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Old Sep 12, 2007, 06:41 PM // 18:41   #281
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falling lotus, twisting tbh

free up 1 slot and deadly points for other stuff
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Old Sep 12, 2007, 06:55 PM // 18:55   #282
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Nah, if you're going to do that you might as well just use AoD. Half the point of the build is to have a powerful combo on an 8s recharge.
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Old Sep 13, 2007, 11:06 AM // 11:06   #283
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how is it less powerful? falling lotus has the same damage as falling spider. bleeding replaces poison. instead of a 4 attribute spread, you get a 3 attribute spread. impale is only better than TF if you have high enough deadly, but you're already investing in dagger, crit, and wind.

Last edited by X Cytherea X; Sep 13, 2007 at 11:08 AM // 11:08..
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Old Sep 13, 2007, 12:58 PM // 12:58   #284
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1) Blades of Steel + Impale = 120 armor ignoring damage + deep wound + some earth damage. There's absolutely NO comparison between that and TF.

2) Twisting fangs has a 15 s recharge. Blades of Steel has a 8s recharge. You can combo without impale and still do as much as the old gps - horns - falling - twisting combo.
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Old Sep 16, 2007, 02:56 PM // 14:56   #285
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i found this build on wiki and am finding it works quite well:
golden fox strike
wild strike
shattering assault
impale
dash
mending touch
holy veil
res sig

12+1+2 dagger mastery
11+1(or 2)critical strikes
6+1 deadly arts
pretty self explanatory really, cast holy veil and use youre 3 attack skills in order. if youre target starts to run use impale followed by dash to catch up.use mending touch to counter conditions.
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Old Sep 17, 2007, 01:49 AM // 01:49   #286
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[skill]Assassin's Remedy[/skill] got a stealth update. Now removes conditions before your attack hits, meaning that you >> blind. I made several bsurgers cry with this skill. It helps that it's very energy and time efficient too.

Seriously, it's like a better sight beyond sight for sin primaries. Really cool.
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Old Sep 17, 2007, 04:36 PM // 16:36   #287
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Location: "Pre-nerf" is incorrect. It's pre-buff.
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I've won many a gladiatior point with this build and although it's verging on griefing, it's successful because nobody expects in and it totally bewilders the common prot monk.

N/R 16 Death, 12 Beast Mastery, 4 Soul Reaping.

Radiant or Survivor Insignias. 20/20 Bone Staff, +5 Energy, +30 Health.

[skill]Toxic Chill[/skill][skill]Rotting Flesh[/skill][skill]Vile Miasma[/skill][skill]Soul Feast[/skill][skill]Fertile Season[/skill][skill]Edge of Extinction[/skill][skill]Toxicity[/skill][skill]Resurrection Signet[/skill]

Strategically place the spirits within range of both teams but so as you are not interrupted but all spirits will affect all people. Use Rotting flesh to spread disease and degen as many people as possible, using Toxic Chill and Vile Miasma to pressure monks or highly self-sufficient players.

Fertile season lasts around 40 seconds at 12BM and when it ends everyone will lose 290 health and people with low health will die triggering Edge of Extiction. Disease ensures as many people's health is under 90% and watch the bombing commense.

Warning: Prepare for local chat abuse.
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Old Sep 17, 2007, 05:31 PM // 17:31   #288
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Wow, this seems pretty brutal
Im gonna try this now.
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Old Sep 17, 2007, 06:06 PM // 18:06   #289
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Quote:
Originally Posted by makosi
I've won many a gladiatior point with this build and although it's verging on griefing, it's successful because nobody expects in and it totally bewilders the common prot monk.

N/R 16 Death, 12 Beast Mastery, 4 Soul Reaping.

Radiant or Survivor Insignias. 20/20 Bone Staff, +5 Energy, +30 Health.

[skill]Toxic Chill[/skill][skill]Rotting Flesh[/skill][skill]Vile Miasma[/skill][skill]Soul Feast[/skill][skill]Fertile Season[/skill][skill]Edge of Extinction[/skill][skill]Toxicity[/skill][skill]Resurrection Signet[/skill]

Strategically place the spirits within range of both teams but so as you are not interrupted but all spirits will affect all people. Use Rotting flesh to spread disease and degen as many people as possible, using Toxic Chill and Vile Miasma to pressure monks or highly self-sufficient players.

Fertile season lasts around 40 seconds at 12BM and when it ends everyone will lose 290 health and people with low health will die triggering Edge of Extiction. Disease ensures as many people's health is under 90% and watch the bombing commense.

Warning: Prepare for local chat abuse.
another reason for me to unlock toxic chill now to get the facton...
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Old Sep 17, 2007, 08:21 PM // 20:21   #290
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Quote:
Originally Posted by Symbol
[skill]Assassin's Remedy[/skill] got a stealth update. Now removes conditions before your attack hits, meaning that you >> blind. I made several bsurgers cry with this skill. It helps that it's very energy and time efficient too.

