Guide to Ranger Interrupts

heist23

Journeyman

Join Date: Jul 2005

R/Mo

Heist23’s Guide to Ranger Interrupts


Introduction:
Hi everyone. Some of you know who I am (mostly you the people who hang around in the OT section), but most of you probably don’t. I’m just a GW player who’s a career Ranger. Since my purchase of this game (around June ’05), the first character I ever played was the Ranger. As I made my way through the game, I played many of the roles that the Ranger can play…including healer. Yes, healer. Sometimes the monk decides that he’ll be an ass and sit around.

Anyway. Eventually I noticed that your enemy’s skills could be interrupted, no matter what they do (with the exception of 2 Mesmer stances, which make interrupting impossible.). I also noticed that most players in Tombs and such wanted an Interrupt Ranger. So, I thought to myself, Is this interrupting business that hard?

Yes. It was. I slapped together an interrupt build and practiced on the Stone Summit outside of the War Camp to see how hard interrupting was.

Yeah. I didn’t do too well. Interrupting requires fast reflexes, and often your bow doesn’t help much. I can still hear Lina, Mhenlo, Devona and the others complaining how my Distracting Shot was always 2 seconds late.

Eventually I warmed up to it and started interrupting those Summit bastard’s spells and skills.

So, I decided that I’d give back to the Guild Wars community and help new and inexperienced Rangers how to interrupt their enemies.


Section 1: Basics
Now, to start off, you’ll need the proper equipment and skills, with commentary.

There are several skills that interrupt your foes in the Ranger line.
Note: I believe that there are some interrupt skills in the Beast Mastery line, but I won’t include them because I’m dealing with your bow and not your pet.

Expertise:
Distracting Shot-- Bow Attack. 5energy 10sec recharge ¼sec cast
If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.

Distracting Shot is your basic interrupt skill. It deals a trivial amount of damage, but the most important thing is the additional 20 second recharge…if you manage to interrupt a skill. This skill is best used against important and frequently used skills on your enemy’s skillbar, like the Orison of Healing for a monk.

Marksmanship:
Concussion Shot-- Bow Attack 25energy, 10sec recharge, ½sec cast
If Concussion shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5-17 seconds. This attack deals only 1-13 damage.

Concussion Shot is a deadly skill. If it hits an enemy spellcaster while he or she is casting, that caster is dead in the water for up to 17 seconds. I don’t use this skill much because of the high energy cost, but it’s good against those spells that have a long casting time. Beginners should use this with a high Expertise cost, as it helps out when practicing your interrupts.

Punishing Shot [E]-- Bow Attack 10energy, 8sec recharge, 1/2sec cast
If Punishing Shot hits, you strike for +10-18 damage and your target is interrupted.

My favorite. This skill sends out a high damage rate (up to +21 at 16 marks) and interrupts your target at the same time. Use this skill to buy yourself some time to send out a better interrupt, like Distracting Shot, while your enemy recovers and tries to cast again.

Savage Shot-- Bow Attack 10energy, 5sec recharge, ½sec cast
If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for +13-25 damage.

Another staple interrupt skill. While it doesn’t increase the recharge time on your enemy’s skillbar, it can deal a large amount of damage if your target was casting a spell. It also doesn’t have a damage penalty like Distracting Shot does, so you can send this shot out as a last second attack if you need.

Wilderness Survival:
Choking Gas-- Preparation 15energy, 24sec recharge, 2sec cast
For 1-10 seconds, your arrows deal 1-7 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells.

This skill is useful for shutting down a spellcaster for a short amount of time, all the while dealing out a small amount of damage at the same time. Kind of like a Maelstrom for Rangers. This skill doesn’t really find itself on my skillbar, however, as stopping your enemy from casting spells would prevent you from dealing more damage with Savage Shot and shutting down their more important skills with Distracting Shot. To each his own.

Incendiary Arrows [E]-- Preparation 5energy, 24sec recharge, 2sec cast
For 8 seconds, your arrows interrupt and set your target 'On Fire' for 1~3 seconds.

I don’t really like this skill because of the short duration, but it can be deadly against a monk or another class that requires a lot of skill spamming.

Nature's Renewal-- Preparation 5energy, 60sec recharge, 5sec cast
Create a level 1-8 spirit. For 30-126 seconds, enchantments and hexes take twice as long to cast, and it costs twice as much energy to maintain enchantments. This spirit dies after 30-126 seconds.

