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Old May 07, 2006, 06:17 AM // 06:17   #21
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I love marauder's shot to go along in my barrage build for when there is only 1 target. Massive damage even without preps. I used to bring dual shot for that purpose, but now it's nerfed a bit and this rocks.
edit: oh, and shouldn't this thread be in the skill discussion forum?
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Old May 07, 2006, 10:59 AM // 10:59   #22
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Quote:
Originally Posted by K.Ichigo
I meant Power Shot, which is one of those normal speed bow attacks, which is also a skill that happens to suck. Thus, I was comparing it to Marauder's Shot and how it also sucks.
So is Penetrating Shot... just because it doesn't fire quickly doesn't make it suck.
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Old May 07, 2006, 03:35 PM // 15:35   #23
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No, Penetrating Shot is actually good. Who uses Power Shot over Penetrating Shot? Penetrating Shot also has half the recharge time, and with Sundering Shot, they can be shot in an alternating sequence.
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Old May 07, 2006, 05:16 PM // 17:16   #24
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When talking about damaging shots you are talking about either sustained or spike.

For spike, the shot needs to have its own cast time, or be superior to dual shot. Since spiking uses so many (armor-ignoring) enhancements to each shot, it's unlikely that any single shot will be superior to dual shot.

For sustained single target damage, I'd recommend focused shot. With a 2 second recharge you could spam it every shot, and at 2 or 3 energy, you could do so for a long, long time (forever at 13 expertise, since you will regain the 2 energy between shots). The alternative means putting several damaging shots on your skillbar, all of which are likely to be more energy intensive than focused shot, and obviously that takes up more room. Focussed shot does prevent you from interrupting however.

Marauders seems like something you can use when interrupting to give a little scare to those low armor targets. If it gives you better results against them than dual shot that is, which it might with 16 marks, depending on preps.

Last edited by Viade; May 07, 2006 at 05:20 PM // 17:20..
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Old May 07, 2006, 09:16 PM // 21:16   #25
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math time:
16 in marks
Marauder's shot:
28 base +50%*28 [+15>50%+20%customize+15%for attribute 16]+37+5[vamp] +6[FW]+10[rtw] + 4[winnowing]= 104 before armor

dual shot:
{(28 base + 50%*28 [+15>50%+20%customize+15%for attribute 16]) *75% + 5[vamp] +6[FW]+10[rtw] + 4[winnowing]}*2 =113 before armor

So, with all applicable ranger preps and spirits, dual comes out ahead with one hit. Even more so with orders. For spike builds, dual is still king.

Marauder's recharges faster and so at 5 seconds, Marauder's shoots a second time, for 208 total damage while dual shot is still at 113.

Without preps, as say, a companion to barrage for when there is only one target, Marauder's beats dual no problem. Another thing to consider is that warrior's absorbtion absorbs 2x as much from dual than from marauder's as dual is 2 arrows.

So basically, spikeing or ignite arrow bombing->dual, everything else-> marauder's.

Feel free to correct any mistakes you see. There proobably are some. But I don't think it will change the results much.
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Old May 08, 2006, 12:19 AM // 00:19   #26
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I'm not sure how the 15^50 and 20%(customized) percentages stack sorry, would you mind posting how much of the overall damage is preventable by armor?

At first glance, with the difference only being 9 damage vs 60 armor targets, it appears marauders may be superior to dual for spiking targets with moderate to heavy armor, due to armor applying twice to dual shot.

If I knew how much of the damage is affected by armor, I could try to work out at what armor level marauders becomes more effective.

Still, spike team rangers do have other things to do as well, and marauders shutting down all non attack skills for 5 seconds probably interferes more than it would be worth anyway, with dual shot being sufficient as it is.

Plus orders of course, and I also suspect that it may only come out ahead at warrior armor levels, which makes it pointless.

For single target damage in a barrage build, I think focused would come out a long way ahead of marauders, being spammable every shot instead of every 2-3.

So unless marauders is more spike damage than dual at relatively low armor levels (70-75), I still only see it being useful for interrupters.
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