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Old Jul 04, 2005, 08:54 AM // 08:54   #1
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Default Why people don't bring cripple

- 99% warriors dont bring hamstring
- 99% mesmer dont bring cripple spells
- 75% rangers dont bring pin down

Please explan me why ppl dont bring cripple
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Old Jul 04, 2005, 08:56 AM // 08:56   #2
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Pin down is more expensive energy-wise than other skills.

It doesn't always hit.

Doesn't really fit in with any build. (not mine anyway)
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Old Jul 04, 2005, 09:18 AM // 09:18   #3
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My guess would be that most people do not realize that being out of attack/heal range is the most effective shutdown there is. There is also the trifling fact that in order to use movement at a core part of ones tactics, the team must know how to use terrain and how to perform a coordinated withdrawal. This is just not something a normal PUG can handle. So far, I might add
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Old Jul 04, 2005, 10:25 AM // 10:25   #4
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My W/E brings an ice hex that'll slow people down in PvP every now and then, but that's usually to deal with runners.
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Old Jul 04, 2005, 10:34 AM // 10:34   #5
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Quote:
- 99% warriors dont bring hamstring
- 99% mesmer dont bring cripple spells
- 75% rangers dont bring pin down
Hammer warriors can't cripple (to my knowledge). Axe warriors have to make a deep wound before they cripple (two skills), and not every warrior is a sword warrior (the class that actually gets hamstring).

Mesmer slowdown spells are Illusion which is the most useless of the mesmer skills. If someone is running I just Wastrel them to death, works better than merely slowing them down.

Someone already addressed the ranger issue.


And your figures are off, but 93.2% of all figures are made up on the spot.
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Old Jul 04, 2005, 10:55 AM // 10:55   #6
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I would think because everyone rather brings speed-boosters instead? [sprint/dodge/stormchaser etc etc]. Instead of slowing someone, you speed yourself up and/or cancel the slow on you ? Dunno
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Old Jul 04, 2005, 01:10 PM // 13:10   #7
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from a ranger view:
if i would be in a group with multiple warriors, i might consider pin down.
or an air ele build that doesn't want its target to run away. then again, a good air ele build shouldn't give them time to run away.
as a matter of self defense, i prefer whirling defense. it lasts longer. most warrior/monks and most teams use mend ailment. there goes your cripple. what do you do now?

so basily, i would pack it, but only if the situation asks for it.
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Old Jul 04, 2005, 01:37 PM // 13:37   #8
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99% don't bring cripple because 99% do bring condition removal. Slowing hexes work better, but it's pretty much just Mesmer's and Water Ele's that have those. Mesmer's have better things to do, and Water Ele's are just rare.
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Old Jul 04, 2005, 05:13 PM // 17:13   #9
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Bringing cripple is just a waste. You don't need to cripple them. Most runners are alone and he/she runs because their whole team died. Pretty easy to rape them when he/she is the only one left.
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Old Jul 04, 2005, 05:49 PM // 17:49   #10
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Whatsmore, cripple is a condition and is removed easily so unless its the last one alive, its a waste of time and energy.
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Old Jul 04, 2005, 06:27 PM // 18:27   #11
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With my Droknar Forge 4v4 team, we have 2 warriors, mesmer and a monk. I use hammer/aftershock and my friend uses Sword/healing. I find it really effective for him to use hamstring and then I turn on frenzy/berseker and beat the crap out of the target and then use knockdown. Then we both bring sprint anyways so we have no problem chasing down monks and casters.
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Old Jul 04, 2005, 06:28 PM // 18:28   #12
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Quote:
Originally Posted by Meimei
- 99% warriors dont bring hamstring
- 99% mesmer dont bring cripple spells
- 75% rangers dont bring pin down

Please explan me why ppl dont bring cripple
Hm... you probably exxagerated the cripple spells and hamstring a bit... But you never mentioned axe rake, which about 70+% of axe warriors bring... So let's just compare this

