Sep 05, 2008, 08:32 PM // 20:32
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#1501
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Not really, only when I ended the Aura at the end did they get pissed.
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Sep 05, 2008, 10:59 PM // 22:59
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#1502
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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Didn't need to see that match again. =/
The monk with fow and chaos gloves on my team was the one getting pissed though. "I give you ecto if you let us win!" or whatever he said. and then some choice words when the offer was silently denied.
I just got mad at our ranger in team chat.
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Sep 05, 2008, 11:43 PM // 23:43
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#1503
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Their ranger was baed. couldn't interrupt at all... aside from spamming incin+apply I have no idea what he was trying to do.
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Sep 06, 2008, 05:33 AM // 05:33
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#1504
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Wilds Pathfinder
Join Date: Aug 2006
Location: North Carolina, US
Guild: The Arctic Marauders [TAM]
Profession: W/
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Quote:
Originally Posted by Master Ketsu
Latest addition to my "LOL WUT" builds folder:
5 df
10 prot
11 healing
everything else: shadow
leftover crap: deadly
[unyielding aura][guardian][healing breeze][mending touch][shadow fang][dash][dark escape][Shadow of haste]
step 1 ) Run around healing yourself and randomly enchanting teamates to give them at least something.
step 2 ) Trick random warriors/sins/dervs into actually attempting to catch you. Shadow step around as confusingly as possible.
step 3 ) UNYIELDING AURAZ X 3. occasionally cover if mez.
step 4 ) Bask in Lulz. Shout " IDIFTL"
step 5 ) Repeat steps 1-4 until either the timer ends, your team wins, or they manage to kill you.
Note: while more successful then alot of other crap out there in RA, the build is intended to be a semi-playable functional joke ( For those of you who cant already tell just by seeing Unyielding Aura). Glad points will be slow if any earned. It is for the lulz.
You can also sub shadow fang for shadow walk.
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Pretty sure you are the random shitter who was running that in RA tonight. No "lulz" were seen while you were busy failing on my team.
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Sep 06, 2008, 08:19 AM // 08:19
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#1505
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Desert Nomad
Join Date: May 2006
Profession: N/
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Quote:
Originally Posted by X Cytherea X
(possibly 5x. a cookie if you explain how).
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Patient + CoP your Preveil. Cure Hex + Veil again. 5.
Last edited by Kaida the Heartless; Sep 06, 2008 at 08:22 AM // 08:22..
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Sep 06, 2008, 09:42 PM // 21:42
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#1506
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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[skill]Punishing Shot[/skill][skill]Concussion Shot[/skill][skill]Distracting Shot[/skill][skill]Enchanted Haste[/skill][skill]Attacker's Insight[/skill][skill]Read The Wind[/skill][skill]Antidote Signet[/skill][skill]Resurrection Signet[/skill]
12+1+1 Marksmanship
11+1 Expertise
6 Wind prayers
A 7 energy concussion shot is honestly downright sexy, and being able to do decent damage with good shutdown is nice. There's definitely some fine tuning to do, but I really like this build. For brave rangers only.
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Sep 06, 2008, 10:48 PM // 22:48
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#1507
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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3 interrupts are for bad rangers (or fully keeping down the sigs )
no apply poison or nat stride&mend touch=suicide, especially in ra.
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Sep 06, 2008, 10:52 PM // 22:52
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#1508
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by urania
3 interrupts are for bad rangers (or fully keeping down the sigs )
no apply poison or nat stride&mend touch=suicide, especially in ra.
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Attacker's Insight+12 Expertise is useless if I don't use Concussion shot. :|
Try it before you bash it.
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Sep 06, 2008, 11:05 PM // 23:05
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#1509
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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If you're considerably less brave, you could possibly get away with dropping punishing shot and taking escape + sloth. Conc is a bit expensive to become your savage stand-in though, but it's probably doable.
