yes i am informing you but i would really like to know how every person i attacked had an anti knockdown skill, because other people being smart enough to bring an anti knockdown i must fail
gtfo
Respect Teh Judo!
fishy go moo
moriz
well, there are two possibilities:
1) you are terribly unlucky
2) you are a terrible liar
given the highly varied environment that is AB, i'd have to go with option 2.
1) you are terribly unlucky
2) you are a terrible liar
given the highly varied environment that is AB, i'd have to go with option 2.
Captain Miken
Quote:
Originally Posted by Sir Pandra Pierva
[skill]Signet of Judgment[/skill][skill]Augury of Death[/skill]or[skill]Enduring Toxin[/skill]or[skill]Scorpion Wire[/skill][skill]Iron Palm[/skill][skill]Holy Strike[/skill][skill]Entangling Asp[/skill][skill]Stonesoul Strike[/skill][skill]Restful Breeze[/skill] Rez or in AB [skill]Dash[/skill]
This is one of the most idiotic use a skill I have ever seen.
On a character based on knockdowns, two of your three "options" are centered around enemy movement.
On a character based on knockdowns, two of your three "options" are centered around enemy movement.
dasullybear
Quote:
Originally Posted by Captain Miken
This is one of the most idiotic use a skill I have ever seen.
On a character based on knockdowns, two of your three "options" are centered around enemy movement. Scorpion wire doesnt require the enemy to be moving.
On a character based on knockdowns, two of your three "options" are centered around enemy movement. Scorpion wire doesnt require the enemy to be moving.
ser
Well, now I know why I've been seeing more than the usual amount of Shove Sins in AB (the usual being just me). So, this is what I currently run:
CS: 11 + 1 + 1
DM: 10 + 1
Tactics: 10
Shove {E}
Falling Spider
Twisting Fangs
Leaping Mantis Sting
Wild Strike
Blades of Steel
Dash
Healing Signet
I originally added in wild strike to take care of those pesky touch rangers that were all over AB months back and their whirling defense, however I quite like it even now, since it can take care of the occassional balanced stance or blocking stance. I just really like the flexibility of this chain, since it can be performed in several variations depending on what you need at that moment. And nothing feels better than killing two half health targets within a few seconds of each other ^^
CS: 11 + 1 + 1
DM: 10 + 1
Tactics: 10
Shove {E}
Falling Spider
Twisting Fangs
Leaping Mantis Sting
Wild Strike
Blades of Steel
Dash
Healing Signet
I originally added in wild strike to take care of those pesky touch rangers that were all over AB months back and their whirling defense, however I quite like it even now, since it can take care of the occassional balanced stance or blocking stance. I just really like the flexibility of this chain, since it can be performed in several variations depending on what you need at that moment. And nothing feels better than killing two half health targets within a few seconds of each other ^^
itsvictor
Personally my variation of this is:
Unsuspecting Strike
Exhausting Strike
Shove
Falling Spider
Twisting Fangs
Shadow Walk
Disciplined Stance
Healing signet
DM: 11+1+1
CS: 10+1
Tactics: 10
I've also tried it using, Unsuspecting->Shove->Falling Spider->Twisting Fangs->Distracting Strike
They all work, the reason for my variation is that I don't always go for nonadjacent targets, the huge dump in health from unsuspecting->twisting works fine if they don't move, you can always skip it if you don't have the energy and use shove->twisting. The one with distracting strike has the versatility for interrupt important skills (i.e. monk's woh as he tries to save himself at 10% health). Most people try to heal after twisting because thats when they get off, distracting can catch a lot of things except rof.
Unsuspecting Strike
Exhausting Strike
Shove
Falling Spider
Twisting Fangs
Shadow Walk
Disciplined Stance
Healing signet
DM: 11+1+1
CS: 10+1
Tactics: 10
I've also tried it using, Unsuspecting->Shove->Falling Spider->Twisting Fangs->Distracting Strike
They all work, the reason for my variation is that I don't always go for nonadjacent targets, the huge dump in health from unsuspecting->twisting works fine if they don't move, you can always skip it if you don't have the energy and use shove->twisting. The one with distracting strike has the versatility for interrupt important skills (i.e. monk's woh as he tries to save himself at 10% health). Most people try to heal after twisting because thats when they get off, distracting can catch a lot of things except rof.
Sir Pandra Pierva
Quote:
Originally Posted by Captain Miken
This is one of the most idiotic use a skill I have ever seen.
On a character based on knockdowns, two of your three "options" are centered around enemy movement. it is idiotic and incase you didn't read the text it was made as a joke.
On a character based on knockdowns, two of your three "options" are centered around enemy movement. it is idiotic and incase you didn't read the text it was made as a joke.