Natural Stride vs. Bonetti's Defense for a R/W in PvE

Backspace496

Banned

Join Date: Jan 2007

ok well, heres the question:

well, first of all, here is my build:

[skill]Apply Poison[/skill]
[skill]Burning Arrow[/skill]
[skill]Distracting Shot[/skill]
[skill]Savage Shot[/skill]
[skill]Flail[/skill]
[skill]Natural Stride[/skill] OR [skill]Bonetti's Defense[/skill]
[skill]Troll Unguent[/skill]
[skill]Resurrection Signet[/skill]

so, after seeing build and both skills, which one?

nat stride:
advantages - speed boost, 10 second recharge
disadvantages - only 50% evade, ends when hexed or enchanted, which is a lot in PvE by the monks...

bonetti's:
advantages - 75% evade, huge e-management skill
disadvantages - need to invest in tactics for it to be worthwhile, costs adrenaline, can be ok when combined w/ flail.

what is ur opinion?

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Depends where your going. If its hex heavy or your using monks with enchantments and theres plenty of high damage enemies around, Bonettis is the choice.

Generally in PvE i'd go for Bonettis, unless you know it might be an idea to bring a running skill... i wouldn't really say there any need for Flail though tbh if your using Apply Poison. Would be alot of hastle to change targets every ~1.5s to poison somet new rather than just focus fire with another prep. So you could always run Bonettis AND Natural Stride. You shouldn't be needing Bonettis that early in a fight anyway.

Backspace496

Banned

Join Date: Jan 2007

i need flail becuz the 2.4 second recharge of my nundak's recurve PISSES ME OFF! i need it for dps not applying poison to several targets, anyways...

so u vote bonetti's? ok, thats:

bonetti's:1
nat stride:0

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Personally, I've never been big on Bonneti's. While I will admit that I've never used it in a ranger build, I would think that the high adrenaline cost would get in the way of being able to use it when you want and you wouldn't be able to do anymore fighting or heal with troll unless you were willing to let it end.

Even when you may be enchanted or hexed, a fast recharge running skill can be helpful in avoiding damage. Most enemies will stop targetting you if you begin to run at an accelerated rate, so you will get a bit more damage reduction in this way, even if there was no 50% to block in the skill.

The times I've seen a defensive skill the most suitable for a ranger is when he/she needs to get out of battle, heal/get healed or regen, then return to continue dealing damage. Bonneti's works better in a situation where you are just going to sit through the damage and just tank it imo.

/vote for NS

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

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The problem with Bonetti in this build (if you keep Flail) is it's an adrenaline skill. You already can't maintain flail all the time, and with Bonetti you will have to shoot one more arrow whenever you use it to be able to activate flail.

Now the recharge of NS is great but the counterpart is a handicap. When do you need this skill? When you're taking damage. But you know how the healer (HB) and prot (I love when she casts PS when I'm only taking damage from degen ) hench love to cast enchants on you then. So the stance is likely to be stripped when you need it. Of course the monk enchants you may have on you will protect you instead, but in this case I'd rather have both a defensive stance and the monk enchants.

Whirling Defense remains a nice skill too The recharge is longer and some players now used to NS feel uncomfortable with it, but personnaly I find it ok to protect you when needed, which shouldn't happen that often as a ranger (especially with the new AI: warriors seem to love the casters of your team nowadays...).

Backspace496

Banned

Join Date: Jan 2007

whirling defense isnt even in discussion, having a whopping 60 second recharge. im still stuck between the two...

bonettis:1
NS:1

keepem coming, thx 4 all the suggestions!

Falconer

Falconer

Frost Gate Guardian

Join Date: Jan 2005

laggy double post... sorry

Falconer

Falconer

Frost Gate Guardian

Join Date: Jan 2005

One thing the OP omits is his attributes which would go a long way towards understanding how he's playing this. At the same time, he's got this or that, when he has something many classes comboes would kill for, MANY situationally good choices. He merely needs to identify his situation and pick accordingly.

For example, I'd only go w/ flail if my marks was 14+. Otherwise the bow damage is a bit lackluster compared to other weapon choices such as the spear. The goal of flail is to up basic weapon damage and adrenaline gain by 50%. Similarly, he can flail every 4 shots or roughly every 7s (he really should be using a short or flatbow if disruptive DPS is his goal).

Bonetti's on the other hand has never really fit well into ranger builds for me. Rangers are built primarily built primarily upon the premise of spamming low cost skills in quantity. His skill picks show he should have an attack skill ready for practically every shot he takes (7.4s, 10.5s, and 5.5s cycle times on his 3 attack skills). Bonetti's ends if you use a skill. Similarly his bar is so energy light he doesn't need the bonetties for the easy energy and then only if melee pick on him. Also, there's another problem here... bonetti's is in tactics, apply poison, troll, and natural stride are all in wilderness lore...

