i know you all think they are great and are having much fun with it (including myself) but lets be real. this is so far out of balance it is worse then ether renewal ever will be.
i have seen many builds made with ranger interrupts and each one no matter what it is, is never bad. a complete noob can throw all the ranger interrupts together and be very affective against 90% of classes on the game. the reason i say 90% is b/c warriors are the only one not hindered too much by them even though my build is made to beat even warriors 1vs1 (w/o blind).
simply put 16 sec of action shutdown while dealing about 120 dmg in under 2 sec is too far unbalanced for anything on the game to compete. oh use the mes stances or increase your def or heal. only mes stance that has any affect at all is distortion and even that will not stop the dmg from kindle or ignite. increasing def is a good option. just makes you a target that takes a little bit more time to kill. still doesn't let you cast or get many attacks in. don't forget the good old healing that never gets off as your monk falls 3 sec into the battle.
prepare for the ranger spike. the increase of interrupt rangers in competition and teams has more than doubled in the past 2 days alone. every ranger i see now is interrupt.
anet if you ever made a mistake it was adding a 1/2 sec cast time to an attack that has 10 sec or less recharge. the worst part about ranger interrupts is it can interrupt anything but stances and shouts. res sigs are about useless now seeing as its always interrupted. not to mention a ranger has access to frozen soil making the problem even worse.
plz change this before we see another warp in the meta game. at least right now there are 3-5 good builds for hoh and gvg. if the interrupts stay that is all you are going to see.
Something must be done about ranger interrupts
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It takes timing and vigilance to interrupt as a ranger. The only thing I've ever successfully landed an interrupt on is either a long cast spell (Elementalists, this means you), and res signets. But it's pretty dang hard to get the arrow to hit before they cast it, especially since I'm usually in the middle of using another skill. Not to mention that if my target isn't using it, I need to switch targets and spam my distracting shot button.
I think it's pretty balanced. Even if it is damned frustrating. If every class is the same, then really, why not just have 1 class everyone plays as? :|
I think it's pretty balanced. Even if it is damned frustrating. If every class is the same, then really, why not just have 1 class everyone plays as? :|
U
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| Glyph of Concentration - Glyph Your next Spell cannot be interrupted, and ignores the effects of Dazed. |
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| Mantra of Concentration - Stance For 60-156 seconds, the next time you would be interrupted while performing a skill, you are not interrupted, and Mantra of Concentration ends. |
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| Mantra of Resolve - Stance For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7-3 Energy or Mantra of Resolve ends. |
punishing shot 8 sec recharge
savage shot 5 sec recharge
distracting shot 10 sec recharge
serpents quickness
kindle arrow
conjure flame
favorable winds
now let me explain. drop favorable your attacks never miss now, will interrupt instantly, and deal +6 dmg (as you know is way more than 6 dmg after its multiplied by your marksmanship). conjure adds 10 dmg even if your arrow misses from stances still hits. same goes for kindle adding 16 dmg. 26 dmg that can't miss. use serpents and let the interrupts fly. all you have to do is time it right. let yourself attack at regular speed soon as the arrow flies hit an interrupt. then just alternate interrupts, or spam for the kill.
as stated before 120 dmg in under 2 sec while interrupting any action that can be repeated every 2-3 sec. that is too strong for any build to compete with.
btw not calling on a nerf for cast times on interrupts just the recharges. the mes recharges are all 20 sec or more. why should the ranger be any different while being able to deal huge amounts for dmg for about 4 energy at max a pop.
savage shot 5 sec recharge
distracting shot 10 sec recharge
serpents quickness
kindle arrow
conjure flame
favorable winds
now let me explain. drop favorable your attacks never miss now, will interrupt instantly, and deal +6 dmg (as you know is way more than 6 dmg after its multiplied by your marksmanship). conjure adds 10 dmg even if your arrow misses from stances still hits. same goes for kindle adding 16 dmg. 26 dmg that can't miss. use serpents and let the interrupts fly. all you have to do is time it right. let yourself attack at regular speed soon as the arrow flies hit an interrupt. then just alternate interrupts, or spam for the kill.
as stated before 120 dmg in under 2 sec while interrupting any action that can be repeated every 2-3 sec. that is too strong for any build to compete with.
btw not calling on a nerf for cast times on interrupts just the recharges. the mes recharges are all 20 sec or more. why should the ranger be any different while being able to deal huge amounts for dmg for about 4 energy at max a pop.
