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Old Jul 05, 2005, 04:44 PM // 16:44   #21
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Quote:
Originally Posted by Yukito Kunisaki
Please people, think before you spout...
People do think. Nash thinks a lot about the game. I don't always agree with him*, but he's got a heck of a lot of experience. W/R is one of the worst synergies out there, they get very little from each other, and while it may work well vs lousy/average players, that's simply showing how a good player can overcome a bad build.

Any poster that bases their evaluation of a build on success against mediocre opponents is only really saying that a build works against mediocre opponents. To play well you need to maximise your effect, and I think it's pretty tough to build a W/R that can actually play as part of a team that couldn't be better served by another class combo. You will see people advocating any given skill. I am one of those who believes thatthe game is still open to new directions, and that team builds can do some neat things, but I am sceptical of most W/R builds, especially those that try to mix bow skills with melee skills.

Oh well, you'll probably believe what you want anyway.

* for example, I think blackout on a warrior is decent - worth the hit to adrenaline based abilities in the right build.
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Old Jul 05, 2005, 05:11 PM // 17:11   #22
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I'm still convinced that using marksmanship as a /R is utterly silly. Beast mastery takes second place. Wilderness survival is the only attrib I'd look at as a W/R, so that leaves antidote sig, melandru's resilience, apply poison, serpent's quickness, storm chaser, troll unguent. Maybe you could find more if your team's build is way out there, and depending on whether you're doing PvE or PvP.

I think there's a ton of obvious necro skills that would help a warrior, as many of them deal with physical damage. Order of pain/vampire + flurry + enchanting weapon upgrade. Barbs. Weaken armor. Mark of pain. Rigor mortis. Good old plague touch. Strip enchantment.
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Old Jul 05, 2005, 05:13 PM // 17:13   #23
rii
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W/r are low on the targeting list, and so can be good for setting up nature rituals. Just like wa/mo who go undercover ressers. Bow skills are more or less useless. Rituals, and of course tigers fury (baby). Its the best attack speed buff, *evar*

Apply poison...... its just a gimmick really unless you use cyclone axe in which case its an irritation.

Blackout got nerfed, im sure it used to last the full 10 seconds for both. O how i wish those days were back, unless i dreamed them in some wild fantasy somenight. Now, i suppose blackout can be scrapped together, but its weaker. +hammer and frenzy perhaps, but in a team theyll just get healed, unless you go blackout on the whole team, in which case take domination inspiration hammer on a me/w, and then maybe its good. But if you muck up you got no heals and if you get flanked by another team in tombs your also screwed.

o yeah and its very boring, and very, very lame.
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Old Jul 05, 2005, 10:33 PM // 22:33   #24
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Quote:
Originally Posted by Tuna
A blackout warrior isn't something you just go out and make. If you use judges inight you may as well use SoH as well.
I'm talking about Judge's Insight with a hammer warrior. For axe or sword, use Strength of Honor. Ideally you'd have a smiting monk casting it on you, but it can suffice as a self cast, especially in a hammer W/Mo where you can manage your energy just fine.

Yeah, Blackout does reset your adrenaline gain, but to cycle Blackout and interrupts for 30+ seconds on a caster is worth it.

EDIT: And yeah, I agree with Nash on the W/R. W/N has some points, but I'd use W/Mo, W/E, or W/Me over that. W/R? Come on.
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Old Jul 05, 2005, 11:44 PM // 23:44   #25
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Quote:
Originally Posted by Eskimo Bob
Ranger:
Apply poison + cyclone axe or hundred blades is nice. Other then that, I can't think of anything else.

.
W/R has a lot of great skills beside apply poison. If you throw in a few points in wilderness survival, you'll get two healing skills: Troll Unguent and Healing Spring, both generate more hp than warrior's healing signet. Couple them with your defensive stance, you're a real tank. 4 points in beastmastery you'll get tiger's fury that allows you attack 33% faster for 6 sec with a recharge time of only 10 sec, with no extra damage on yourself. Furthermore, ranger's whirling defense, unlike warrior's defensive stance, can be used with any attack skills. Throw dirt can blind your opponenet for 5 sec even with no expertise, provides enough time to place a healing spring or using Troll Unguent for healing. One big problem is energy consumption in skills like healing spring and tiger's fury. In you can overcome that (using bonetti defense?), W/R is very playable. Just my 2 cents.

Last edited by Hell Marauder; Jul 05, 2005 at 11:47 PM // 23:47..
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Old Jul 06, 2005, 01:05 AM // 01:05   #26
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By playable, I suppose you mean works in PvE. Of course, this means nothing in a real strategy context.
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Old Jul 06, 2005, 04:12 AM // 04:12   #27
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Quote:
Originally Posted by Tellani Artini
I'm still convinced that using marksmanship as a /R is utterly silly.
I have to agree mostly, but disagree partially. My Mesmer/Ranger does real well with a bow in PvE and PvP as an interrupt/spell camper/shutdown, but then again I'm not so concerned about the bow actually causing damage. It just worked out that I found a max bow with a low enough requirement. Before that, I just had a pre-searing bow right up through level 12.
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Old Jul 06, 2005, 05:23 AM // 05:23   #28
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I think Necro is good other then Monk cause you can use Well of Blood and heal your teamates as well as you. Plus, I think some of the Necro spells decrease health? If so Warriors has tons of health and you could probably heal yourself anyways.

I guess rangers would do good too cause you could probably set some traps in PvP and PvE.
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