70%+ AXE warriors know the importance of cripple and power in pvp
30%+ Sword warriors know the importance of cripple and power in pvp... I wonder which group is smarter:
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Old Jul 04, 2005, 06:34 PM // 18:34   #13
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in tombs ... rangers often bring cripple. It depends on what kinda ranger you see. Since spirits became popular there have been less and less rangers using marksmanship skills, like pin down, crippling shot, etc ... but still ... a stalker is more likely to pack pin down then say ... EoE ... I agree that cripple is sooo useful ... it really is. Imagine a team of people not being able to move in tombs (hello king of the hill) ... well

cripple is only useful to stop a fleeing foe. Its hardly ever used but usually stays in my bar and only comes out when I see a person run in panic, then I call him out for the finishing touch.
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Old Jul 04, 2005, 07:21 PM // 19:21   #14
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Quote:
Originally Posted by Deathlord
Hm... you probably exxagerated the cripple spells and hamstring a bit... But you never mentioned axe rake, which about 70+% of axe warriors bring... So let's just compare this

70%+ AXE warriors know the importance of cripple and power in pvp
30%+ Sword warriors know the importance of cripple and power in pvp... I wonder which group is smarter:
Personally I think they're both idiots.

1. One of the biggest reasons for taking a sword over an axe is Hamstring.
2. Sorry if I'm unimpressed by the "let me run up to you and hit you 8 times before I cripple you" skill. If your opponent lets you get in enough hits to let you pull off an axe rake he probaly wasn't going to run in the first place.

Last edited by QuixotesGhost; Jul 04, 2005 at 07:45 PM // 19:45..
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Old Jul 04, 2005, 07:25 PM // 19:25   #15
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I was testing a R/W build last night. switched up sprint and hamstring to see which is more effective... hamstring all the way... it is amazingly handy.
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Old Jul 04, 2005, 07:32 PM // 19:32   #16
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Meh, if I want to shut down a Caster I just do this (yes it has worked everytime for me): Pick target, start bashing it, target starts to run (Monks do this alot), sprint, bull's strike 'em and when they get up they have the reflex of casting a spell right away so I end it with skull crack. And for 15 seconds that caster is useless = death.

That is, of course only valid if they don't use Pacifism on me. (Like any warrior with a brain stem, I bring hex and condition removals.) But it hasn't happened yet.
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Old Jul 04, 2005, 10:44 PM // 22:44   #17
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I've found Pin Down works great in Fragility builds. You don't want them to run from you because Incendiary Arrows has a short duration. At the same time, the On Fire that Incendiary causes will cover the Cripple most of the time that I care, so they'd need to use something that removes ~all~ conditions.
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Old Jul 05, 2005, 10:13 PM // 22:13   #18
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Quote:
Originally Posted by Paine
Bringing cripple is just a waste. You don't need to cripple them. Most runners are alone and he/she runs because their whole team died. Pretty easy to rape them when he/she is the only one left.
I have 2 good reasons to use cripple.

1. To keep a person in an AOE spell range longer. Example: Mesmer casts Chaos Storm on enemy Monk. Monk steps out of range, spell is useless. Except that I used pin down on him, so he is kinda limping out of range. Tripply effective. (Great also with Meteor Shower, or...)

2. To slow down the warrior who always insists on charging me. I'm only a part time Ranger, actually a N/R. And if I see I'm being charged, that's like putting a timer on me -- Kill this guy quick, or you're dead. So I pin him down (with a poison arrow no less), cast Serpent's Quickness and spam my Shadow Strike / Vampiric Gaze. If he survives that, and looks like he might make attack range Virulence will make him almost useless. You can go ahead and remove those conditions one at a time if you like . During that time I'll still be doing damage.

But to play Devil's Advocate, my cripple works at a range. If I were a warrior faced with a fleeing foe, and my cripple worked only at melee distance, I would far prefer to bring sprint/etc.
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Old Jul 05, 2005, 10:58 PM // 22:58   #19
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The biggest problem with Hamstring is that it's so expensive. 10 energy is a ton for a Warrior, particularly for a skill that you can only use after you've caught them.

Still, I always like to have a snare on a ranged attacker, whether it's a water snare, mesmer hex, or just Pin Down. Exactly what form it can or should take is entirely up to you and the makeup of your team.

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Old Jul 05, 2005, 11:04 PM // 23:04   #20
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Bull's Strike is a "cripple" in a way for hammer warriors. But yeah, Hamstring is 10 energy which is a lot. If I had to have sword warriors, I'd want them bringing it though.
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