May 18, 2007, 10:17 PM // 22:17
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#21
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Choking gas/IAS still works fine - especially if you equip a ranger helper with it too. 2* choking gas + IAS is an AoE interrupt of spells every 0.67 seconds on average - this means that the large majority of spells will get caught. Daze can obviously work too, as can Spinal Shivers.
Frustration is a super skill, punishing the foe for each interrupted spell/skill/attack; bring Norgu along, get this on a foe and pepper him with Incendiary Arrows for example - on an attacker it will interrupt each attempted attack pretty much and cause the 50 or so frustration damage, with needling shot on the bar you can pound out the armour ignoring damage while shutting down an attacking enemy, and it's not shabby on casters either.
Last edited by Epinephrine; May 19, 2007 at 01:38 AM // 01:38..
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May 19, 2007, 08:00 AM // 08:00
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#22
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Due to the semi-random nature of two attackers hitting it would probably be more like every 1.33/sqrt(2) = 0.95 seconds.
If you pack [wiki]Frustration[/wiki] and invest in Illusion you might as well take a look at [wiki]Arcane Conundrum[/wiki].
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May 19, 2007, 01:33 PM // 13:33
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#23
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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BHA makes it much easier to interrupt stuff. Choking gas/IAS can still work, but it's more luck when you do interrupt. You can also combine your build with something like a migraine+arcane conundrum+frustration mesmer that supports you.
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May 19, 2007, 04:58 PM // 16:58
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#24
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Frost Gate Guardian
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Re: Choking Gas & hard interupts
I agree, bring either savage or distracting if you're running choking. If you're playing choking your job is to interupt. Choking cannot interupt non-spells. Of the two, I prefer distracting. You can tab targets while bombarding choking dust on the caster and distract skills like heal signet and immediately switch back knowing that that skill is shut down for a good 20s now.
Also signet of devotion isn't uncommon on PvE monk mobs... and it's important to disable that one as well.
Risks vs. Rewards:
This is just me, but I find that BHA is a bit of a crutch. It works, it works well, but if the ranger's good, concussion shot is just as or more usefull. (mostly due to the recharge... 5s recharge on concussion vs. 15 on BHA but also non-elite). It's mostly a matter of potential too... w/ BHA I can keep one caster dazed indefinately short of condition removal. But I can only keep one caster dazed. W/ Concussion shot I can get the same effect, but only if I can hit, but more importantly I can spread the love and daze more. (this is especially true when you get multiple necro or ele mobs in one place).
That said, one of the things about HM is that it makes what are normally better skills because the risk is neglible in normal mode harder picks. Sometimes you need to use the more reliable skill for reasons outside your control. They're just casting too fast, lag is bit heavier than normal... etc. It encourages you to actively play w/ your skillbar and not just run w/ a single build all the time.
One of the reasons archer's signet is as it is... archer's, serpents quickness, concussion produced something which was firing dazing interupts every 3-4s w/o any energy issues at all. There was another one floating around which was archer's, savage, concussion, mantra of inscriptions/signets... just spam savage/concussion.
Don't get me wrong, I use it now and then... Such as when lag is worse than normal. Another example, In the gate of pain I ran with BOTH concussion shot and BHA (and was keeping 3 torturewebs dazed at once). Which worked better because I told people if I called a target it was dazed, so the alliance warrior or assassin would break off and beat on it while I move onto another 'undazed' one w/ interupts. But there we start seeing again... teamwork benefits which can be rough in a PUG.
The same goes for spells like arcane conundrum vs. frustration. The doubled casting time is nice... but the extra damage is better since the 50% should already push your interupts from marginal to good. A good player should probably go for the extra risk/reward because they'll be able to make use of it.
Other x-class support skills:
Another mesmer skill which I've found rather fun on the ranger is 'hypochondria'. This is actually one which works really well w/ BHA because you can use it to spread the daze a lot farther than epidemic. (and even better, normally the target gets nailed w/ bleed/cripple/deep wound etc. from people beating on other targets 'in the area'. So the dazed in this case gets covered w/ a large condition stack. This is a skill I use when the game is a bit laggier.