Nature's Renewal is a skill that i've never brought along before, mainly because my Spirit slot is usually filled with Favorable Winds, which is usually replaced with Read the Wind. the double time it takes for enchantments and hexes is a great advantage in theory since said enchantments and hexes can seriously screw over your team if your enemy finishes casting them. Example: Reversal of Fortune. while it's not game-breaking, interrupting something likes RoF is important because it can supress the amount of damage you can deal in a spike build.

Non-Interrupt Skills:
Read the Wind--Preparation 5energy, 12sec recharge, 2sec cast
For 24 seconds, your arrows move twice as fast and deal 3-9 extra damage.

This skill must be glued to your skillbar if you’re going to succeed as an interrupter. Getting your arrows onto your target on time is EXTREMELY important, as arrows tend to take their time on their way to the target.

Favorable Winds-- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30-126 seconds.

This, on the other hand, can replace Read the Wind. I don’t generally suggest it because it can lend your opponent a helping hand, but to each his own.

The Build:
Now that you’ve got the skills, it’s time to build your skillbar. My general Interrupt build follows:

Punishing Shot [E]
Savage Shot
Distracting Shot
Read the Wind
Whirling Defense
Lightning Reflexes
Troll Unguent/Healing Spring
Rebirth/Resurrection Signet (depending on your play style, PvE or PvP)

Healing Spring is a big risk, as it can be interrupted with impunity. Always use during one of your stances, and hope to God that your 75% holds out.
Lightning Reflexes is useful if you want to send out a little more DPS quickly. With 16 in Marksmanship and a short bow/Half Moon, you’ll give your target something to worry about…if he has 60 AL, anyway.
Read the Wind is an absolute necessity before you go into battle. I’ve already explained the reason why.

Equipment:
Your equipment matters, too. Well, not in a life-or-death kind of way, but it still matters. A Composite Bow is generally the best bow to interrupt with, as it has the flattest trajectory and lowest firing arc out of all the bows. Also sharing the Composite Bow's characteristics are the Recurve bow. I also like to keep a Zealous mod on said bow, since the above build is kind of energy heavy, and I don’t want to fit in any energy management skills. I know, I know, a good ranger should ALWAYS have 13 Expertise or he’s a useless piece of ****. Not in my experience.

I've settled with a Zealous Long Bow and Zealous Short Bow, varying on my situation. (i personally use Graygore's Zealous Short Bow and Elswyth's Long Bow as my main weapons, but you can choose whatever you want.) My best suggestion is to use any green Recurve bows you can find (exempting Elswyth's), since they share the same characteristics of the Composite bow. (Gargash's Recurve Bow would be best in my opinion, since Sundering is a junk mod) or just find a perfect Recurve bow out there and you're set.

Note: I tend to avoid using a Flat Bow, because of the insane amount of time it takes for the arrow to get to the target. If it’s used in conjunction with Read the Wind or Favorable Winds, then I can understand using it. But if you need long-range capabilities, I prefer going with a Long Bow. To each his own, I guess.

As for armor, stick with Druid’s armor. The extra energy comes in handy.

Runes:
I’m crazed with being as versatile as I can, so this will explain the odd setup I have here:

Expertise: 9 (8+1)
Wilderness Survival: 10 (9+1)
Marksmanship: 16 (12+3+1)

Update: Major expertise rune removed and replaced with a Minor Expertise. Thanks Sartori!


Section 2: Know Thine Enemy
To interrupt, it’s useful to know what kind of enemy you’re up against:

Mo/X
If you look at a monk, you’ll see a lot of 1-second cast time spells that are pretty tough to interrupt, like Orison of Healing and Healing Touch. And then there are the near-impossible ones, like Reversal of Fortune and Protective Spirit, each with ¼ second cast times. It’s useful to remember this information, because then you can come prepared. Concussion Shot will pretty much shut down a monk for a good while, letting your teammates rain down attacks while said monk is struggling to cast heals for not only his teammates, but for himself. But: Beware the healer’s friend, the protection monk.

So: Concussion Shot will usually be on your skillbar, as you’ll pretty much always run into a Monk in PvP and every now and then in PvE.

