Sep 30, 2008, 03:58 PM // 15:58
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#22
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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not to mention, cripshot is utterly outclassed by the many cheap ubersnares available for midline characters. with every team packing at least two of those, there's no point in bringing cripshot.
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Sep 30, 2008, 10:52 PM // 22:52
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#23
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by moriz
not to mention, cripshot is utterly outclassed by the many cheap ubersnares available for midline characters.
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Even if it were, its nearly impossible to have too many snares if you plan to be moving, at all.
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Oct 01, 2008, 12:23 AM // 00:23
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#24
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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unless you want another more useful skill on that slot, such as incendiary arrow.
it's the same reason why people do not bring six warriors in pressure builds. you'll reach a point where adding more of the same element just won't give you any appreciable increase in effectiveness.
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Oct 01, 2008, 12:58 AM // 00:58
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#25
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by moriz
it's the same reason why people do not bring six warriors in pressure builds. you'll reach a point where adding more of the same element just won't give you any appreciable increase in effectiveness.
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In the case of the ranger, taking cripshot moves you from 2 to 3 characters with great snares. I don't think thats even close to any critical threshold, but actually quite useful when you consider the value in having snares in multiple geographic locations and the importance of redundancy against good removal.
Quote:
unless you want another more useful skill on that slot, such as incendiary arrow.
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Incendiary is nice, but usually second best. For what we do, at least.
Last edited by Neo-LD; Oct 01, 2008 at 01:00 AM // 01:00..
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Oct 10, 2008, 06:14 PM // 18:14
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#26
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Correct me if I'm wrong.
So, assuming your burn lasts for full duration, new burning arrow will deal an additional 70 damage at 10 marksmanship (standard spec) over 5 seconds. With poison, it will deal an additional 110 damage over 5 seconds. Not including attack bonus damage or the arrow hit.
That seems powerful enough to forgo the reliable snare and tactical use of crippling shot, now.
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Oct 11, 2008, 04:57 PM // 16:57
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#27
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Frost Gate Guardian
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Quote:
Originally Posted by Byron
Correct me if I'm wrong.
So, assuming your burn lasts for full duration, new burning arrow will deal an additional 70 damage at 10 marksmanship (standard spec) over 5 seconds. With poison, it will deal an additional 110 damage over 5 seconds. Not including attack bonus damage or the arrow hit.
That seems powerful enough to forgo the reliable snare and tactical use of crippling shot, now.
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Remember that unless there is some recup or breeze up you dont have 7+4 degen but 6+4 so with poison its 100degen dmg not 110. And in fact you had 88 of it before so this updated just increased dmg over time from Burning on 10 marks by 12. Its not THAT much Its really gud now - but still on 5recharge IA power level imo.
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