Quote:
Originally Posted by pagansaint
Choking and incendiary arrows compliment each other very well, their recharge/durations synergize well. I'd drop probably both savage and distracting shots and use pin down and debilitating shot since you will have constant to near constant interruption preparations up.
But I'd consider keeping distracting because of the near instantaneous effect and lockdown of the skill for 20 seconds. Useful for RoF and Orison shutdowns.
Pindown might be a good addition, but I didn't bring choking gas because who groups up in team arenas? I can keep a target completely interupted for 16 seconds and wait for incendiary. Choking is a must in halls, pindown I can't see since we're bound to have a galer/windborne on our team
Thank you for the comment Pagan, and thank you for the compliment smurf
Quote:
Originally Posted by smurfhunter
after the change savage shot > distracting shot. its nuts. sounds like a good build cookiehoarder
although since you are talking aobut 4-4 i dont see it working too well without a self heal... drop drain enchant maybe?
Sadly that is the part where it suffers. I use these stats though
14 Expertise
12 Beast Mastery
11 Marksmenship.
-Maybe drop to an 8 second TF, drop drain enchant, and get some inspiration for ether feast? :P
The 10second TF helps distract with Savage and distracting shot. I might think about dropping leech signet for something else...It helps a lot when I'm running and see someone start to cast
-One more note is, for a halls build I would possibley consider dropping a few skills for a trap or two/choking gas. |