Mar 31, 2006, 10:43 AM // 10:43
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#61
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Krytan Explorer
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Since when did you wat spike in preassure? They are IMO the best hammer warriors out there because theycan spam irrisistable blow and disrupting lunge.
Sword Rangers have a great spike with Final Thrust + Brutal Strike and That paticular touch ranger actually works fairly well in GvG. Im not saying their all you can use but all the best frontloaded preassure builds I have seen run 2-3 melee rangers.
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Mar 31, 2006, 10:51 AM // 10:51
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#62
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Linkusmax
Since when did you wat spike in preassure? They are IMO the best hammer warriors out there because theycan spam irrisistable blow and disrupting lunge.
Sword Rangers have a great spike with Final Thrust + Brutal Strike and That paticular touch ranger actually works fairly well in GvG. Im not saying their all you can use but all the best frontloaded preassure builds I have seen run 2-3 melee rangers.
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You have to know that there are minispikes in pressure builds.
I'll leave the rest to the pros.
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Mar 31, 2006, 11:20 AM // 11:20
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#63
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Linkusmax
all the best frontloaded preassure builds I have seen run 2-3 melee rangers.
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Would you like to list the top gvg guilds that take Melee Rangers over Warriors? I'd be very interested to hear.
I know guilds like ZPZG and Uni have experimented with them, but that is a long shot from actually using them regularly. Rifts used them, but that comes under the "very specific builds" I was talking about.
And I can honestly say I have never seen any decent guild running a Touch Ranger. For a good reason; they are a bit of a gimmick.
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Mar 31, 2006, 11:38 AM // 11:38
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#64
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Both Necros and Mesmers got some massive new anti-warrior skills. Weakness, attack-slowing hexes, and blood spiking all got some nice additions in the Necro line. High degen, anti-attack, and anti-sig skills is what the Mesmers recieved. Killing a warrior has never been easier, impo. I had 0 problem destroying every single warrior, assassin, and ranger I played against during the FPE.
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Mar 31, 2006, 02:27 PM // 14:27
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#65
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Krytan Explorer
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Heh, ill put it down to my lack of experiance in actually watching top guilds, I haven't seen that many preassure builds in the top Area, and the ones I have were running them. Although admittedly the only ones I have seen are Rifts and Koreans. Off the top of my head Reds go Together Stomped Cipher Jp today (I dont think Cipher JP hands that kind of build well, my guilds no where near their level and we steamrolled em in 10 mins with a heavily modded version of rifts build) with a build using 3 Thumpers a air spiker a couple monks a might of MM (atm their rank 27) I saw a couple others during the Korean Regionals as well.
Anyway I think Ill bow to JR's experiance here
Who else runs Preassure builds frequently? (Note when I mean preassure dont include attrition) Because I enjoy playing them and would like to see a warrior based one run.
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Mar 31, 2006, 03:22 PM // 15:22
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#66
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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...Go to the GvG forum?
It might have some selections.
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Mar 31, 2006, 05:03 PM // 17:03
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#67
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Linkusmax
Who else runs Preassure builds frequently? (Note when I mean preassure dont include attrition) Because I enjoy playing them and would like to see a warrior based one run.
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I'm not sure if this adds up to a traditional pressure build, but [Te] and other Paladin-led guilds run a 2 warrior, 2 ranger build with necro orders/enfeeble and a three monk backline. Coupling a ranger spike with orders-aided warrior hurt is a huge pressure. Perhaps even worth sacrificing the mesmer presence. I'd look into it if I were you...
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Mar 31, 2006, 09:42 PM // 21:42
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#68
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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I disagree that Ele got nothing. They got a good ward, sliver armor (to protect them in the wards) and duplicates of almost every earth spell.
Okay...so earth ele is the only one that was made decent.
Oh and ele got second wind, which is possibly the best energy management ive ever seen (well...for ele......)
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Apr 01, 2006, 12:12 AM // 00:12
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#69
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Frost Gate Guardian
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Quote:
Originally Posted by Mandy Memory
Oh and ele got second wind, which is possibly the best energy management ive ever seen (well...for ele......)
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Really? Have you attempted to actually run any numbers? I am planning to post a set of graphs on Second Wind shortly... basically, it trades off your total energy pool for regen pips. At the moment, based on some back-of-the-envelope calculations, here's what I could conclude (I haven't double checked my calculations, it could be slightly buggy):
At 16 Energy Storage, and with a +15 Energy Staff, Second Wind will give you a constant ~3.6 pips of energy regen with an available (non-exhausted) energy pool of 41.
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Apr 01, 2006, 04:08 AM // 04:08
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#70
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Ether Prodigy still owns. o_O
Has anyone tried the Boon one? I'm curious on that. But it does look like a OoB with Exhaustion...so I'll pass.
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Apr 01, 2006, 04:16 AM // 04:16
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#71
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Desert Nomad
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Quote:
Originally Posted by angshuman
At 16 Energy Storage, and with a +15 Energy Staff, Second Wind will give you a constant ~3.6 pips of energy regen with an available (non-exhausted) energy pool of 41.
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Interesting. What do you get with a more reasonable setup, like 11 or 13 Storage and a non-Insightful staff?
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Apr 01, 2006, 10:23 AM // 10:23
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#72
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Frost Gate Guardian
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Quote:
Originally Posted by NatalieD
Interesting. What do you get with a more reasonable setup, like 11 or 13 Storage and a non-Insightful staff?
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Let E be your total energy pool (thanks to Energy Storage, Foci, Insightful Staff, whatever). Assume that you want to cast Second Wind as often as possible in order to maximize regen, but yet maintain a fixed non-increasing amount of exhaustion. Then, at steady state, your available non-exhausted energy pool E_av is given by:
E_av = (E - 10) / 2 and your effective additional pips r due to Second Wind is given by:
r = (E_av - 5) / 10 To achieve this, build up your exhaustion until your available pool equals (E_av + 10), and then cast Second Wind every 30 seconds. Note that these equations are valid only for the optimal pip-maximizing operating point as described above. You could maintain a lower steady-state exhaustion, but you will receive lesser regen. However, increasing the amount of exhaustion beyond this optimal point will *not* buy you any additional pips.
Disclaimer: All this is completely theoretical based on skill descriptions I have read. I have not observed the behavior of this skill during gameplay at all. If my estimations turn out to be completely out of line, do not kill me
Last edited by angshuman; Apr 01, 2006 at 10:27 AM // 10:27..
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