Dec 15, 2006, 08:21 PM // 20:21
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#101
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Drewfense
R/D Grenths Grasp
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This is a really powerful combo that I don't think sees nearly enough play. With Called Shot on their bar they have an undodgeable and almost free Cripshot, and the cost of reactivating Grenth's Grasp isn't all that much. This makes them really strong flagstand characters who can spread cripples everywhere while never having energy issues like a normal Cripshot would.
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Dec 15, 2006, 11:38 PM // 23:38
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#102
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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Quote:
Originally Posted by Wasteland Squidget
This is a really powerful combo that I don't think sees nearly enough play. With Called Shot on their bar they have an undodgeable and almost free Cripshot, and the cost of reactivating Grenth's Grasp isn't all that much. This makes them really strong flagstand characters who can spread cripples everywhere while never having energy issues like a normal Cripshot would.
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I completely forgot about that =/
Still, a D/A with SoH+FN would simply wtfpwn. If he doesn't feel like fighting with the opposition's runner, FN and deliver that flag. It'd be imba, sure, but I'm not complaining.. I <3 my derv!
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Dec 16, 2006, 05:41 AM // 05:41
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#103
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Academy Page
Join Date: Jun 2006
Guild: Apathy, Inc. [AI]
Profession: R/A
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Grenths grasp is riddiculously annoying though. Played one a couple of nights ago, with all of the eurospike theres so much enchant removal...not to mention reactivating it adds micro to a class that in many cases has enough to deal with already (what with pushing for flaggers/heal parties, interrupting key Aegis' and Diversions etc, keeping wars cripped, etc). Too annoying for me thanks -_-
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Dec 24, 2006, 04:52 AM // 04:52
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#104
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Academy Page
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bsurge assassin
gg
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Dec 24, 2006, 07:34 AM // 07:34
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#105
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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As far as the Grenth's Grasp R/D I'm gonna agree with Stealth Rider for now. I don't have a ton of experience with R/D crips yet, but I've almost got my hands full as it is...then again I'm also designated as the secondary ganker, so that probably has a lot to do with it (if I'm not really needed for some reason at the flag stand I go take out the npc's in their base).
What Program said is right though. I've fought multiple Melandru's dervishes and there are 2 answers to them- interrupt their form...then it's gg for them. Or, if you lag or for some other reason can't interrupt it, just kite away for a minute or so.
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Dec 24, 2006, 09:26 AM // 09:26
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#106
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Krytan Explorer
Join Date: Nov 2006
Guild: Xxx The Final Thrust Xxx[RIP]
Profession: P/A
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Quote:
Originally Posted by Kyle The Piemaster
bsurge assassin
gg
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...Honestly? For a skirmish template Bsurge anything is a good start. Bsurge rit for the base gank(I hate this skill)! Has anyone tried an ebon dus tsin? I haven't bothered yet, but it could work quite well...
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Dec 24, 2006, 09:59 AM // 09:59
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#107
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Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
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Instead of Called shot for the new crip shot dude use crossfire - it will hit in most situation and got ridiculous bonus damage for the cost of 5 en, taking in mind it even got a 'non block-evade' condition in it.
Bsurge is so much powerful it even places thoughts on Signet of midnight even you are a mesmer with points in that line.
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Dec 26, 2006, 07:24 PM // 19:24
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#108
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Academy Page
Join Date: Jun 2006
Guild: Apathy, Inc. [AI]
Profession: R/A
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Quote:
Instead of Called shot for the new crip shot dude use crossfire - it will hit in most situation and got ridiculous bonus damage for the cost of 5 en, taking in mind it even got a 'non block-evade' condition in it.
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Called Shot has a distinct advantage in that it can not be dodged. It *always* hits barring LoS issues. An un-escapable Cripple is pretty devastating, though the micromanagement issues as i said are not easy to deal with.
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Dec 26, 2006, 09:40 PM // 21:40
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#109
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Seamus Finn
...Honestly? For a skirmish template Bsurge anything is a good start. Bsurge rit for the base gank(I hate this skill)! Has anyone tried an ebon dus tsin? I haven't bothered yet, but it could work quite well...
