Apr 16, 2006, 05:31 AM // 05:31
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#1
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: SsS
Profession: R/
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The future of 12v12? Look no further than Rangers.
As you may know, a lot of people are saying that Minion Master Necros are going to own it all in 12v12. Well, it's so simply countered, in a way that is STILL a lot effective without minion masters around, that we, rangers, are going to be even more popular. In 10 seconds, you can just get rid of his army as a whole. And you'd still be put in the best position to be the best damage-dealer PvP has ever seen...
Barrage + Judge's Insight FTW (not a new build of course). Minions can't last at all (taking crazy dmg with Holy-type of dmg). And you'll find yourself in A LOT of situations with enemies grouped together, justifying the use of Barrage.
Watchout for those damn Mesmers and Curses Necros tho.
Last edited by Iskrah; Apr 16, 2006 at 05:34 AM // 05:34..
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Apr 16, 2006, 06:29 AM // 06:29
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#2
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Ascalonian Squire
Join Date: Feb 2006
Guild: Meh Bleh [Lazy]
Profession: Mo/
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Don't Forget that EOE owns the crap out of minnions . Believe me I've seen an army go down in seconds. Also I read somewhere that they are gonna have more ranger skills that induce the dazed condition which we be effective against casters, not greatly due to condition removal but u can still factor it in. I'm really looking forward to new ranger elites.
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Apr 16, 2006, 08:09 AM // 08:09
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#3
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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Cripshot or Pin Down is fun in 12v12, seeing as mobility is a HUGE part of 12v12.. Cripple a war and he's useless.
Pin Down + Oath Shot is fun, because then you can utilize other Oath shot things, like Whirling and such.
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Apr 16, 2006, 01:59 PM // 13:59
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#4
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Krytan Explorer
Join Date: Aug 2005
Profession: R/
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2 words.
Edge Bomb.
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Apr 16, 2006, 02:47 PM // 14:47
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#5
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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traps own minions :'( in a ra my army of 10 went down ._.
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Apr 16, 2006, 04:20 PM // 16:20
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#6
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Ascalonian Squire
Join Date: Nov 2005
Guild: Clan Solid
Profession: N/E
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re
hey im a mm and i beg to differ
for one last time i checked barrage could only hit up to 6 targets, not really enough to take down a whole army
next all of that bs about taking down the master first wont work at all because a good mm knows how to get rid of daze before he gets it and is always paking at least taste of death, if not death nova to kill u faster
another point u forgot are the new necromancer skills especially the flesh golem. Realy hard to take down and once u do it wont matter because the mm can just make another one
and the last point is that alot of necro armor has protction agianst piercing damage.
good luck though with ur ranger revolution
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Apr 16, 2006, 05:04 PM // 17:04
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#7
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: SsS
Profession: R/
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Quote:
Originally Posted by dagger bird
hey im a mm and i beg to differ
for one last time i checked barrage could only hit up to 6 targets, not really enough to take down a whole army
next all of that bs about taking down the master first wont work at all because a good mm knows how to get rid of daze before he gets it and is always paking at least taste of death, if not death nova to kill u faster
another point u forgot are the new necromancer skills especially the flesh golem. Realy hard to take down and once u do it wont matter because the mm can just make another one
and the last point is that alot of necro armor has protction agianst piercing damage.
good luck though with ur ranger revolution
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You didn't get the point.
Holy Damage from Judge's Insight. Every single hit will be around 150. Multiply it by 6 and feel it coming every 2.2 second on your so-called "army". I wonder if i kept a screenshot somewhere...
3 hits and bybye. Even for your bigass flesh golem that can not last against that type of dmg.
Last edited by Iskrah; Apr 16, 2006 at 05:06 PM // 17:06..
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Apr 16, 2006, 07:45 PM // 19:45
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#8
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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NR, QZ, EoE, Barrage.
Good luck saving those minions.
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Apr 16, 2006, 08:29 PM // 20:29
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#9
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Lion's Arch Merchant
Join Date: Nov 2005
Location: DISNEYLAND!
Profession: R/Mo
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1 ranger with melandru's arrows and 1 with poison arrow will keep enemy monk busy... :P
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Apr 16, 2006, 08:47 PM // 20:47
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#10
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Lion's Arch Merchant
Join Date: Jan 2006
Location: holland
Guild: [PIKY]
Profession: R/
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R/Me, on a big group:
epedemic and criple shot/pin down
can be funny
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Apr 17, 2006, 12:27 AM // 00:27
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#11
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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Quote:
Originally Posted by ColaManiac
1 ranger with melandru's arrows and 1 with poison arrow will keep enemy monk busy... :P
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I'm pretty sure if theres a monk on the other team they'll already have their hands full anyway. ;P
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Apr 17, 2006, 12:35 AM // 00:35
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#12
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Frost Gate Guardian
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
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Dont know if you guys did this or not but during that preview weekend I unlocked probably my favorite smite skill ever. Ray of Judgement at 16 smiting prayers it did 110 holy damage.
Description:
All your skills except smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take >110< holy damage. Animated undead struck by ray of judgement are set on fire for >9< seconds. 15 energy, 2 second cast, 30 second recharge.
Never thought I could have fun with smite skills until then. Was truly awsome burning down the necro and his army, and anyone that clumped up around that silly saltspray became dust as well. . Still cant get over how lame it gets once people on either team starts Rage quitting on you.
