that are critical to that build and if somone dies on the other team, watch for the res sig and distract shot that person ASAP or if its recharging, spam ur other interrupts until distract shot is recharged and then proceed to ur normal target.
Interrupting res sigs make or break games.
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I was looking to see if someone would say it. The op touched upon it a little bit. Humans are creatures of habit and routine. They will do the same with their skill bar, both because some of the combos work this way, but also because that's how we are.
Know a target's routine and you can pretty much interrupt anything.
I usually go with rtw, serps quickness, determined shot, punishing, savage, distracting shot, power drain, rez sig. You got four interrupts, one giving you back energy. You have a way to double arrow speed and two ways to decrease interrupt recast times.
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Feb 09, 2006, 05:59 AM // 05:59
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#46
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by LordMahal
That sucks about choking gas then. If it only works the instant it hits and does not stick around for a few seconds then what is the point? I was told it was like maelstrom... in that case it would last longer than an instant. I mean choking gas... sounds like to me it should hang around for a bit.
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Maelstrom doesn't stick around for a few seconds either. Like Choking Gas, it interrupts on hit. You can indeed cast between hits if you've got fast enough casting spells (used to love doing that against Coldfire Nights in the UW... back when I played UW); however, anything without a tiny cast time is in trouble. The only real difference between Maelstrom and Choking Gas in effect is that the time between hits on Maelstrom is consistent, fast, and doesn't require line-of-sight. Choking Gas, however, isn't rooted to the spot and can move with your target as they try to move out of the area of effect. Both have advantages over each other, but they're extremely similar in effect.
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Feb 09, 2006, 06:14 AM // 06:14
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#47
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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So I went out with choking gas and it sucks. I was trying it on simple enemies like Meregoyles that cast those really long spells. Anyway, I would have them grouped, and hit one with gas, when they were all casting, and I got drilled by all of them. Then I see these green rings appear and disappear for about 3 seconds, while they are casting, but they kept right on casting. Never interupted. It didnt interupt on hit, or for a duration, so what the hell? And isnt Maelstrom 10 seconds in duration, interupting each time it hits?
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Feb 09, 2006, 06:32 AM // 06:32
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#48
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Wilds Pathfinder
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Few comments, concussion shot is an immediate removal condition and won't do you much good while facing quality teams. That is to as, a dazed character will immediately call that condition out and monks will heal it. Given the cost, it really doesn't seem to be worth the slot in competitive play.
Disrupting lunge is worth consideration if you feel comfortable running a pet.
Wilderness is really overrated if you have reasonable monking. Expertise is the best attribute in the game. My rule of thumb on ranger builds is avoid wilderness unless you plan to build around it.
I sneak a gem in here that hopefully someone will enjoy: Echo-debilitating shot-energy burn-power leak-weariness-disrupting-whirl and rez. Love your expertise and split the rest between mark and domintation. Easily drop a targets energy to 0 in 12 seconds. E-drain is the proactive alternative to interrupting.
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Feb 09, 2006, 09:41 AM // 09:41
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#49
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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And another thing... In this post it says to have a composite bow for interupting... I was doing a mission yesterday with another ranger. Side by side we stood, he with a composite, me with a storm, and my arrows struck faster. Why would I want a composite bow if storm hits first? Niether of us used RTW or anything, and we were shooting the same target, at the same distance.
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Feb 09, 2006, 06:05 PM // 18:05
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#50
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by LordMahal
And another thing... In this post it says to have a composite bow for interupting... I was doing a mission yesterday with another ranger. Side by side we stood, he with a composite, me with a storm, and my arrows struck faster. Why would I want a composite bow if storm hits first? Niether of us used RTW or anything, and we were shooting the same target, at the same distance.
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This is most likely because you were attacking. The Storm Bow has the properties of a Long Bow, which has a faster fire rate than the Composite Bow. Therefore when two people stand side-by-side, one with a Long/Storm Bow and the other with a Composite Bow, and they attack simultaneously, the Long Bow user will get his arrow off first, and thus hit first even though his arrows are moving slower. The Composite Bow does have a faster flight-time than the Long Bow, and when interrupting this is the only thing that matters. As was stated somewhere earlier in the thread, interrupts ignore the refire rate of your bow. They have their own forced refire which consists of a very quick initial fire and a pause afterwards. So when interrupting you should ignore the native refire of your bow, because it will be overriden anyways. All that matters is what happens after the arrow leaves the string, and in that the Composite Bow excels.
