Aug 07, 2006, 11:52 AM // 11:52
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#41
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by TheMadKingGeorge
partys that run with 1 choking gas ranger will always loose as they suck
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less non-sense please. you can suck and WIN in HA.
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Aug 07, 2006, 11:59 AM // 11:59
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#42
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Hi Tech Nednecks [HTR]
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Quote:
Originally Posted by Lord Dark Genie
less non-sense please. you can suck and WIN in HA.
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touche
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Aug 07, 2006, 04:00 PM // 16:00
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#43
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/Me
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Quote:
Originally Posted by fb2000
im sorry, but walls DO stop choking gas :/ I see no other explanation for having necros spike me whilst reading "target obscured"
I kinda like chokers, as they force some sense of positioning, which otherwise is close to non-existant
the bottom line for me is, if you have a bit of experience, a choker will NOT stop you in any way. If you just whine and dont think, hell destroy most of your spells
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I dont know what kind of newb cg rangers you have played against but cg spreads through walls. As for avoiding being interupted by cg, running around doesnt really help. Although if you have wards, and you know you are the target, then yes it would be wise to move away from the rest of your party out of the wards, and then kite your wards when you see 1/2 warriors coming after you for a spike
When I monk against cg, and I cant interupt or I dont have complicate on my bar, I normally just time heals right after a cg arrow hits me. I usually get it off even if they are in flurry. Also stand very far from them so you have more time to cast the spell since the arrow will take longer to reach you.
Like I said, cg rangers are shit for pressure, cause they cant add any what so ever, they are a poor fotm ranger build IMO. Seeking+RTW is such a better build.
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Aug 07, 2006, 06:53 PM // 18:53
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#44
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Wilds Pathfinder
Join Date: Apr 2005
Location: irl
Guild: i quit playing
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Quote:
Originally Posted by BuddyLeeX
Like I said, cg rangers are shit for pressure, cause they cant add any what so ever, they are a poor fotm ranger build IMO. Seeking+RTW is such a better build.
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rtw can miss target and isnt aoe while choking is.
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Aug 07, 2006, 06:53 PM // 18:53
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#45
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Black Rose Gaming
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Quote:
Originally Posted by shardfenix
With a constant choking gas up, and reapplyig it right as it runs out (2 energy every 27 seconds) and upkeeping flurry (2 energy every 5 seconds) winds up costing about .4 energy per shot. So it's a .4 energy savage shot. My mistake.
Does you trying to prove me wrong make choking gas less broken? no.
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Just btw I don't think practiced stance works that well with flurry.
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Aug 07, 2006, 07:06 PM // 19:06
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#46
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Boofhead
Just btw I don't think practiced stance works that well with flurry.
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Just btw, you only need practiced stance up when you're prepping. Almost every CG/SA ranger carries 3 stances (PS, Flurry, Whirling)
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Aug 07, 2006, 07:07 PM // 19:07
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#47
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Ascalonian Squire
Join Date: Aug 2006
Guild: International House of Pwn
Profession: E/Mo
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i have a cg ranger my self i believe it useful espesially if there poisened
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Aug 07, 2006, 07:24 PM // 19:24
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#48
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Jungle Guide
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Choking Gas will spread through walls in the sense that its AoE is still in effect, meaning even though it "hits" the wall it will still spread through to the other side. What does this mean? USE YOUR FREAKING BRAIN AND DONT STAND RIGHT NEXT TO THE WALL! It BARELY goes through the wall, if you're even a BIT behind the wall it won't interrupt you.
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Aug 07, 2006, 08:21 PM // 20:21
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#49
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/Me
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Quote:
Originally Posted by dbgtboy
rtw can miss target and isnt aoe while choking is.
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Thats not the point, take down spirits, remove enchantments and/or interupt and spike. Its not that hard, and you wont miss unless you are blind or have blurred on you. Thats pressure, your in math you should understand what pressure is.
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Aug 07, 2006, 08:37 PM // 20:37
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#50
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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the reason why CG is so good in HA is because everyone runs scrub monk builds with horribly long casting heal skills - which in fairness, if they wish to keep up a stationary ghost that needs to be killed isn't a bad idea - healing seed anyone?.
a 2 second preperation isn't the hardest thing in the world to interrupt though - especially when they will be using PS when activating it and not Whirling D
Quote:
less non-sense please. you can suck and WIN in HA.
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Correct, the HA standard right now is worse than it's ever been, it's hopeless
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Aug 08, 2006, 03:08 AM // 03:08
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#51
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Deleted Shardfenix's post above. Keep the flaming out of this thread.
