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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:36
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quote: Originally posted by snoopy369
Oh - and my Warrior 7 Cpl Carrot is in Ascalon (but with great armor and weapon ) and my Ranger 17 Angua vonUberwald is in ... hmm, one of the druidesque cities. Magrat Garlick (20 Mo/E) is in the Mursaat area, i think the 3rd or 4th area post-infusion (and now infused )
SirOsis, I don't think R/Mo would work very well ... Mo just doesn't add enough as a secondary. Mo works well as a secondary with Warrior (because it has some Adrenalin skills, plus you can use the +3hp/sec regen enchantment to help you tank better), and as a "primary" secondary with Elementalist (as E gives it a huge energy stash), but it doesn't add much to Ranger (who shouldn't be getting hit too often, thus no significant bonus from the enchantment, and there's no adrenalin to use).
Ranger should probably go with
1) Mesmer - lots of good things here, that help your bow skills work better; also some energy regen to let you use more bow skills
2) Warrior - lets you tank a bit better, and especially if you decide not to use a Bow as your primary but focus on the other ranger skills (wilderness or beast master i guess?). I've seen some R/W that use a dual weapon wield (one is a Longbow [for range, used to pull and to Pin Down]; one is an axe [for melee]) that are REALLY good. Ranger armor may not be as good as warrior armor, but R/W has some nifty uses.
3) E or N - not really useful, but you can curse or use some of the E skills that are similar (mostly earth/air/water). Also effective if you want your Ranger to be mostly a wilderness/beastmaster - you can add E or N to that to allow you to do some actual damage while doing your other things (especially N). |
Ranger/Necro for mass life drain is an awesome combo though.
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Jon Miller
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how do those things go?
because I think that if I play for more then a month or two I will have to get into it
JM
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:36
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quote: Originally posted by snoopy369
Yep ... koreans are definitely good at some things, and focused builds are one of them 
Do you want a Sup. Protection rune btw? I have one that's not going anywhere, and i could use almost any other monk sup rune (not smiting, though, god forbid) |
Thanks, but no thanks. I'm already using a Sup Divine Favour, and I can't take the health hit from two Superior Runes. One Rune is manageable, but two... eep
. . .
Ok Doc, how would you counter being dead from 7 simultanious lightning spells cast the moment they come in range? That's about 1,000 points of lightning damage within half a second btw. Ok Spellbreaker, if it was possible to beat the cast and anticipate the target, would keep the focus-fired target alive for another 14 secs or so. I guess a well-drilled team could cover all monks with Spellbreaker at intiation of hostilities and then have 14 secs to kill at least 2 of the Air Elementalists to stop their spiking ways.
-Jam
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:36
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There are counters to the team, but they really require as much of a focus as that team does.
7 mesmers who planned out and sat on one of the elementalists each, for instance, would do some good damage, for instance.
Blackout immediately comes to mind there.
Mantra of Lightning.
The secret to beating the lighting builds is to outlast their spike. They run dry on mana quick. Mesmers can help them along with that and completely neuter them.
Rangers to a lesser extent.
In theory, imagine a team of 8 ranger/mesmers or mesmer/rangers.
The idea is you cast a preparation (apply poison, melandrus arrows, etc) maybe a nature ritual spirit or two to boost arrow damage. And arcane echo, all before the enemy is in range.
Then each blackout an enemy. This turns your arcane echo into another blackout. You have 6 seconds of boosted arrows to spread conditions and focus fire on an enemy team with no skills. Cast your second blackout, again, one on each enemy as soon as you cane. You have another 6 seconds. By the time you get skills back, your first blackout will have recharged, and you could hit them again. 18 seconds focusing on players with no skills, thus no healing, SHOULD be able to take out the enemy monk(s). Especially if the rituals and preparations were properly stacked within the team so that those monks were poisoned, bleeding, (-7 all together?) and being hit with boosted damage arrows. Should be academic after that.
It would take coordination, and would be susceptible to having the blackouts interrupted. Mending and other buffs could possibly become problematic. But...
Last edited by UnOrthOdOx on 22-06-2005 at 20:42
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