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Old Feb 23, 2006, 11:41 AM // 11:41   #41
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lord its the combination of longer last time and quicker recharge that makes it more usefull since you can keep it up near constantly then
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Old Feb 23, 2006, 11:48 AM // 11:48   #42
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That's the part that people don't get. When Practiced Stance talks about "being ready faster", it's referring to recharge time, not cast time. So suddenly, Choking Gas recharges in 12 seconds.
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Old Feb 23, 2006, 04:25 PM // 16:25   #43
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Recharge is cut in half, and last xx longer.
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Old Feb 23, 2006, 04:37 PM // 16:37   #44
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Quote:
Originally Posted by Renegade ++RIP++
I was actually under the same impression and presumed that while being under the influence of choking gas that any spell being cast would be interrupted. Now this seems to work the same as incendiary arrows but seeing that there is no timeindication for choking gas it is maybe logical that it didn't work as presumed. Still the wording might have to be altered in a way to add the point that it interrupts the target and the foes nearby only at the moment of the arrow reaching its target.
yeah, really. I was thinking about unlocking Practiced Stance to give this combo a whirl. I was under the impression that as long as "choking gas" was in the area spells would be interrupted not just when my arrow hits. Better to use punishing, savage and distracting. I think choking might actually be one of the few I'd call a "useless" skill.
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Old Feb 23, 2006, 04:45 PM // 16:45   #45
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Yes but understand that many interrupts are damageless and costy and not AoE.
The deal with choking gaz/practiced stance is to made an hybrid damage dealing interrupter. You will interrupt on AoE with no cost at all from bow attacks, and replace your interrupt shots by damage shots. You won't damage like a pure spiker, but outdamage certainly a pure interrupter while still interrupting your target.
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Old Feb 23, 2006, 04:53 PM // 16:53   #46
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Check Chris' guide for an effective build with Choking Gas+Practiced Stance.

http://www.guildwarsguru.com/forum/s...002#post786002
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Old Feb 23, 2006, 04:53 PM // 16:53   #47
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Quote:
Originally Posted by Burakus Lightwing
I think choking might actually be one of the few I'd call a "useless" skill.
I don't know if I'd go so far as to call it useless, but I will say it is not nearly as useful as I had thought it to be.
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Old Feb 23, 2006, 05:17 PM // 17:17   #48
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Thanks M.I.C. I think I might try it out. I like the idea of Oath Shot in that thread, it was helpful.

Which is pretty much the same as what Quixotes says above.

Last edited by Burakus Lightwing; Feb 23, 2006 at 05:20 PM // 17:20..
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Old Feb 23, 2006, 08:05 PM // 20:05   #49
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Quote:
Originally Posted by Former Ruling
QuickShot FTW!

Not really though :\ If you are going for Choking Shutdown - YOu'll have Practiced Stance - So no Quickshot , CAn't rely on Tiger's Fury..cause it'll take off Practiced Stance..
One can use tigers fury AND practiced stance to increase the fire rate while using this skill and maintain a constant stream of interupt. As longs as u use practiced stance before you use chocking gas, the gas will recharge faster adn last longer. As soon as u have it on, u can hit tigers fury and start using your bow(preferably short bow) like a machine gun and practically shutdown the casters. Practiced stance and chocking gas will practically recharge in the same amount of time so there will not be a second without the preparation on.
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Old Feb 23, 2006, 09:09 PM // 21:09   #50
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As others have pointed out practiced stance + choking gas = ~100% uptime.
As others have pointed out TF can be applied after the initial ps+cg, to increase attack speed w/o compromising the faster recharge and longer duration applied to choking gas by practiced stance. Since practiced stance recharges in 15 seconds this combination is very effective.

Some other comments:
The arrows interrupt on hit, and can interrupt any spell no matter the cast time.
It's my belief that the choking gas damage ignores protective spirit, since it seems to deal more damage than ordinary buffs.

