Dec 10, 2005, 09:30 AM // 09:30
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#41
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Lion's Arch Merchant
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Quote:
Originally Posted by Glasswalker
Plague Touch should still take 2 1/4 seconds... I'm not aware of Dazed not affecting any skill with a duration. Similarly Plague Signet takes 3 seconds to cast.
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Dazed only affects skills classified as "Spells" and only doubles cast times (not triples--Guru's information is out of date). Therefore, Plague Touch and Plague Signet will not be affected by it.
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Dec 10, 2005, 01:47 PM // 13:47
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#42
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Glasswalker
Your target should always be the Monk first -- preferably the Protector....The combo I use is Concussion Shot + Ignite Arrows...Savage Shot + Barbs....
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uh huh. hopefully that was all sarcastic, but to provide useful information who didnt get it, never, ever, ever, ever, ever try to interupt the prot monk. Most of his spells are 1/4s. Best you can hope for is 3/4s, but by the time you realize, o wait thats a spell i can actually interupt, aww dang its gone.
if you are going to interupt someone go for an ele or necro. and if you really must use conc shot, at least cover it up with pin down.
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Dec 11, 2005, 10:18 AM // 10:18
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#43
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Del
Ya dazed is sooo easy to apply with an interrupt ranger. This ownz in the random arenas. The reason its not used in tombs (or used successfully) is because conditions are removed too easily. Martyr, restore condtions, mend ailment, mend condition, plague touch, on and on and on. All quick casts/recharges hence it never stays on your target.
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Who needs Epidemic? Who needs Fevered Dreams? Opposing team is going to have what, 3 Monks, max? Mesmer and Ranger duo specced to Caster-Hate. Assign one to each target. Provided they can read the battlefield fairly sufficiently, and pay attention to the other Monk(s), seems to me that condition removal won't be as devastating. Prot spells have quick cast times, sure, but all it takes is one window of opportunity for a Power Block or C.Shot.
Condition removal, okay, but it seems to me that the more a team can inflict other conditions around, and throw around Hexes and cover hexes...you can put a burden on that Hex/Cond removal.
Plus, C.Shot has a 10 second recharge...which isn't bad at all. Boost up Expertise and you're looking at single digit energy cost for C.Shot. Spammable? Not entirely, but pretty darn close.
Last edited by Siren; Dec 11, 2005 at 10:32 AM // 10:32..
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Dec 11, 2005, 06:16 PM // 18:16
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#44
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Frost Gate Guardian
Join Date: Dec 2005
Profession: Mo/Me
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Quote:
Originally Posted by Sephir Demange
I like the idea of concussion shot+ epidemic. If they have restore, they have alot of spamming to do to fix it. And if they have martyr, the Martyr carry is now dazed, repeat epidemic, sounds like fun.
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Be reminded that Martyr gives you all the dazes from everyone. So if you have a 15 sec daze on 3 enemies and the prot uses martyr HE has a 45 sec daze. Thats nasty, having in mind that even a wand attack interupts you. you dont stand a change of getting a skill of with a frenzy/TF warrior on you.
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Dec 11, 2005, 09:07 PM // 21:07
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#45
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Lion's Arch Merchant
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I'd wager money that martyr gives the highest duration of whatever conditions you recieve, not the sum of all of them.
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Dec 11, 2005, 09:22 PM // 21:22
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#46
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Wilds Pathfinder
Join Date: Aug 2005
Location: Denmark
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Dazed + Epedemic xD
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Dec 12, 2005, 08:06 PM // 20:06
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#47
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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Quote:
Originally Posted by SaintGreg
I'd wager money that martyr gives the highest duration of whatever conditions you recieve, not the sum of all of them.
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This is correct. A condition won't stack with itself.
My apologies for the misinformation above. It has been an awful long time since I was hit by Dazed, but I'm pretty sure even my wand attacks were interuptable.
And Nature's Renewal helps in interupting Protectors. Here's a list of good targets without NR:
Aegis -- 2 seconds
Convert Hexes -- 2 seconds
Guardian -- 1 second
Life Attunment -- 2 seconds
Protective Bond -- 2 seconds
Granted, some of these will be cast before you get close enough to daze them, but with Rend Enchantments, you can make them cast again. Convert Hexes is my favorite target though. With good team coordination you should know exactly when it will be used. Tab over to the Protector, but don't attack until it starts. Then hit Concussion Shot. Hex stays on, and they are Dazed. Sure, cover it up -- nothing wrong with that. But as far as I'm concerned, my job is to keep hitting him faster than he can cast, and do damage in the meantime.
As far as hitting the Necro, I'd say the best counter to Daze is Infuse Condition. Watch out if he's got minions running around. If you have Fragility though, use this to your advantage...
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Dec 13, 2005, 07:54 AM // 07:54
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#48
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Lion's Arch Merchant
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The wording on infuse condition leads me to believe that you would never recieve the condition at all, it would jump straight to your minion, so fragility wouldn't trigger.
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Apr 12, 2006, 08:07 PM // 20:07
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#49
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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Time to dust off an old topic...
The Assassin has a real nice skill called 'Temple Strike'. You should try it out in 2.5 weeks
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