Interupt
toxy
Anyone have any ideas about a good bow for interupting with, obviously a recurve bow or another bow with low arc and refire rates, but any mods that would be useful
Program Ftw
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Originally Posted by toxy
Anyone have any ideas about a good bow for interupting with, obviously a recurve bow or another bow with low arc and refire rates, but any mods that would be useful
Suffix Mod: 33% Condition, or Sundering.
Inherant Mod: +15%^50.
Prefix Mod: +30hp Fortitude.
Thanks,
Pr0gram~
Inherant Mod: +15%^50.
Prefix Mod: +30hp Fortitude.
Thanks,
Pr0gram~
XvArchonvX
Quote:
Originally Posted by Program Ftw
Suffix Mod: 33% Condition, or Sundering.
Inherant Mod: +15%^50.
Prefix Mod: +30hp Fortitude.
Thanks,
Pr0gram~ Qft, but I'd go vamp over sundering. If you stop attacking, you can always switch to another bow. If you are attacking, you will do a lot more damage with vamp. However, if there is a legitamate build to use a sundering weapon in, it would be an interupt build since attacks can be sporadic due to the nature of the builds use.
Inherant Mod: +15%^50.
Prefix Mod: +30hp Fortitude.
Thanks,
Pr0gram~ Qft, but I'd go vamp over sundering. If you stop attacking, you can always switch to another bow. If you are attacking, you will do a lot more damage with vamp. However, if there is a legitamate build to use a sundering weapon in, it would be an interupt build since attacks can be sporadic due to the nature of the builds use.
Program Ftw
Quote:
Originally Posted by XvArchonvX
Qft, but I'd go vamp over sundering. If you stop attacking, you can always switch to another bow. If you are attacking, you will do a lot more damage with vamp. However, if there is a legitamate build to use a sundering weapon in, it would be an interupt build since attacks can be sporadic due to the nature of the builds use.
I generally use Sundering > Vamp weapons (personal preferance), sure Vamp *will* cause more damage to your opponent, but -1 degen is sucky. It's the same argument of using Sup Runes vs. Minors, Sups will do more damage, but the cost to your char generally isn't worth it. Then again, everthing I say is pretty much from a PvP perspective.
Thanks,
Pr0gram~
Thanks,
Pr0gram~
LazyLink
There have been so many threads about vamp weapons vs sundering weapons, the bottom line is: vamp weapons are better.
In combat: Vamp weapons do more damage and the -1 degen is offset by the lifestealing. The only instance in which the degen might be a problem is when you're fighting a foe who is blocking attacks.
Outside of Combat: Switch to another weapon.
In combat: Vamp weapons do more damage and the -1 degen is offset by the lifestealing. The only instance in which the degen might be a problem is when you're fighting a foe who is blocking attacks.
Outside of Combat: Switch to another weapon.
Program Ftw
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Originally Posted by LazyLink
Quote: Originally Posted by LazyLink In combat: Vamp weapons do more damage and the -1 degen is offset by the lifestealing. The only instance in which the degen might be a problem is when you're fighting a foe who is blocking attacks. Refire Rate of Recurve: 2.5 seconds.
Health Gained Per Hit: 5.
Health Lost per second: 2.
Health Lost in 2.5 seconds: 5.
Therefore, yes if your target is stationary, Vamp = win. But I was talking about PvP, as I stated, and you will *not* hit 100% of the time and you will not be firing 100% of the time, and I won't be wanting to think about swapping weapon sets when I see warriors converging on me. This is why I said, I always take Sundering > Vampiric as a personal preferance, it does not mean everyone has to choose that.
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Sorry, I send my deepest sympathys.
Originally Posted by LazyLink
Outside of Combat: Switch to another weapon.
If you're running a Vamp, that would be common sense? No?
Thanks, Pr0gram~ roblethal
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Originally Posted by Program Ftw
Suffix Mod: 33% Condition, or Sundering.
Inherent Mod: +15%^50. Prefix Mod: +30hp Fortitude. You have your Prefix/Suffix mixed up 8). My opinion the best bow an interrupting ranger can have to swap to would be: Silencing Recurve Bow of Marksmanship Lengthens dazed duration on foes by 33% Energy +5 Marksmanship +1 (20% Chance) Damage +20% (Customized) An interrupter's job isn't damage. Of course it helps to have a vamp/sundering handy while not actively engaged in interrupts. Having the Marksmaship +1, and the Silencing String (with 16 in marksmanship), you have the potential to inflict 29 seconds of Dazed (through the use of Broad Head Arrow or Concussion Shot), making your job as an interrupter much easier. Without the 20% chance, you are still guaranteed to cause 28 seconds of dazed. moko
Program is absolutely right, it's either a crippled/barbed/poisoned string, or a sundering one. when you actually want to interrupt properly, you most likely won't be autoattacking that much, making zealous or vampiric *useles [edit]*.
i wouldn't run a silencing one, except if you actually run concussion (bha sucks, there's much better options to use for elites) and know for sure that you are going to hit a daze, else it's pretty much a waste. 15^50 is generally what you'd want, but also an e-denial and high energy bow, just in case. i have actually encountered heavy e-denial on me as ranger, so i'm always thankful to have my low energy-zealous bow. ;D as for the last, i guess i'd never run something else but health there. Program Ftw
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Originally Posted by roblethal
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Quote: Originally Posted by roblethal Energy +5 A useless mod. In a battle, you will be on 10/15 energy, you will never be above 20 energy unless you dont use anything skills. All +5e does is gives you a extra amount of spam at the start of the match which you wont recover unless you stop fighting. +15%^50 plx.
Quote: Originally Posted by roblethal Marksmanship +1 (20% Chance) +30hp, no comment.
Quote: Originally Posted by roblethal An interrupter's job isn't damage. An interrupter's job is to cause pressure on the opposing team by disrupting key skills. The more damage you cause when doing it the greater power to you.
Quote: Originally Posted by roblethal Of course it helps to have a vamp/sundering handy while not actively engaged in interrupts. Sundering > Silencing.
Quote: Originally Posted by roblethal Having the Marksmaship +1, and the Silencing String (with 16 in marksmanship), you have the potential to inflict 29 seconds of Dazed (through the use of Broad Head Arrow or Concussion Shot) Who cares? If a monk is dazed, and your team is good, it should be dead in less than 5-10.
Quote: Originally Posted by roblethal Without the 20% chance, you are still guaranteed to cause 28 seconds of dazed. So for that unneeded extra second of dazed, which you will only get 20% of the time, you are paying 30hp for it, did you think of that?
Quote: Originally Posted by Mokone
Program is absolutely right,
: D
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Originally Posted by Mokone
it's either a crippled/barbed/poisoned string, or a sundering one.
Uhuh~ Quote:
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