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Sep 06, 2008, 11:21 PM // 23:21
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#1510
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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imo if you want to use concussion shot:
([apply poison]or[read the wind])[prepared shot][hunters shot][concussion shot][distracting shot][natural stride][mending touch][resurrection signet]
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Sep 06, 2008, 11:30 PM // 23:30
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#1511
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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^better than the other one for sure
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Sep 06, 2008, 11:32 PM // 23:32
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#1512
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by Master Ketsu
imo if you want to use concussion shot:
([apply poison]or[read the wind])[prepared shot][hunters shot][concussion shot][distracting shot][natural stride][mending touch][resurrection signet]
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I've done that before. Get your prep d shotted or prepared shot d shotted with no IAS. Your choice.
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Sep 07, 2008, 12:08 AM // 00:08
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#1513
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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Quote:
Originally Posted by Seraphim of Chaos
I've done that before. Get your prep d shotted or prepared shot d shotted with no IAS. Your choice.
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nat stride 12121212
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Sep 07, 2008, 12:32 AM // 00:32
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#1514
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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the prep shot version is certainly better. Attacker's actually does it's reduction before expertise. You really only lose about 4 or 5 energy off the cost of conc shot... which is incidentally what you paid to use attacker's insight. The second attack should net you about the same whether it's a 10 energy or conc shot, but it's still about 5 energy every 15 seconds. Like using gole for 5 energy skills... it just doesn't make any sense.
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Sep 07, 2008, 12:32 AM // 00:32
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#1515
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by LifesRestorer
nat stride 12121212
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Magebane
Anyways using Nat Stride for preps isn't too bad, but using it everytime to use Prep Shot is. Either way, being able to block an interrupt by 50% to gain 2 energy with 14 marks and 12 exp (Not really even a realistic spread unless if you plan on using major/sup runes considering you have to invest in Wilderness for Apply and Nat Stride to begin with) is really bad.
But I'm not going to try to contest my RA build with what people think is good.
Edit: @Pluto, Attacker's takes 11 energy off Concussion, then 12 Exp takes the remaining 14 energy down by half. Thus, each concuss shot is 7 energy. That saves 31 energy.
Last edited by Seraphim of Chaos; Sep 07, 2008 at 12:34 AM // 00:34..
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Sep 07, 2008, 05:28 AM // 05:28
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#1516
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Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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Quote:
Originally Posted by Seraphim of Chaos
Magebane
Anyways using Nat Stride for preps isn't too bad, but using it everytime to use Prep Shot is. Either way, being able to block an interrupt by 50% to gain 2 energy with 14 marks and 12 exp (Not really even a realistic spread unless if you plan on using major/sup runes considering you have to invest in Wilderness for Apply and Nat Stride to begin with) is really bad.
But I'm not going to try to contest my RA build with what people think is good.
Edit: @Pluto, Attacker's takes 11 energy off Concussion, then 12 Exp takes the remaining 14 energy down by half. Thus, each concuss shot is 7 energy. That saves 31 energy.
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Magebane interrupts everything, but disables only spells.
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Sep 07, 2008, 10:31 AM // 10:31
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#1517
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Krytan Explorer
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Quote:
Originally Posted by Seraphim of Chaos
Edit: @Pluto, Attacker's takes 11 energy off Concussion, then 12 Exp takes the remaining 14 energy down by half. Thus, each concuss shot is 7 energy. That saves 31 energy.
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I would like to know how you save 31 energy on a 25 energy skill. Think you mean 11+7=18. Without Attacker's Insight it would be saving 12 energy. So you basically use a 5 energy spell to save 6 energy. For the rest your build is using Enchanted Haste without an enchantment that will stay up for long.
Oh yes, if you use Prepared Shot, you get more then 2 energy out of it. And this is a RA thread. Seriously, rangers interrupting other ranger's attack skills in RA? If they are busy interrupting you instead of your teammates, chances are you will win anyway. Unless your team is bad, meaning you would have last anyway. Or you are that predictable that they can switch targets and easily get your skills, in which case you are just bad. Either way, you shouldn't worry about being interrupted as ranger too much. Now if you brought up anti-melee (which also work on rangers often), you would have had a point.
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Sep 07, 2008, 11:10 AM // 11:10
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#1518
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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Quote:
Originally Posted by Seraphim of Chaos
Edit: @Pluto, Attacker's takes 11 energy off Concussion, then 12 Exp takes the remaining 14 energy down by half. Thus, each concuss shot is 7 energy. That saves 31 energy.