E/X
When fighting Elementalists, Concussion Shot is equally deadly, but not really as required. Fire Elementalists’ skills generally have 1-5 second cast times, so you can have a party watching them struggle to get their Meteor Shower or Fireball off while you pick them out at your leisure.

So: Savage Shot is a good addition because of the high amount of damage it deals. Combined with the Elementalist’s low AL, Savage Shot is quite dangerous. Also, the quick recharge rate, in comparison to the other skills, helps out a lot.

Me/X
Mesmers, however, are a bigger challenge. They’re filled with ¼ cast time spells that are near impossible to interrupt, along with Mantra of Persistence and Resolve that do make them impossible to interrupt. But their other, more powerful skills, like Backfire and Diversion, have longer casts, and therefore are more easily interrupted. However, it’s generally more important to shut these bastards down before those quick-casting spells get off and screw your teammates.

So: Distracting Shot will shut down your enemy’s more powerful skills for a good amount of time, while Choking Gas and Concussion Shot will keep them down for a longer amount of time. However, you should only choose one or the other, because both of these skills are very energy heavy. Not saying that those two would make a deadly combo…but then again Choking Gas would kind of make Concussion Shot pointless.

N/X
When fighting Necromancers, you’ll have a rather easy time. Skills like Feast of Corruption, Life Siphon and Life Transfer have a slow cast time and therefore are totally open for interrupt. Minion Masters are just as easy to shut down. But, as there are other 1-second cast time spells that are often used, Concussion Shot is always a good addition.

So: The build that I posted above will shut down a Necromancer trying to screw your teammates over quite well.

W/X
When you run into Warriors, it’s a whole different battle. It’s not important to interrupt a Warrior, but think about the possibilities of shutting down that guy’s Eviscerate for 20 seconds, therefore killing his entire damage string. Good, huh? The only problem is the nearly instant cast. It’s always a challenge to hit a Warrior’s skills, but you can do it for fun in PvE or if you feel like taking a break off that Monk and decide to help your own team’s Monk, who’s probably got a bajillion IWAY warriors on his ass. Also, killing a Warrior’s Resurrection Signet and his Healing Signet is a good idea, too.

So: Just use the build I have above. It’s effective for pretty much all circumstances. Just remember that Warriors are always the last priority on your list.

R/X
Rangers. This is something else. When you run into another of your kind, I found that it’s not that hard to interrupt them. Bow attacks generally take a long-ish time to fire (Example: Dual Shot), so a quick Distracting Shot will shut down someone’s spike for a good extra 20 seconds. However, when dealing with another interrupter, you’ll have to do your best to out-DPS him, using any defensive stances you have and hope that he doesn’t hit your Troll Unguent or Healing Spring.

So: The build that I have above is efficient against another ranger. Make sure to maximize your Whirling Defense and Lighting Reflexes. Punishing Shot is powerful against anything except Warrior AL, so use it as often as possible. On a side note, Lightning Reflexes will help you increase your DPS slightly in a 1 on 1 battle.


Other Notes and Side Discussion:
Interrupting is a hard-earned skill. It takes a lot of just learning to get your interrupts out on time. Eventually, though, you’ll have things down well enough to get your enemies in a bad situation. A good place to practice is Grenth’s Footprint, as there are every kind of enemy out there with the kinds of skills that I’m talking about. Dolyak Masters, Gnashers, Cleavers, Rangers, Heretics, Beast Masters, Siege Ice Golems, and the like are all good practice dummies for you to train your reflexes on your free time.

Secondary Profession:
Your secondary profession shouldn’t be too important, but generally Monk helps out in PvE, since Rebirth can be a big help when things go south. But as for PvP, being a R/Me can help out a lot more because of one skill: Arcane Conundrum. This should make interrupting enemy spellcasters MUCH easier. There’s also Migraine, but I don’t think you’d want to use up your Elite slot with it.

Some things to note:
Casters tend to use skills in a chain, meaning they use several skills, one immediately after the other. So, sometimes it’s a good idea to let off your interrupts one after the other (if you’re using my build up there or have a different build).

If the enemy decides to wipe the wall with your corpse, RUN LIKE HELL. 70 AL doesn’t help as much as some think when the axes come calling. Activate Whirling Defense and get the out of there as fast as possible. You can switch out Lightning Reflexes with Storm Chaser to discourage the AI, or the 6 IWAY warriors on your ass.

