Dec 01, 2008, 07:12 PM // 19:12
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#21
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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I just melandru's shot them before to get to their targets. They usually put up contagion upon leaving the res, so applying 3 conditions pretty much takes away more than half their health bar.
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Dec 02, 2008, 11:48 AM // 11:48
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#22
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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Quote:
Originally Posted by PyrAnkh
I just melandru's shot them before to get to their targets. They usually put up contagion upon leaving the res, so applying 3 conditions pretty much takes away more than half their health bar.
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Sniping them and especially an early cripple after they leave the teleporter usually works.
One word of warning though if you use apply poison:
Make sure you get the kill before they reach anything ... if they get their [[Contagion] up your strategy backfires, since they apply poison only to adjacent foes with [[death nova]. [[Contagion] spreads your poison to all foes in the area, which just helps them.
I settled with [[read the wind], [[pin down], [[burning arrow], and [[hunter's shot] with necro secondary ([[rend enchantments]). I found this more effective then a [[melandru's shot] build in JQ for hunting N/A's and Turtles.
A) I can use a vamp flatbow for a huge distance advantages from up top with a fast refire rate, while maintaining the accuracy of a recurve bow;
B) because I get 7 pips of degen from BA as well (10 pips with a successful hunter's shot), by applying less and more controllable conditions;
C) [[pin down] has the same recharge as [[melandru's shot] (again, [[read the wind] allows me to shot with more accuracy over a greater distance with a crippling longbow);
D) I have only two relevant attributes to spec in.
Good luck hunting!
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Dec 04, 2008, 02:21 PM // 14:21
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#23
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Hmmm... I carry both Melandru's and Pin Down - mostly because I like being able to cripple two targets at once. This lets me hamper the escorting Mo/P or keep a pesky Warrior/Sin/Derv off my back.
I like your thought on using RTW tho... I'll have to consider the trade off on not having Apply Poison, but only because it can be useful in taking out the NPC guards over time - poison one, move to next, then next, and so on. It takes longer then our friendly ele nukers... but sometimes you just can't bear to be bored!
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Dec 04, 2008, 05:30 PM // 17:30
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#24
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Wilds Pathfinder
Join Date: Jul 2006
Location: hell
Guild: Do U Trust Anet
Profession: N/Mo
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[build prof=N/A blo=13 death=16 sha=3][Death Nova][Contagion][Dark Aura][Putrid Bile][Death's Charge][Wallow's Bite][Signet of Agony][Dash][/build]
just take out the ranger or sin and cap next time.
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Dec 05, 2008, 01:32 AM // 01:32
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#25
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Academy Page
Join Date: Jan 2007
Profession: R/Rt
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Quote:
Originally Posted by CE Devilman
just take out the ranger or sin and cap next time.
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I know of a few bombers who tried this on me. Hillariously ineffective.
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Dec 05, 2008, 06:51 AM // 06:51
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#26
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Frost Gate Guardian
Join Date: Mar 2006
Location: Isle Of Solitude
Guild: Super Kaon Action Team [SuKa]/[DoDo]
Profession: W/
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Quote:
Originally Posted by CE Devilman
[build prof=N/A blo=13 death=16 sha=3][Death Nova][Contagion][Dark Aura][Putrid Bile][Death's Charge][Wallow's Bite][Signet of Agony][Dash][/build]
just take out the ranger or sin and cap next time.
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Right...
Player: 600hp
Npc: 330hp
Guess what, it doesnt work.
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Dec 05, 2008, 03:26 PM // 15:26
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#27
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Shhh!!!! Don't let them in on our secret! Silly Bombers
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Dec 05, 2008, 09:04 PM // 21:04
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#29
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by timebandit
I settled with [[read the wind], [[pin down], [[burning arrow], and [[hunter's shot] with necro secondary ([[rend enchantments]). I found this more effective then a [[melandru's shot] build in JQ for hunting N/A's and Turtles.
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Worked like a charm. Swapped Rend for [rip enchantment] though, too much [life bond] going around.
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Dec 06, 2008, 07:22 AM // 07:22
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#30
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Cirian
A quick respawn is normal in many FPS formats such as Capture the Flag in Unreal Tournament. It's a fine mechanic in a casual format such as Jade Quarry because players can take risks without being harshly punished (like being out for the round as you would be in CounterStrike)
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There's a huge difference in the speed of those games. If you go down during a flag run you're out of that contest more or less (unless you're supporting the carrier, die early, and respawn close enough to support in the last leg). In CTF, the value of the kill is in the time and ground it buys you, not in the kill itself. Fights tend to resolve themselves quickly, as short as a fraction of a second; if someone is trying to be lame you can usually just kill them, and if they don't die quickly it's because they're roaching it up and hiding and generally not doing something useful.