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You're doing it wrong.
I'll play by your rules here. Using your 12 expertise without Attacker's Insight, the cost reduces to 13. That's 26 energy to use your two conc shots. You saved 24 energy without attacker's insight.
Now, let's just pretend that you can use conc shot for both attacks you get off attacker's insight (as opposed to using the second attack it on punishing shot during conc's 5 sec recharge or, in an even more energy inefficient event, dshot). Each conc shot ends up costing 7 energy, as you pointed out earlier. That's 14 energy for two conc shots, plus the five more energy you had to use to cast attacker's insight in the first place. So you just used 19 energy instead of 26, therefor saving yourself a still entirely unspectacular 7 energy every 15 seconds.
By contrast, prep shot can give you about 5 energy every 6 seconds ( this figure works for stats of 13 mark/12 exp/11 wild--i have no idea if that's optimal att spread or not though), with a nice plus to damage to boot. 5e/6s comes out to be about 12 energy every 15 seconds. We're actually starting to get into GoLE-level energy here (as opposed to... waste not, want not-level energy).
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Sep 07, 2008, 12:56 PM // 12:56
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#1519
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by DutchSmurf
I would like to know how you save 31 energy on a 25 energy skill. Think you mean 11+7=18. Without Attacker's Insight it would be saving 12 energy. So you basically use a 5 energy spell to save 6 energy. For the rest your build is using Enchanted Haste without an enchantment that will stay up for long.
Oh yes, if you use Prepared Shot, you get more then 2 energy out of it. And this is a RA thread. Seriously, rangers interrupting other ranger's attack skills in RA? If they are busy interrupting you instead of your teammates, chances are you will win anyway. Unless your team is bad, meaning you would have last anyway. Or you are that predictable that they can switch targets and easily get your skills, in which case you are just bad. Either way, you shouldn't worry about being interrupted as ranger too much. Now if you brought up anti-melee (which also work on rangers often), you would have had a point.
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When I said 31 energy, I meant in all you save 31 energy if you use conc shot on both attacker's insight charges.
If you use Nat Stride everytime you use Prep Shot, that's 2 energy gain. And I don't like pulling the "Oh everyone in RA sucks" argument. D shotting a two second attack and/or a preparation is extremely easy. Not to mention the preparation energy investment needed beforehand. (Not as major, but using apply everytime it ends is roughly 0.3 energy per second).
But like I said again, I'm not going to say my RA build is better than what was sort of but not really TA ranger meta back in summer '07.
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Sep 07, 2008, 04:34 PM // 16:34
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#1520
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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I haven't contributed to this in a while, so what the hell.
Assassin/Monk
Variant 1:
14 Critical, 12 Dagger, 6 Healing
20% Enchant daggers preferred (standard Sundering, elemental, and vamp set)
[remove hex][vigorous spirit][critical defenses][way of the assassin][golden fox strike][wild strike][death blossom][resurrection signet]
Gets rid of that hideous perma-[empathy], which is pretty damn stupid in arenas these days. Has a small bit of self-heal, and a fast-recharge enchantment to get your lead attack in. Energy is pretty much never a problem; I rune up to 30 and let my elite take care of the rest. Biggest counters are the dreaded [shield bash], hex stacks, brethren with [shattering assault], and blindness. Really good DPS, can beat down a Ranger or Warrior while the rest of your team monk-stomps (and you know they will).
If the Mesmers and Necros are really nasty on any given day then go for Variant 2:
14 Critical, 13 Dagger, 3 Healing
[remove hex][cure hex][critical defenses][way of the assassin][golden fox strike][wild strike][death blossom][resurrection signet]
... and pray to (insert diety of choice here) for a healer on your team. I do like this build the most, but you lose self-sustainability. But, being able to assist your teammates (getting VoR off your monk or de-hexing yourself and your warrior buddy) is a big plus, and you don't lose any damage over the first variant. That's assuming you actually pay attention to Team Chat and the Party Window (hey, I can only offer advice, can't play the game for you ). It's also pretty hilarious when a Mesmer gets frustrated and casts [backfire] on you instead of your monk!
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