Interrupts have about 2 seconds of freeze time right after you fire them. Keep that in mind when you interrupt, as you won’t be able to do anything (including movement) during this freeze time.

When in Tombs and GvG, seek out the enemy's Bonder (if they have one). Blessed Signet is their main source of energy, so think of what would happen if they were interrupted.....*insert evil grin here*

In general PvP, it's good to watch what kind of skills that your target is using. if a Mo/N Boon healer lets off a string of heals, it's probably safe to guess that he's going to use Offering of Blood sometime soon. if he's kiting, the moment he stops running to cast a spell, let an interrupt loose.

Also, in general PvP, ALWAYS INTERRUPT RESURRECTION SKILLS. resurrects make or break games. if you fail to interrupt a res signet, then chances are your team is screwed, as this will probably lead to a chain res. So, watch out if you see some green numbers float over your head, and look around for the Signet animation. and get your Distracting Shot ready....

a suggested skill combo that i thought up of would be Incendiary Arrows+Precision Shot, especially when your enemy is being covered by an Aegis or any other anti-attack spell/stance.

More notes will be added here as I remember them, or as other members post them

for more information on Guild War's types of Bows, head to www.guildwiki.org/wiki/Bow for detailed stats on each type.

That’s everything for now.
PM me In-Game on Tess Sharpeye or Tess P V P if you have questions, or just send me a PM in the forums. Good Hunting!

P.S.: feedback would be useful. Flaming wouldn’t.



Updates: Edited the Runes and Equipment section. Thanks to Jenosavel and Sartori for the info.
Added Nature's Renewal to the skills section. thanks to Dary Jassem.
Added more notes in the Other Notes and Side Discussion section.
Added more notes in the Other Notes and Side Discussion section. thanks to tymeless for the info.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Nice job. I don't see anything much that can be added.

kais

kais

Academy Page

Join Date: Nov 2005

China

The Hatebreeders [Evil]

good job, this is a great guide.
as a side note, if you plan to play an interrupter in CA, you secondary profession should be monk so you can use mend ailment (you cant interrupt if you re blind, now cant you ), it has saved me loads of time from blind and also deep wound.
i use the same build as you except i use dual shot instead of distracting shot( its not a full interrupt build) and mend ailment instead of lightning reflexes.
also, i mostly use a recurve bow because of the shorter arrow flight time, but its just a matter of taste i guess
anyway, great guide ( there, i said it again ), keep it up and tell more of your experience as a hunter

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

nice guide

Knido

Knido

Wilds Pathfinder

Join Date: Jul 2005

in exile

W/

very nice thread, coulda used this starting out >< and i think you forgot practiced stance + choking gas. and as promised in OT thread, *flame*

Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Nice job, plenty of info. Just one thing:
Quote:
Originally Posted by heist23
Distracting Shot-- Bow Attack. 5energy 20sec recharge ¼sec cast DS has a 10 second recharge, not twenty.

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

pretty good guide, though many times guessing when someone will cast a spell can be vital to interupting a short cast time, iv interupted both RoF and OoB in this way, though that was about 95% luck and 5% guessing when the monk was gonna cast. I also personally love interupting crippling shot with distracting shot when playing gvg with my cripple shot ranger(i use distracting and savage as my 2 interupts).

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

I dont agree with the use of a Major and a Superior rune. This is what I would use.

Expertise: 12+1+1
Wilderness Survival: 3+1
Marksmanship: 12+2 (or +3)

14 is the expertise break point for skills that use 10e. 14 marksmanship is the break point for RtW. You wont have to worry about energy at all. The only problem may be the lack of a powerful self-heal but I find that even with 4 wilderness survival Troll Unguent is reasonably effective.

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quote:
I dont agree with the use of a Major and a Superior rune. This is what I would use.

Expertise: 12+1+1
Wilderness Survival: 3+1
Marksmanship: 12+1+2 (or +3)

14 is the expertise break point for skills that use 10e. 14 marksmanship is the break point for RtW. You wont have to worry about energy at all. The only problem may be the lack of a powerful self-heal but I find that even with 4 wilderness survival Troll Unguent is reasonable effective. ur using a Sup Wilderness for a +5HP Troll Unguent that will most likely be interupted... ? mmk...