Diverting points from WS,expertise,marks -> tactics is probably not a worthwhile play if he wants a long poison spec to spread heavy poison degen w/ burning when it's available. Apply poison sees two playstyles... a low specced WS where it simply serves as a short duration rapidly reapplied cover which adds 8DPS. Or the high spec where people focus on spreading it w/ a long duration across the entire team, adding a burning arrow/hunters/screaming shot as available to enhance the degen.

Similarly, natural stride is very situational. It's great on a split personality in PvP... where you already have condition/hex removal and won't be using enchants, are are unlikely to get any enchants while split. (even if you do they're likely enchants like aegis... which give you the block at radar range). Natural stride is somewhat zone dependant in that hexes can quickly muck it up. Especially long lasting necro hexes. Even spammed short duration water hexes become problematic. And as sir_mad so nicely illustrates, even my blessed light monk goes nuts w/ her enchants despite the fact that she only has two (I normally go w/ one healer hero, and then a single healing hench, the prot hench is RIGHT OUT w/ natural stride).

Given that this is PvE and going for originality... it may be more usefull to bring something like soldiers defense and watch yourself (buffing yourself and allies), and replace troll w/ heal signet. A low specced poison works just as well for rapidly beating down a single target and keeping burning covered up! Also, in PvE, there's a lot of critters which are poison immune so it's also highly area dependant. I used to sometimes utilize Protectors Defense before the great expertise nerf (sorry but it's too expensive at 5 after needing to divert points to tactics).

Sir_Mad has the right of it. Do not forget skills like whirling defense. With the past AI change, whirling defense has gotten a lot stronger in PvE. At 14spec, it's not only a long lasting 75% block but also a weak 11 point armor ignoring weak AOE for 19s. Since it's so mild now a lot of mobs don't flee from it, but it can rack up some significant damage numbers against casters/paragons/archers. Whirling is one of the few defensive stances worth it's 60s recharge (plus, if you have knockdowns... skills like on your knees can fast charge it). Also, I'll point this out... my PvE char is something of a fire magnet because I will run around w/ double or triple superiors just to attract fire away from the hero's/henches. The AI is merciless about going for the guy w/ the least health it seems, especially if that guy starts the aggro! (PvP never more than a single superior for a ranger!)

Throw dirt, lighting reflexes are also class skills, and you shouldn't be pressed for energy and you already have expertise specced. Throw dirt can and will save your teammates life as well as your own. (although I have a nasty habit of dropping a dust trap just before the fight begins under the monks for when aggro breaks rather than chasing down the warrior to throw dirt in his eyes later).

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

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Pigs Can Fly [Pigs]

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Quote:
Originally Posted by Falconer
Natural stride is somewhat zone dependant in that hexes can quickly muck it up. Especially long lasting necro hexes. Even spammed short duration water hexes become problematic.
Just to clarify this point: actually NS ends only if you become enchanted or hexed while it's active. However if you are already hexed/enchanted, it won't wear off (I mean... unless you have a new hex/enchantement casted on you of course). Since monsters won't recast an hex on you if it's still active, hex with a short duration (including many mesmer hexes) are generally more annoying for NS users than long lasting hexes.

You're definitely right to point out the use of NS in PvE is situational. If you want to bring this skill you should have in mind the skillbar (and habits actually) of your monks and the other teammates susceptible of carrying enchantements (an order necro for example will make NS useless), and the kind of foes you're going to fight. If the place is crowded with mesmers with 2 or 3 spammable hex in the skillbar, you shouldn't bring NS. And again, as mentioned above , playing with a protector henchie will also make hard the use of NS.

Quote:
(although I have a nasty habit of dropping a dust trap just before the fight begins under the monks for when aggro breaks rather than chasing down the warrior to throw dirt in his eyes later). That reminds me the "argument" I always have with a friend, adept of Dust Trap. If you drop it on the path of the mobs you're going to lure, you're likely to blind more foes than with Throw Dirt used to protect the backline of your team, when the foes have already scattered. However, the very low cost of Throw Dirt (5 energy vs 25 for Dust Trap, before expertise reduction) and the longer duration of the blindness are a good point for the skill. So I guess it's a matter of taste...

Backspace496

Banned

Join Date: Jan 2007

attributes:
marks:10,3,1
WS:10,1
exp:11,1

so were good on flail, and most of you are leaning towards NS...

again, thx 4 the in-depth suggestions!

Lykan

Lykan

Forge Runner

Join Date: May 2005

StP

R/

Cant believe this is even being debated... for a start bonettis is adren based and doesnt give you a speed boost.

NS.. duh

Tingi

Tingi

Wilds Pathfinder

Join Date: Dec 2005

Mo/

Quote:
Originally Posted by Lykan
Cant believe this is even being debated... for a start bonettis is adren based and doesnt give you a speed boost.

NS.. duh Yes this is a very wierd thread...NS>Bonettis anyway. Bonettis is trash.