Kill the spirit then? :| It's not invincible.
And believe me, it's HARD to time an arrow shot to interrupt a 1 second cast skill. Even with your arrows flying as fast in the world as possible, the time needed for your brain to process the little icon of the skill being cast and the time it takes your finger to smash the interrupt button is quite harrowing
[mistake. was thinking concussion
]
Now MESMERS, they can interrupt any cast skill and need no time for arrows to fly. Let's talk about nerfing them
And believe me, it's HARD to time an arrow shot to interrupt a 1 second cast skill. Even with your arrows flying as fast in the world as possible, the time needed for your brain to process the little icon of the skill being cast and the time it takes your finger to smash the interrupt button is quite harrowing

[mistake. was thinking concussion
]Now MESMERS, they can interrupt any cast skill and need no time for arrows to fly. Let's talk about nerfing them

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Originally Posted by Lasareth
Kill the spirit then? :| It's not invincible.
And believe me, it's HARD to time an arrow shot to interrupt a 1 second cast skill. Even with your arrows flying as fast in the world as possible, the time needed for your brain to process the little icon of the skill being cast and the time it takes your finger to smash the interrupt button is quite harrowing ![]() [mistake. was thinking concussion ]Now MESMERS, they can interrupt any cast skill and need no time for arrows to fly. Let's talk about nerfing them ![]() |
an action is anything on the game. it can never be wasted. as said before not calling for nerf on 1/2 casting that is fine its the recharge that is killer.
btw i have interrupted plenty of 1 sec casting spells not from dumb luck but by timing. most spells are predictable when you watch the target for a few seconds. shut down so many monks by interrupting healing touch everytime.
recharge is simply too low.
A
Use a bow with a faster arrow.
Are you using a Flatbow? I like their range, but it takes a full second for the arrow to reach it's target.
Expirament with the different bows, range and projectile speed differ rather widely.
Shortbows, as I recall, have a very short range, but only one half second archer-to-target time. Harder to dodge by far.
Are you using a Flatbow? I like their range, but it takes a full second for the arrow to reach it's target.
Expirament with the different bows, range and projectile speed differ rather widely.
Shortbows, as I recall, have a very short range, but only one half second archer-to-target time. Harder to dodge by far.
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Originally Posted by Alcaza Bedabra
Use a bow with a faster arrow.
Are you using a Flatbow? I like their range, but it takes a full second for the arrow to reach it's target. Expirament with the different bows, range and projectile speed differ rather widely. Shortbows, as I recall, have a very short range, but only one half second archer-to-target time. Harder to dodge by far. |
E
I don't have any problem with most of the Ranger interrupts at all; they're not reliable due to activation time, arrow flight time, and easier counters than Mesmer interrupts (like Blind and some hexes).
What I do have a problem with is all the skills a ranger can throw on that can't miss. It doesn't matter so much in 8v8 where any half-decent monk will heal the reduced damage of a blinded/hexed ranger but in the arenas you can throw all the hexes and conditions you want and Conjure Flame/Kindle Arrows/Choking Gas/Incendary Arrows/etc will still kill you plenty fast (oh, and Choking/Incendary will still interrupt you while they're at it). The only half-decent defense I've ever found is to avoid taking LOS spells in to the arena and keep a wall in between me and the ranger (which doesn't always work because some walls are insubstantial and you can shoot straight through them).
What I do have a problem with is all the skills a ranger can throw on that can't miss. It doesn't matter so much in 8v8 where any half-decent monk will heal the reduced damage of a blinded/hexed ranger but in the arenas you can throw all the hexes and conditions you want and Conjure Flame/Kindle Arrows/Choking Gas/Incendary Arrows/etc will still kill you plenty fast (oh, and Choking/Incendary will still interrupt you while they're at it). The only half-decent defense I've ever found is to avoid taking LOS spells in to the arena and keep a wall in between me and the ranger (which doesn't always work because some walls are insubstantial and you can shoot straight through them).
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Originally Posted by Eonwe
It's not unbalanced, at all. Comparing ranger interrupts to Ether Renewal is laughable.