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Valerius
ur using a Sup Wilderness for a +5HP Troll Unguent that will most likely be interupted... ? mmk... er... no I'm not ?

kais

kais

Academy Page

Join Date: Nov 2005

China

The Hatebreeders [Evil]

i find that troll onguent, with 4 wilderness survival, is not good enough, even if you play with a monk( or many monks).
troll onguent is one of the best self heal of the ranger, maybe the best self heal, and using it at full potential can help the monks focus on healing someone else, who might not have such a skill.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

R/Me, bring Migraine... say bye-bye to that RoF spamming Prot Monk (and Mesmer!).

Oh, and 13 Expertise.

SnoopJeDi

Lion's Arch Merchant

Join Date: Nov 2005

Saved By My Pinchers of Peril

R/N

It's not just mesmer stances that can't be interrupted, afaik you can only interrupt things with any kind of cast time (Ie. all stances are non-interruptable)

chris_nin00

chris_nin00

Dun dun dun

Join Date: Aug 2005

Reddit Guild

R/

Nice guide heist Very thorough.
I love rangers, but disruption is not my kind of tea .

heist23

Journeyman

Join Date: Jul 2005

R/Mo

thanks for the feedback, everyone.

Quote:
Originally Posted by Banebow
Nice job, plenty of info. Just one thing:
DS has a 10 second recharge, not twenty.
ah, my bad. thanks, i'll correct that.

Quote: I would have to disagree with this. I like to have a Short Bow around for dishing out damage; however, if I want to interrupt I invariably go with the Composite Bow.

The Composite Bow has a faster flight-time than the Short Bow when firing from the same distance but also has a longer range. Both of these are helpful when interrupting. The flight-time obviously helps your interrupts be more accurate while the range will allow you more versatility. By versatility, I'm referrig to when you notice someone that's not your current target standing around casting for a long period of time, you might not have a chance to run nearer to interrupt before the cast finishes so the range is helpful. This is more important in PvP where such things as Res. Sigs can usually be spotted if you're paying attention.

The draw-back to the Composite Bow is its refire rate. However, interrupt skills have a set activation time. This by-passes your refire rate and negates the weakness of the Composite Bow from an interrupting perspective. The only time you should be concerned with the refire rate of your bow is when you need the greatest number of attacks per minute, ie: when you're dealing damage.

I think the only point you missed, which led to our differing conclusions about bow choice when interrupting was here:

Quote:
Originally Posted by zoozoc
pretty good guide, though many times guessing when someone will cast a spell can be vital to interupting a short cast time, iv interupted both RoF and OoB in this way, though that was about 95% luck and 5% guessing when the monk was gonna cast. I also personally love interupting crippling shot with distracting shot when playing gvg with my cripple shot ranger(i use distracting and savage as my 2 interupts). yeah, i've interrupted RoF and offering every now and then, too. i see it as total blind luck XP sometimes i just had a feeling that the monk was about to use it, other times i prematurely let off my Punishing Shot and got lucky.

and oh my goodness i can not believe how easy it is to interrupt enemy rangers. i once went NPC hunting to clear the way for my teammates while they were fighting over the flag stand. their flag runner noticed me killing off the archers, one by one. she tried to use her Crippling Shot/Apply Poison combo on me...*Distracting Shot* *Savage Shot* hahaha. she respawned about 2 seconds later though.


about the comments on my rune setup, i believe that having 16 marksmanship helps out a lot. i like being able to dish out as much damage as possible, so i stuck on that sup rune as a result. having 420-ish health isn't too brilliant, but using Whirling Defense and such keeps me alive while my team's monk (or my TU/HS) brings me back to speed.

and the major expertise rune is there to give me a little boost. a minor rune could work, but the extra points you have to invest isn't worth it in my opinion. to each his own, eh?

keep the feedback up!

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quote:
er... no I'm not ? gah... my bad... i read it as 1 + 3... but still... i really don't think a +5 Troll is worth the skill slot

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Doesn't a composite bow have a shorter arc/flight time? I generally bring one of those over a long bow.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

no, a composite bow has an 80' range, as opposed to the 100' range of a longbow. i bring a long bow when i want to hit a target and keep some distance between it and me. sometimes monsters don't aggro even if they're getting hit by arrows XD

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

Quote:
Originally Posted by Yamat
R/Me, bring Migraine... say bye-bye to that RoF spamming Prot Monk (and Mesmer!).