Backspace496

Banned

Join Date: Jan 2007

hmm here we have some replies that havent read the previous posts. NS is 50% block and ends when enchanted or hexed, thats a lot. but nonetheless, i wont argue, i did ask...

ns:3
bonetti's:1

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

Quote:
Originally Posted by Backspace496
hmm here we have some replies that havent read the previous posts. NS is 50% block and ends when enchanted or hexed, thats a lot. but nonetheless, i wont argue, i did ask...

ns:3
bonetti's:1 Yes, and bonettis has a relatively high adrenaline chargeup, and ends when you use a skill. Clearly both have their downsides. As an archery based R/W (who -isn't- using barrage) Natural Stride will be superior as it is on demand and spammable, gives a speed boost and some protection. If you need to get out of the frying pan, what good are a few more points of energy to a ranger? Run away, come back and kill some more stuff.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

If this is for PvE, use another attack skill.
If it's for PvP, NS.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

natural stride gives you an actual out to flail if you need to move, instead of hoping bonetti's is charged. Though I don't really see the point of an IAS on a burning arrow bar.

lennymon

lennymon

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Join Date: Nov 2005

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Quote:
Originally Posted by Thom Bangalter
natural stride gives you an actual out to flail if you need to move, instead of hoping bonetti's is charged. Though I don't really see the point of an IAS on a burning arrow bar. The op has answered his reason why in post 3 of the thread since you obviously missed it, for clarification though a hornbow is 2.7 sec not 2.4 sec. Even though the op has said further that its not for spamming poison, that's really the best thing they could do within the build.

Akhilleus

Akhilleus

Forge Runner

Join Date: Sep 2005

If it aint expensive, it aint worth buyin'.

Leading/Co-leading Bretheren Of Chaos [Dark]

W/Mo

Quote:
Originally Posted by Backspace496
i need flail becuz the 2.4 second recharge of my nundak's recurve PISSES ME OFF! i need it for dps not applying poison to several targets, anyways...

so u vote bonetti's? ok, thats:

bonetti's:1
nat stride:0 may i suggest that as a ranger you use frenzy instead?
if the doubble damage is too much of a problem for you (and it almost never is on rangers if you bring a counter-stance) and you dont have any adren based skills, then flail can be a good choice as well, but in general frenzy is one of the better choices for an ias on rangers.

Backspace496

Banned

Join Date: Jan 2007

@lennymon:
1) im using recurve, not hornbow, that was also in the 3rd thread.
2) u do notice my elite is burning arrow, yet u insist on poison spread... wouldnt u think i wouldve brought poison arrow + barbed for that? i have apply+burning for one reason and one reason only: to 10 degen one target at a time w/ a high dps while interrupting important spells...

@Akhilleus: i guess ur right, but thats kinda off-topic, and btw, im stuck between flail and frenzy...

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

Quote:
Originally Posted by lennymon
The op has answered his reason why in post 3 of the thread since you obviously missed it, for clarification though a hornbow is 2.7 sec not 2.4 sec. Even though the op has said further that its not for spamming poison, that's really the best thing they could do within the build. The problem, of course, is that ranger DPS sucks.

lennymon

lennymon

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Join Date: Nov 2005

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Quote:
Originally Posted by Backspace496
@lennymon:
1) im using recurve, not hornbow, that was also in the 3rd thread.
2) u do notice my elite is burning arrow, yet u insist on poison spread... wouldnt u think i wouldve brought poison arrow + barbed for that? i have apply+burning for one reason and one reason only: to 10 degen one target at a time w/ a high dps while interrupting important spells...

@Akhilleus: i guess ur right, but thats kinda off-topic, and btw, im stuck between flail and frenzy...

1)My bad, i read it twice and my brain still see hornbow.
2)I was answering Thom's question regarding why YOU said IAS was there, and going into deatail about why *I* think ias is there. IAS is a wasted spot in your build unless you spread a little poison....not my opinion The fact is to get the most effective use out of your own build (and its a decent build for it) thats what you'll want to do. Apply, burnintate someone, hit ias, hit a few more targets, camp a caster for a few secs for interrupt, spam a few more, burnintate again... all the while watching the little overhead insignias for some juicy interrupt on your primary target The fact is you can poison others for extra pressure *while* camping your primary target, try it .

Quote:
Originally Posted by Thom Bangalter
The problem, of course, is that ranger DPS sucks. Well, yes... but thats only when you look at it in terms of a number... whats really important is your ability to enhance the party's ability to eliminate it's opponent. A ranger putting degen on one target works ok, in pve, one mending touch will ruin your entire plan buddy ;P A ranger putting degen on 5 targets works anywhere. The dps may not seem intense, but the pressure gets the job done. Sadly with the prevalence of [wiki]Mending Touch[/wiki] and [wiki]Restore Condition[/wiki] even the Cripshot poison cover is becoming obsolete.