Contrast that with Guild Wars and MMOs in general, where the pace of the game is a whole lot slower. The time and distance penalties of death are much less relevant because not nearly as much changes in the 15 seconds you're gone - in Guild Wars, the fight will almost certainly still be there, while in UT the fight will be over and the winners somewhere else. You also can't just kill someone doing something lame, because killing people is so much harder. Harder killing plus slower action means that deaths mean very little unless further penalized by long respawn timers or death penalty. The games are sufficiently different that deaths mean completely different things.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Dec 06, 2008, 07:46 AM // 07:46
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#31
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/A
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omgomgomg ensign posted
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Dec 06, 2008, 08:46 AM // 08:46
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#32
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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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Quote:
Originally Posted by Mr Emu
omgomgomg ensign posted
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I am ensign's fanboy too ^_^
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Dec 06, 2008, 09:54 AM // 09:54
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#33
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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Quote:
Originally Posted by Mr Emu
omgomgomg ensign posted
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Hahaha,
exactely what I thought
Good to see ya around ensign ...
We miss you,
Your Fanboys and -girls
P.s. I have to say though that I am having some good laughs and fun action in Jade Quarry. The 'brokenness' of it sure has it's fun factor. Playing cats and mice with the N/A's gives me and my guild a nice break of the seriousness of higher tier PvP.
And the 'fast pace spawning action' is a nice change in Guild Wars. Dying as energy management and running those gimmicky builds that no where else really work is for me one of the main reasons to go in there and have a ball. I like the rush of it, and that it actually punishes Tank builds for staying alive.
If it would be up to me I'd say: Keep it as it is, we are having good fun here.
Last edited by Ben-A-BoO; Dec 06, 2008 at 11:31 AM // 11:31..
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Dec 12, 2008, 07:13 PM // 19:13
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#34
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Too bad the bombers are getting a bit "smarter" and coming after me more... Its fun to watch a crippled bomber limp after you.
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Dec 15, 2008, 08:23 PM // 20:23
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#35
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Quote:
Originally Posted by Ensign
There's a huge difference in the speed of those games. If you go down during a flag run you're out of that contest more or less (unless you're supporting the carrier, die early, and respawn close enough to support in the last leg). In CTF, the value of the kill is in the time and ground it buys you, not in the kill itself. Fights tend to resolve themselves quickly, as short as a fraction of a second; if someone is trying to be lame you can usually just kill them, and if they don't die quickly it's because they're roaching it up and hiding and generally not doing something useful.
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Hey Ensign, it's nice to see you're still around
Yeah, you're dead right on this. You'll also find that this is how the Jade Quarry format plays - it's much more frantic than every other GW format I've played. At least the way I play it (and I've been heavily addicted since the revival), it plays more like a UT format where death is cheap and the overall goal is something other than staying alive. Namely, getting your team to capture 10 Jade Slabs before the opposing team does using whatever devilish methods you can imagine. If the format was slowed down... well I don't think it would be as much fun, and that would defeat the purpose of the game.
Quote:
Originally Posted by Ensign
Contrast that with Guild Wars and MMOs in general, where the pace of the game is a whole lot slower. The time and distance penalties of death are much less relevant because not nearly as much changes in the 15 seconds you're gone - in Guild Wars, the fight will almost certainly still be there, while in UT the fight will be over and the winners somewhere else. You also can't just kill someone doing something lame, because killing people is so much harder. Harder killing plus slower action means that deaths mean very little unless further penalized by long respawn timers or death penalty. The games are sufficiently different that deaths mean completely different things.
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UT is a particularly fast FPS, yes. I don't think it's fair to compare it with "MMOs in general" though, because there are some very slow FPS formats too. Cast your mind back to Counter-Strike in its beta days when it was all about hostage rescue... I remember slow, tense games with all sorts of dramas going on. When the Demolition format came in along with the famous Dust maps, it all changed. Within the same game, there was now a very slow format mostly about stealth, and a fast new format mostly about rushing.
When I consider the PvP formats that came in with Factions, they all feel like conversions of fast UT formats. Alliance Battle feels like Domination, Fort Aspenwood feels like Assault, and Jade Quarry feels like Capture The Flag with 3 flags. These formats have a very different feel to the original Guild Wars PvP formats in that death isn't heavily punished, rather, the emphasis seems to be - by design - how fast you can get from your spawn point to where you need to be, even going as far to include new, more advantageous spawn points that can be captured.
Now, back to the N/A Contagion bombers... by the design of the map and the format, and judging by the results, I would have to conclude that running a N/A is a smart choice.
Personally, I'm abusing the hell out of a Mo/A with the crazy new Ray of Judgement and it's a lot of fun
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