Oh, and 13 Expertise. um....RoF will still have a 1/2 second cast time which is to fast to interupt without firing prematurly.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

i noticed that even though RoF and skills that have a 1/4 cast time, it's still increased to 1 second. last time i checked anyway.

i guess i'll have to investigate this sometime....later.

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quote:
Doesn't a composite bow have a shorter arc/flight time? yeah... which is y imo they make the best bow to interupt with

Dary Jassem

Ascalonian Squire

Join Date: Sep 2005

-- no guild --

R/Me

U forgot to mention NR (or maybe i didn't notice).
double cast time for enchatments + hexes. that helps alot.

if u r a R/Mo, i sugget u bring holy viel
cast it on who's getting hexes to double time the hex time. along with NR he'll get x4 casting time . Imagin all of those with dazed .

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by zoozoc
um....RoF will still have a 1/2 second cast time which is to fast to interupt without firing prematurly. I've not had a problem getting a Migrained RoF spamming monk when he's the target... especially when you're carrying 3 or 4 interrupt skills... Maybe what heist23 says has some bearing...?

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Interrupters should bring Antidote sig, or purge conditions, or someother such spell. You're pretty much worthless for interrupting (aside from spells) if you are blinded.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by heist23
Equipment:
Your equipment matters, too. Well, not in a life-or-death kind of way, but it still matters. I generally use a short bow or Half Moon because of the faster firing rate. I haven’t confirmed if this actually helps you send out your interrupts faster, but I like to think so. I also like to keep a Zealous mod on said bow, since the above build is kind of energy heavy, and I don’t want to fit in any energy management skills. I know, I know, a good ranger should ALWAYS have 13 Expertise or he’s a useless piece of ****. Not in my experience.

So, settle with a Zealous Long Bow and Zealous Short Bow, varying on your situation. (i personally use Graygore's Zealous Short Bow and Elswyth's Long Bow as my main weapons, but you can choose whatever you want.)
I haven’t confirmed if this [faster refire rate] actually helps you send out your interrupts faster, but I like to think so. While it wasn't always the case, bow interrupts do have a set activation speed now. Regardless of your refire rate, your interrupt skills will fire at the same speed, so you only need worry about what happens after the arrow leaves your bow. When the game was released, however, your refire rate did matter for Savage Shot and Punishing Shot (but not Distracting Shot... go figure). Thankfully, that has since been changed.

Overall good guide!

sartori

sartori

Ascalonian Squire

Join Date: Jun 2005

[UA]

Mo/

great work. i honestly cant add much to it. well, maybe 2 things

1. Proximity vs. threat level - proximity is something to consider when interrupting simply because you can interrupt those spells that take 1/2-3/4 sec. much more easily if you are close to the target. warrior skills are not a problem to take out if you stand next to your monk early in the round, for example. unfortunately, you have to know when and where its a good idea to stand next to your target or they will turn on you and put you on the defensive. basically, being closer is better, but not if it will interfere with your target control.

2. the expertise you posted is rather inefficient. you have dedicated a major rune and thus sacrificed 50 health for no gain whatsoever. the difference in energy cost from expertise levels 9 and 11 is only noticable in skills that cost 15-25 energy.....the highest casting cost on the build you gave was 10. basically, there is no penalty for lowering your expertise to 8, using a minor rune, and having extra points (im not sure if that would give you another point of wilderness but if it did, you could use your major rune there for an extra healing pip). anyway, with the build you provided, expertise 9 or 13 is your best bet

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by sartori
1. Proximity vs. threat level - proximity is something to consider when interrupting simply because you can interrupt those spells that take 1/2-3/4 sec. much more easily if you are close to the target. warrior skills are not a problem to take out if you stand next to your monk early in the round, for example. unfortunately, you have to know when and where its a good idea to stand next to your target or they will turn on you and put you on the defensive. basically, being closer is better, but not if it will interfere with your target control.
Another thing to consider is positioning. If I was interrupting a monk...and the monk died, would I be able to reach the person who tries to rez their teammate? I'm I'm interrupting a mesmer, and I see across the way someone casting a spell with a long cast time, would I be able to reach them as well? For me positioning is more important than proximity. Most of the time you should keep your self in place to be able to reach as many as possible. Which is why I prefer Composite over Short bows for interrupters.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

once again, guys, thanks for the great feedback.