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Feb 09, 2006, 07:34 PM // 19:34
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#51
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Ascalonian Squire
Join Date: Jan 2006
Guild: DD
Profession: R/Mo
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I have a fiery eternal bow of fortune and the one I got it from said it is great for inturrupting.
Was he right? If not, does anyone sell a good composite bow?
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Feb 09, 2006, 11:23 PM // 23:23
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#52
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Journeyman
Join Date: Jul 2005
Profession: R/Mo
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eternal bows are a different skinned composite bow, so yes, they are optimal for interrupting.
there's also the Guild Wiki article, http://www.guildwiki.org/wiki/Bow
dead useful. the discussion page has some good stuff there too.
Last edited by heist23; Feb 09, 2006 at 11:32 PM // 23:32..
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Feb 09, 2006, 11:28 PM // 23:28
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#53
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Feb 09, 2006, 11:39 PM // 23:39
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#54
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Ascalonian Squire
Join Date: Jan 2006
Guild: DD
Profession: R/Mo
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Quote:
Originally Posted by heist23
eternal bows are a different skinned composite bow, so yes, they are optimal for interrupting.
there's also the Guild Wiki article, http://www.guildwiki.org/wiki/Bow
dead useful. the discussion page has some good stuff there too.
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thank you!
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Feb 10, 2006, 06:35 AM // 06:35
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#55
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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Just changed from r/mo to r/me... Added Power Block, replaces CS, and leech sig, for a free interupt with energy back. Only draw back, no real good healing, minus that 3 second Troll of course. Ether feast just doesnt cut it. Power block is fantastic I must say.
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Feb 10, 2006, 09:36 AM // 09:36
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#56
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Desert Nomad
Join Date: Jul 2005
Location: Tyria, cappin' ur bosses
Guild: Boston Guild [BG]
Profession: R/W
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I'd like to add a comment about this: It is a high priority that your internet connection has absolute minimal lag. Sounds silly and redundent, but it bears mentioning. Because, if you flicker and that monk gets off Heal Other, that could really mess up your match.
Beyond that, I found this most helpful.
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Feb 11, 2006, 08:45 PM // 20:45
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#57
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Desert Nomad
Join Date: Nov 2005
Profession: N/
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thanks fo rthe advice on this forum, I have recently discovered the joys of interupting. 2 nercos racing for the body, POW, "thats one body you aint gettin", BOOM "no metor shower for you!!".
Just last night I interupted a high level caster to death. I used my sig, the rest were down, just me and him, the monk just said "don't worry Diana (my IGN) can handle him"
After that though I think I will go back to R/Mo for the res spells, I was using R/E for more damage.
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Feb 11, 2006, 11:53 PM // 23:53
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#58
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Journeyman
Join Date: Jul 2005
Profession: R/Mo
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i love it when i go against E/X. once i totally shut down a Pyromancer build in a CA match. once i saw him, he never got off a single spell. then again, he might have gotten one or two Flares off, but hey, he paid for it. dearly. (Savage Shot FTW!)
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Feb 12, 2006, 03:16 AM // 03:16
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#59
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Perfectly Elocuted
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I love pyromancers, specially when I'm playing ranger. Meter Shower/Firestorm = Big sign saying "INTERRUPT ME PLEASE!!!!"
Course, there are smarter one's out there, and they suck. Like the Mantra of Resolve ones....Grrr!
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Apr 05, 2006, 07:44 AM // 07:44
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#60
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Listen to Hiest you guys, he seriously knows his stuff when he talks about interupting. He is beastly in TA.
"Who interupted Divine Touch?" -Guillaume
"oh yeah that was me" Tess/Hiest
"Woah" -Guillaume
"who interupted ...?"
You get the point. He is good with rangers.
And a nice bump
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