Seriously, it's like a better sight beyond sight for sin primaries. Really cool.
Looks like Melee assassins in RA could make a comeback.
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Old Sep 21, 2007, 10:27 AM // 10:27   #291
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I agree MORE MELEE sins, this deadly arts stuff is getting annoying, every second team has one. Yeah they can pop a fair spike but melee looks cooler
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Old Sep 21, 2007, 10:58 AM // 10:58   #292
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Quote:
Originally Posted by Symbol
[skill]Assassin's Remedy[/skill] got a stealth update. Now removes conditions before your attack hits, meaning that you >> blind. I made several bsurgers cry with this skill. It helps that it's very energy and time efficient too.

Seriously, it's like a better sight beyond sight for sin primaries. Really cool.
about friggin time they fixed that, i might accually use it now .
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Old Sep 21, 2007, 11:03 AM // 11:03   #293
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This is what I use in RA, i like it. Suggestions are, ofcourse, welcome.

[skill]Siphon Speed[/skill]
[skill]Black Mantis Thrust[/skill]
[skill]Exhausting assault[/skill]
[skill]Lotus Strike[/skill] (dont confuse with black lotus strike)
[skill]Trampling ox[/skill]
[skill]Impale[/skill]
[skill]Melandru's Resilience[/skill]
[skill]Resurrection signet[/skill]

I personally like the disruption, you got KD and interrupt in one combo, and a decent snare. E-management is fine and recharges are fairly short. In RA melandrus helps a lot to stay alive with all the monkless teams.

I <3 Trampling Ox...
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Old Sep 21, 2007, 11:18 AM // 11:18   #294
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Due to my lack of GW:EN I havnt had the chance to try the new skills, half the reason for not buying it was after my friend alerted me of the fact that most skills were PvE based, and after a little research i found no new elites Yeah i know its only an expansion pack, so wth is it doing with the same price tag as an actual campaign.

Anyways, I use to run sin alot in RA, but after plenty of blinds, and cover enchs etc i got fed up (yes i know i should have been running some utility but i was a plain hard Kd shock spiker, with 3 kds constantly keeping the monk/spellcaster on their arse) so i decided to try to make a build with a profession i rarely play - derv, and now ive discovered that yes your matches drag on a bit longer but you have a higher chance of winning with a pressure build than a spiker. Also i like to pack Reaper's for a little spike kill after 50% hp.
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Old Sep 21, 2007, 04:52 PM // 16:52   #295
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this is the most consistently dominant build in RA i have come across besides a monk

R/*
14 marks
12 wild
12 exp
barb bow

barbed arrows
poison arrow
savage
distracting
natural stride
-open- (i prefer debil to wear down a monk)
troll
res
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Old Sep 21, 2007, 05:01 PM // 17:01   #296
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Quote:
Originally Posted by audioaxes
this is the most consistently dominant build in RA i have come across besides a monk

R/*
14 marks
12 wild
12 exp
barb bow

barbed arrows
poison arrow
savage
distracting
natural stride
-open- (i prefer debil to wear down a monk)
troll
res
Also known as the not-as-good-as-BA build imo.

Last edited by Chicken Ftw; Sep 21, 2007 at 05:18 PM // 17:18..
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Old Sep 21, 2007, 06:00 PM // 18:00   #297
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Quote:
Originally Posted by Chicken Ftw
Also known as the not-as-good-as-BA build imo.
/disagree

If you want to go by the numbers, BA (burning arrow) at 12 marks is +26 and 4 secs of burning for a net damage of 82 per 5 seconds. Barbed arrows maintained on 4 players is a net degen of 24 dps, or 120 per 5 seconds. Also, from my own arena monking experience it's much easier to keep 1 pressured player alive than it is to stay on top of 4 players degening out, who may not have a self-heal. In some scenarios that extra spike damage of BA are an advantage, such as facing a 2 monk team who can better negate the effects of your party degen. But more often than not I find the pressure of that extra party degen to be the greater weapon (at least in RA).

There are a few reasons why barbed/poison wouldn't meet its potential at a higher level of pvp. The 2 that mainly come to mind are: barbed being easily interruptable and poison arrow spam begging for a d shot or diversion. But RA is its own little world, sometimes.
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Old Sep 21, 2007, 06:03 PM // 18:03   #298
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Any competent ranger with savage - dshot - stride - some sort of damage (usually heavy degen) is a huge threat in RA. At that point quibbling over the choice of elite seems pointless.
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Old Sep 22, 2007, 01:36 PM // 13:36   #299
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I dont play Ranger much in RA, but i might have a go at it sometime soon the heavier pressure seems like a good idea for annoying monks and then to watch your team slowly die of degen would really make them cry
And with all those conditions the spamming of Dismiss Conditions is going to increase chances of rupting it meaning even more trouble, I like that idea
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Old Sep 23, 2007, 08:30 AM // 08:30   #300
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Quote:
Originally Posted by Chicken Ftw
Also known as the not-as-good-as-BA build imo.
BA has nice upfront damage but barbed/poison is a much more consistent pressure even without factoring in how BA will exhaust your energy if you try to spam it
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