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Apr 17, 2006, 02:26 AM // 02:26
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#13
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quote:
Originally Posted by Misc Merik
Dont know if you guys did this or not but during that preview weekend I unlocked probably my favorite smite skill ever. Ray of Judgement at 16 smiting prayers it did 110 holy damage.
Description:
All your skills except smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take >110< holy damage. Animated undead struck by ray of judgement are set on fire for >9< seconds. 15 energy, 2 second cast, 30 second recharge.
Never thought I could have fun with smite skills until then. Was truly awsome burning down the necro and his army, and anyone that clumped up around that silly saltspray became dust as well. . Still cant get over how lame it gets once people on either team starts Rage quitting on you.
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Smiters will get a place in 12vs12 to fight against MM or doing dmg and put enchantments. If you think you will lost your place as a Ranger in 12vs12, I said no. There always a good place for them, no matter what you do. I say, you put a smiter in your group and you dont worry anymore for a MM.
On what I want to say, do what you did before as a Ranger. I was interrupt and I will stay Interrupt in 12vs12. I dont want to see the monks healing the warriors anymore when they attack my team (Concussion shot... oups... you're dazed ).
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Apr 17, 2006, 02:55 AM // 02:55
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#14
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Krytan Explorer
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Quote:
Originally Posted by dagger bird
hey im a mm and i beg to differ
for one last time i checked barrage could only hit up to 6 targets, not really enough to take down a whole army
next all of that bs about taking down the master first wont work at all because a good mm knows how to get rid of daze before he gets it and is always paking at least taste of death, if not death nova to kill u faster
another point u forgot are the new necromancer skills especially the flesh golem. Realy hard to take down and once u do it wont matter because the mm can just make another one
and the last point is that alot of necro armor has protction agianst piercing damage.
good luck though with ur ranger revolution
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Got the point of how Minion's won't be bunched up together for Barraging.
Don't know how you can get rid of daze before he gets it since you didn't get it in the first place to remove it. Unless you are running Mantra of Resolve or Infuse Condition or Plague Touch/Signet, then you're pretty much open to Conncussion Shot or Temple Strike or even Skull Crack with your long 3 second cast time. Maybe you have a monk that is helping you, but you said that "a good mm knows how to get rid of daze". And using ToD to kill your minions defeats the purpose of keeping your army lively and well since the R/W/As has just made you lose minions and damaged you at the same time. And good luck getting a Death Nova off while dazed.
Yeah, the Golem dies and then any good ranger Distract Shots Animate Flesh Golem. Or just any interrupt and you gotta wait to recharge to get another only to be interrupted again?
Who wears Cutlist's, Fanatic's, or Bonelace? Only those who are looking for the style of it since Tormentor's and Necrotic offer better protection against most damage types than those above. And then most MM's wear scars...
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Apr 17, 2006, 05:12 AM // 05:12
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#15
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Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
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lol...thats what i did during the FPE with me R/Mo....it was soo fun...barraging the bone fiends with JI on...loads of dmg...
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Apr 17, 2006, 05:26 AM // 05:26
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#16
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Academy Page
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SS on an unsuspecting rangers will turn things bad for surrounding allies very very fast.
Im sure rangers will play a large role in the 12v12, but i tihnk things will stay somewhat balanced.
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Apr 17, 2006, 10:03 AM // 10:03
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#17
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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eoe will rock... if we can only go in grouped by 4's paired with 2 other random teams: 1 Me/Mo mark of prot fast cast LoD'er, 1 ranger with 16 beast mastery, EoE, 55 hp, two necros with full hp [doesn't matter, really] and BiP= gg.
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Apr 17, 2006, 10:43 AM // 10:43
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#18
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Frost Gate Guardian
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*gasp* A build that is effective at counteracting a different build? I hope someone called the nerf police...
Basically all thats been said in this thread is that MMs arent omnipotent in 12v12, just useful. The way its supposed to be. Rangers will obviously have a place in 12v12, but so will every other class, the way its intended. I dont see barage being that super powerful. Anyone smarter than a reanimated lump of bones will scatter if they notice themselves getting barraged.
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Apr 17, 2006, 11:19 AM // 11:19
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#19
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Krytan Explorer
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1 skills is enough to stop a mm: sig of creation: all spirits and animated creatures in the area (PB) die after 30 secs. I don't see why you need a special build for it...
Anyway: don't forget that the MM recieved a spell that turns all his minions into party healers. I'm taling about dwayne's sorrow ( 5/1/5 For 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 5..41..53.). In other words: killing minions = healing their party...
I tested it and seriusly: it's pretty hard to kill a good mm with dwayne's sorrow on all his minions + dark bond (life bond and life barrier in one) + taste of death.
BTW: you don't need saccers to activate a EOE bomb... (the amount of times that soul reaping triggers proves this)
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Apr 17, 2006, 01:26 PM // 13:26
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#20
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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For random 12v12 MM is fun, but it wasn't what my necro ultimately ended up doing.
I went Blood Spiker and had a lot more fun. I didn't find one non-monk character in Random 12v12 that could stand up to it.
I'm almost in total agreement that EoE with Barrage will end the MM glory days in Random 12v12. The only true problems with Barrage in PvP are the ones it's always had:
Insidious Parasite
Empathy
Spiteful Spirit
All things to consider carefully when taking Barrage as your elite in PvP.
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