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Aug 09, 2006, 06:19 PM // 18:19
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#52
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Ascalonian Squire
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when i run CG's in my teams.. theyre used to shutdown warrior hate.. not monks -.- much more effective to stick em on necros and warders imo
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Aug 09, 2006, 10:50 PM // 22:50
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#53
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Why shut down wards (which cut melee damage in half) when you can shut down 100% of a team's healing? Plus each shot does an upwards of 40 damage, so extra monk pressure there.
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Aug 09, 2006, 11:10 PM // 23:10
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#54
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Jungle Guide
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The average choking gas isn't on a monk... because the average team is set up to where it can kill through their full healing fairly well, at least spiking (adrenaline spiking isn't easy through ward melee). And not all the shots do more than 40 damage.
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Aug 09, 2006, 11:17 PM // 23:17
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#55
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Wilds Pathfinder
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Quote:
Originally Posted by shardfenix
Why shut down wards (which cut melee damage in half) when you can shut down 100% of a team's healing? Plus each shot does an upwards of 40 damage, so extra monk pressure there.
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you can't shutdown a monk with CG. it just isn't possible.
you can pressure him, forcing him to time his heal and deny heal party and seed. but that's it.
threfore you often pressure other defense chars with longer casting time. but it depends on the build.
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Aug 10, 2006, 12:11 AM // 00:11
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#56
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Wilds Pathfinder
Join Date: Apr 2005
Location: irl
Guild: i quit playing
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Quote:
Originally Posted by shardfenix
Why shut down wards (which cut melee damage in half) when you can shut down 100% of a team's healing? Plus each shot does an upwards of 40 damage, so extra monk pressure there.
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1 healing monk isnt 100% of a team's healing, warder is so much better to interrupt because warder usually is in the middle of the group so you will hit more than 1 person with the gas most of the time.
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Aug 10, 2006, 12:37 AM // 00:37
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#57
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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Ive been playing as a CG the last couple of days, with flurry up and a 5/1 short bow you still hit for a fair ammount of damage on the target aswel as completely stopping its casts, its not hard to stop a CG ranger, just takes thought, the gas does go thru some walls but thats just because anet screwed up most HA maps, theres still a few areas on each map where people can stand and be 100% safe from ranger interrupts.
I havent really seen a decline in ele's at all tonite, 95% of the ones i did run into had GoC or resolve.
One thing i have noticed is theres a lot less BS about, not a bad thing tho.
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Aug 10, 2006, 09:37 AM // 09:37
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#58
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Barbie's Motorhome
Guild: The Biggyverse [PLEB]
Profession: Me/
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I don't think BS copes very well with CG rangers at all (my guilds new pressure build with a CG ranger included has never lost vs BS since we changed) and it really needs to change to adapt to the current HA situation.
Infact, any kind of spike team seems to be disadvantaged these days with so many teams bringing a Rit Lord with Shelter and Union (and I know these dont effect BS but even a bad infuse monk can catch their spikes).
Hmm, maybe the thread should be changed to 'Have Rit Lords forced a change in the metagame?'
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Aug 10, 2006, 12:39 PM // 12:39
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#59
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Wilds Pathfinder
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Quote:
Originally Posted by fb2000
I doubt that skill with the cannot-be-interrupted would stay like that, itd be mighty weird..
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I don't see it as a problem. Ghostly capping is like the only situation where it is really powerful, and TBH the whole infinite interrupting of ghostly is the stupidest thing in whole HA. If one team takes down ghostly of opposing party it should be able to capture altar without too much delay. Now a team can keep ghostly from capping a whole minute or more till the timer runs out. That is just ridiculous. That chant on players doesn't do much. The big hitters that you would really want to not have interrupted like meteor shower can be protected by glyph of concentration, which has same effect of stopping unlimited interrupts on next cast. You could also interrupt chant itself, it is 2 second chant(plus it is easy to identify the player with it, usually the only paragon secondary on the team). Also, it costs adrenaline so blackout is your friend.
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Aug 10, 2006, 08:45 PM // 20:45
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#60
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Ascalonian Squire
Join Date: Jul 2006
Location: San Diego, CA.
Guild: Protectors of the Peace
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Before flaming people Stop, Count to 10, and Think!
Has anyone looked at the skill description? I'm assuming this is the one everyone is referring to.
Song of Concentration 8 Adrenaline 2 Activation Time 5 recharge time
Chant For 10 seconds, the next skill used by each ally within earshot cannot be interrupted.
Requires 8 Adrenaline. Unless someone figures out how to start a battle with a full Adrenaline charge you will still need to run an SpellBreaker monk. I know there has been talk about the SB monk fading away as well. You will still need SB to cover Mr. Ghostly at the beginning of each altar battles. So the CG ranger may hang around for awhile (at least till Charpter 4) as his purpose is to interrupt through SB.
Cheers
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