Last edited by Falconer; May 19, 2007 at 05:04 PM // 17:04..
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May 21, 2007, 12:04 AM // 00:04
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#25
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Quote:
Originally Posted by Amy Awien
Mhh, Needling Shot doesn't need an IAS, assuming you use it for it's instant recharge. No Savage Shot is a disadvantage, but might not be so bad.
Do pet attackskills cancel Heket's Rampage?
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To clarify: Needly Shot has its own AS (so has Quick Shot - a little bit slower though) yet it's affected by IAS: without an IAS, Needling Shot has a refire rate of 40 arrows per minut; with a 33% IAS (flail anyone?), that's 60 arrows per minut - one per second.
PS:
Quote:
find dazed works the best in HM. But that's moreso due to the lack of good condition removal in most PvE mobs. And if they do have it... learn it, love it, and distract it!
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QTF.
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May 21, 2007, 01:32 PM // 13:32
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#26
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Re: the Spinal Shivers idea.
Used Marksman's Wager/Spinal Shivers (and Shivers of Dread) the other day to good effect; not as strong as daze in a sense, since it requires cold damage to trigger (feel free to include a Winter somewhere) but also stops skills. Called Shot and Crossfire give two shots to hit through blocking, allowing you to continue energy gain on blocking targets (2 energy to shoot the called shot, gain 9 or 10 back). Worth trying if daze is likely to be removed, since hexes are often less likely to be removed. Made HM Glint pretty easy, and by having two copies of the hex could spread it around a bit throughout the expedition. No energy troubles, as long as you either swap to a target without blocking or stick to using called shot and Crossfire once blocking goes up.
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May 21, 2007, 03:13 PM // 15:13
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#27
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Frost Gate Guardian
Join Date: Aug 2005
Location: too far from Conwy
Guild: The Chained Swan
Profession: R/
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We finished 3 more Prophecies HM missions and bonuses over the weekend and found that [skill=text]Concussion Shot[/skill] + [skill=text]Archer's Signet[/skill] to be the most efficacious. [skill=text]Choking Gas[/skill] with an IAS, with a perfect short bow, never did the trick: it always seemed to miss or be blocked at the critical instant and then there's the issue of it only interupting spell casting. Like others on the thread, I'm interested in exploring [skill=text]Spinal Shivers[/skill] again and will probably start carrying a bow with an icy bowstring or equip my cursing necro hero with a cold staff. The Illusion magic suggestions are also provocative.
[skill=text]Needling Shot[/skill] with an IAS which was never of much more than "academic interest" in PVE is now particularly useful. Over all HM is proving to be an interesting experiment. I hope and expect Arenanet makes appropriate use of what can be learned from it in Eye of the North and especially GW2.
So once more, thanks to all for a number of useful recommendations.
Last edited by HalPlantagenet; May 21, 2007 at 07:25 PM // 19:25..
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May 22, 2007, 05:22 AM // 05:22
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#28
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Academy Page
Join Date: Apr 2007
Location: Missouri
Guild: Deranged Old Cows
Profession: N/
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If you're talking group dynamics, maybe a N/Rt w/ Spinal Shivers and Draw Spirit and a R/any with Winter?
Personal-use, I would definitely give the Spinal Shivers + Marksman's Wager combo a try. Actually, I think I'll try it myself.
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May 22, 2007, 11:34 AM // 11:34
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#29
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Academy Page
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if you like to try something different and just by chance using a splinter ranger setup;
i found warmonger's weap adequate for my personal hm needs. since you already have a respectable amount of channeling already, casting warmongers on a suitable melee partymate interrupts repectably. sure it may not be active all of the time, but it was sufficient enough for me to have no problems for situations like double dolyaks in hm. 10 en that can't be reduced by exp may seem steep, but compared to the usual dist & savage, it's usually a cast-and-forget affair, and you can go about doing other business.
if pure ranger skills are your thing; i found timing dist/savage while they cast can be a bit hard on non-premium internet connections. anticipating when they'll cast was better for me in my experience and connection. the ai has some casting/skill activating patterns that's noticable when you fight them often enough.
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