If you ever need to deal with a group of ele/necros in PVE, the ps+cg+tf combo utterly shuts them down.

In PVP, its a slightly more complicated manuever, since monks can and will cast around your attack tempo. True the longer casting items if attempted, will be stopped, but for the most part the monk will fall back to fast casting items on the team. If the caster is using blessed signet or signet of devotion, then I don't think choking gas will stop them, which makes it tricky dealing with bonders. For other casters this combo is nearly a complete shutdown for them, specifically anti-necro, anti-ele, since these types have fairly long cast times and are easily caught by the interrupts. Warriors/Rangers will just laugh at your puny damages and flatten you, so this type of build is kind of a one-trick pony.
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Old Feb 23, 2006, 09:41 PM // 21:41   #51
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Quote:
Originally Posted by xcutioner
Warriors/Rangers will just laugh at your puny damages and flatten you, so this type of build is kind of a one-trick pony.
Not true. You can construct a build around Choking Gas while still screwing over Warriors/Rangers.

See my post in Chris' Choking Gas thread in a previous link.
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Old Feb 23, 2006, 10:54 PM // 22:54   #52
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choking gas only interrupts spells so how would it screw over rangers or warriors ?
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Old Feb 23, 2006, 11:31 PM // 23:31   #53
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Chris's Choking gas build uses BOTH Practiced Stance and Tiger's fury please check it out.
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Old Feb 24, 2006, 02:50 AM // 02:50   #54
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Quote:
Originally Posted by Renegade ++RIP++
choking gas only interrupts spells so how would it screw over rangers or warriors ?
Check my post in that other thread.

It's called the player using creative build design. You can pack a lot into 7 skills and be effective against nearly everything, especially given how powerful continuous Choking Gas is against casters.

If you design the rest of your build properly...you wouldn't even be asking such a question. ~_^

I'll give you a hint: SQ, Choking Gas, Distracting Shot, Savage Shot, Pin Down, Throw Dirt, Oath Shot.

That was more than a hint. lol
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Old Mar 15, 2006, 06:59 AM // 06:59   #55
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You cant use TF and PS at the same time. Maybe its just me but when I do a stance, then another one, the second one replaces the first.
Did Gas get an update? I was using it for fun, and now it seems to hang around for about 2 seconds after the hit, and interupting during that time... The way it was meant to be. Maybe I was seeing things, but at one point I stopped shooting to recast Gas, and the little green ring interupted a spell while I wasnt shooting. Anybody else notice this?
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Old Mar 15, 2006, 09:58 AM // 09:58   #56
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you can use tf and ps in the same build

Use PS before applying Chocking gas then use TF.
Rinse and repeat
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Old Mar 15, 2006, 12:17 PM // 12:17   #57
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I understand that... but not TF and PS at the same time... You know 2 stances at once... And if you take off PS, the effects are gone, reducing Gas back to its original state, right? PS should only work if active, its not a spell you cast, you must maintain the stance to get the benefits...
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Old Mar 15, 2006, 01:08 PM // 13:08   #58
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No, that is not true.
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Old Mar 15, 2006, 01:24 PM // 13:24   #59
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So I can cast PS, then Gas, and right away end PS, and gas still lasts 20+ seconds and recharges 50% faster huh... So if thats the case, how come i cant use RTW and ignite arrows... should work the same way... I mean if it doesnt have to be active to work, that kind of defeats the purpose in activating it now doesnt it?
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Old Mar 15, 2006, 02:52 PM // 14:52   #60
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survival 14
expertise 13
-> 11 sex duration choking gas
-> 134% prolonged duration
-> final duration: 11 sec + 11sec*1,34 = acout 25 sec duration


one more thing to say: seems to me that if you interrupt with choking gas on you , using a disrupting skill, the effects of the dirsrupting skill wont trigger

eg using savage shot on an elementalist casting firestorm while having choking gas activated wont inflict the additional damage, distracting shot wont deactivate the disrupted spell
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