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high dmg + interrupt + fast cast times + fast recharges (that can be made even faster) = death
agree or disagree just wait a week or two and see what happens
the ranger spike is coming so gl to all. don't say i didn't warn you.
This is hilarious - timing is only so much - but interrupting an Orison of Healing, or any other spell is so incredibly difficult and not anything like as reliable as mesmer interrupts, which is probably why the recharge on them is so much less. They are perfectly fine, comparing it to Ether Renewal on the balance scale is a complete joke.
I've actually seen lots of Korean teams try ranger build teams in the tombs (albeit quite a while ago now)... seriously they look nice on paper but in practice they are not half as effective as what you may think. Only one of the interrupt skills actually disables the skill for any length of time (I think)....
Interrupts will stop the chain lightnings, lightning orbs, meteor storms and a lot of mesmer skills quite nicely, but they won't stop a hammer warrior smashing your head in or a monk from healing (too fast cast times)
I've actually seen lots of Korean teams try ranger build teams in the tombs (albeit quite a while ago now)... seriously they look nice on paper but in practice they are not half as effective as what you may think. Only one of the interrupt skills actually disables the skill for any length of time (I think)....
Interrupts will stop the chain lightnings, lightning orbs, meteor storms and a lot of mesmer skills quite nicely, but they won't stop a hammer warrior smashing your head in or a monk from healing (too fast cast times)
i think your forgetting that ranger interupts can be countered very easly w/ any defensive stance or spell/blinding (aeges, throw dirt). I played in team arena's last night w/ my guild mates and came accross a group of 3 rangers 1 monk.... every ranger was one of those 'power rangers'. We still won with ease. How? one skill, blinding flash
every build has counters that goes w/o saying.
that's just like saying that enchantments are king right now so everyone run rend, linger and other enchant removal.
just b/c you run blind or stances you make yourself weak against teams that don't use physical dmg.
and plz don't compare 4v4 to 8v8 they are nothing alike.
that's just like saying that enchantments are king right now so everyone run rend, linger and other enchant removal.
just b/c you run blind or stances you make yourself weak against teams that don't use physical dmg.
and plz don't compare 4v4 to 8v8 they are nothing alike.
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Originally Posted by twicky_kid
every build has counters that goes w/o saying.
that's just like saying that enchantments are king right now so everyone run rend, linger and other enchant removal. just b/c you run blind or stances you make yourself weak against teams that don't use physical dmg. and plz don't compare 4v4 to 8v8 they are nothing alike. |
i dunno if its uber IMBA or not but its certainly not weak. for those of you that havent made it to the hall or just dont understand the mechanix of it, the hero cant cap the alter if hes constantly interupted.
i thought iway was the most retarded build ever untill i tried it. it certainly works well for farming faction and fame.
i thought iway was the most retarded build ever untill i tried it. it certainly works well for farming faction and fame.
Z
Ranger interrupt spikes are not overpowered at all. We really don't have many issues with them at all: it's called damage mitigation and yes you can get spells off if you know how to kite and use terrain. Comparing them with Ether Renewal just dimishes your credibility.
The major problems with ranger interrupts is that the hall of heros is absolutely retarded and depends far too much on luck and dumb stuff (too many teams lose the hall due to hero a.i). So much would be solved with a scarred earth type setup of multiple, separate 1v1s, with a 10 minute timer and progressing +damage/-healing setup similar to victory or death to win the middle (or score the most kills). Until then exploiting the a.i (bodyblocking) or just abusing the cap methods (interrupts) is going to be a solid way to win.
Most teams make the mistake of killing the holding teams monks and then switching to the other team, ignoring their rangers or other disruption characters. Their loss.
The major problems with ranger interrupts is that the hall of heros is absolutely retarded and depends far too much on luck and dumb stuff (too many teams lose the hall due to hero a.i). So much would be solved with a scarred earth type setup of multiple, separate 1v1s, with a 10 minute timer and progressing +damage/-healing setup similar to victory or death to win the middle (or score the most kills). Until then exploiting the a.i (bodyblocking) or just abusing the cap methods (interrupts) is going to be a solid way to win.
Most teams make the mistake of killing the holding teams monks and then switching to the other team, ignoring their rangers or other disruption characters. Their loss.