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http://gw.gamewikis.org/wiki/Build:A/E_Signet_Spiker
this is popular in arenas
personally, I find it a bit slow, great survivability though
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Dec 26, 2006, 09:57 PM // 21:57
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#110
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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It's a tricky thing, figuring out how to deal with gankers etc.
One thing I've been trying to work in is a way to catch and kill assassin-type gankers, possibly using Scorpion Wire; this allows you to follow the shadow step, finishing off your foe who thought he'd have a safe retreat. If anyone has a successful anti gank build that could incorporate it I'd love to see Haven't come up with a really viable build using it though... you want a decent deadly arts investment, so that you can get the scorpion wire on before they retreat, but still have it active if you need to battle it out for a bit. And hopefully the character would still be useful for the team when not needed for this duty, either by serving as a ganker, a runner or a main group player.
One runner I am fond of that has both ganking and counter ganking utility is the ritualist runner I've been using for a while; it can act to gank via the interrupt and weapon spells, and can stand up against gankers, forcing the retreat via the damage that is reflected; a straight healing build can't force them off as well, a straight damage build can't heal the NPCs, but vengeful weapon/weapon of remedy on an archer being ganked removes conditions, heals damage and adds pressure to the attacker.
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Dec 26, 2006, 10:28 PM // 22:28
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#112
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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hehe, put it up to standard if you know a better one ^^
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Jan 13, 2007, 11:25 PM // 23:25
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#113
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Jungle Guide
Join Date: Jan 2007
Guild: The Elite Lords of Chaos [LoC]
Profession: R/
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Talking about that Sheep Dash Reaction Game Thing...I got a 0.000 once! lol...I sort of guessed on it.
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Jan 14, 2007, 09:47 PM // 21:47
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#114
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Academy Page
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Quote:
Originally Posted by Epinephrine
It's a tricky thing, figuring out how to deal with gankers etc.
One thing I've been trying to work in is a way to catch and kill assassin-type gankers, possibly using Scorpion Wire; this allows you to follow the shadow step, finishing off your foe who thought he'd have a safe retreat. .
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this works. we've tested it, we are using it. The micromanagement is tricky and you really need to practice it. But with the right set-up it will kill shadow of haste builds
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Jan 15, 2007, 11:56 AM // 11:56
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#115
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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R/D Ebon Dust aura ranger is also pretty annoying to run.
I personally prefer running Needling Shot on the R/D bar. It allows you to spam the conditions much faster and is better for on-demand.
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Jan 15, 2007, 06:36 PM // 18:36
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#116
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Yue
R/D Ebon Dust aura ranger is also pretty annoying to run.
I personally prefer running Needling Shot on the R/D bar. It allows you to spam the conditions much faster and is better for on-demand.
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Called shot >>> needling shot on a R/D ebon dust bar. Faster recharge, even less likely to be strafed (since it moves even faster), and cannot be blocked or evaded.
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Jan 16, 2007, 06:39 AM // 06:39
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#117
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Needling arrow also moves faster. However, it's a fater shot in itself. For an ebd ranger especially, needling is preferable since alot of the times you'll want the blind to land on a spike, and called is too slow for that.
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Jan 16, 2007, 01:46 PM // 13:46
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#118
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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Quote:
Originally Posted by Yue
Needling arrow also moves faster. However, it's a fater shot in itself. For an ebd ranger especially, needling is preferable since alot of the times you'll want the blind to land on a spike, and called is too slow for that.
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I've never heard of Savage Shot before.
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Jan 17, 2007, 07:59 AM // 07:59
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#119
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Savage is an interrupt that costs double.
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Jan 17, 2007, 09:20 AM // 09:20
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#120
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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Quote:
Originally Posted by Yue
Savage is an interrupt that costs double.
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With Expertise the is no need to worry about energy, you want to stop a warrior on spike with Needling Shot?! Then complain about savage in an interupt?!
Savage Shot > Needling Shot.
End of Story.
Kthx.
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