Quote:
Originally Posted by Jenosavel
I would have to disagree with this. I like to have a Short Bow around for dishing out damage; however, if I want to interrupt I invariably go with the Composite Bow.

The Composite Bow has a faster flight-time than the Short Bow when firing from the same distance but also has a longer range. Both of these are helpful when interrupting. The flight-time obviously helps your interrupts be more accurate while the range will allow you more versatility. By versatility, I'm referrig to when you notice someone that's not your current target standing around casting for a long period of time, you might not have a chance to run nearer to interrupt before the cast finishes so the range is helpful. This is more important in PvP where such things as Res. Sigs can usually be spotted if you're paying attention.

The draw-back to the Composite Bow is its refire rate. However, interrupt skills have a set activation time. This by-passes your refire rate and negates the weakness of the Composite Bow from an interrupting perspective. The only time you should be concerned with the refire rate of your bow is when you need the greatest number of attacks per minute, ie: when you're dealing damage.

I think the only point you missed, which led to our differing conclusions about bow choice when interrupting was here:

*snip*

While it wasn't always the case, bow interrupts do have a set activation speed now. Regardless of your refire rate, your interrupt skills will fire at the same speed, so you only need worry about what happens after the arrow leaves your bow. When the game was released, however, your refire rate did matter for Savage Shot and Punishing Shot (but not Distracting Shot... go figure). Thankfully, that has since been changed.

Overall good guide!
well, i haven't been around that long. like i said, i just went on a hunch after i read sauseltous rex's Quickshot build (i think it was his) a while ago. i guess i've been proved wrong

i'll make the appropriate changes later.

Quote:
Originally Posted by sartori
2. the expertise you posted is rather inefficient. you have dedicated a major rune and thus sacrificed 50 health for no gain whatsoever. the difference in energy cost from expertise levels 9 and 11 is only noticable in skills that cost 15-25 energy.....the highest casting cost on the build you gave was 10. basically, there is no penalty for lowering your expertise to 8, using a minor rune, and having extra points (im not sure if that would give you another point of wilderness but if it did, you could use your major rune there for an extra healing pip). anyway, with the build you provided, expertise 9 or 13 is your best bet huh...honestly, i'm embarrased that i never noticed this....thanks for the info, i'll edit out the major rune i posted.

while i think that having a high amount in Expertise is a good thing, i generally don't believe in sacrificing my firepower for lower energy costs....that's why i started carrying Zealous bows around. i guess that's my biggest weakness

Brian Fuller

Pre-Searing Cadet

Join Date: Nov 2005

The Legendary Majestic 12

R/

I like your build, it's seems like it would be quite versatile and good at interrupting most classes. The only thing I would think of suggesting a change to would be dropping {E} Punishing Shot for {E}Marksmen Wager, PS is a good interrupt and all but I usually like to have some sort of way to keep my energy up. I seem to lose a lot when I interrupt, which might be attributed to my poor interrupting skills .

Since your primary goal is to interrupt, it's nice to be able to constantly interrupt, PS and CS make that hard with their high energy costs, even with a high expertise. Just my suggestion. BTW very good job on the guide.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Brian Fuller
I like your build, it's seems like it would be quite versatile and good at interrupting most classes. The only thing I would think of suggesting a change to would be dropping {E} Punishing Shot for {E}Marksmen Wager, PS is a good interrupt and all but I usually like to have some sort of way to keep my energy up. I seem to lose a lot when I interrupt, which might be attributed to my poor interrupting skills .
There are much better energy management skills than Marksman's Wager (Offering of Blood comes to mind), but I'd take punishing shot over all of them. With a good level in Expertise you shouldn't have many energy problems.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

i'd hate for this thread to get stuck on the next page....

Quote:
Originally Posted by Brian Fuller
I like your build, it's seems like it would be quite versatile and good at interrupting most classes. The only thing I would think of suggesting a change to would be dropping {E} Punishing Shot for {E}Marksmen Wager, PS is a good interrupt and all but I usually like to have some sort of way to keep my energy up. I seem to lose a lot when I interrupt, which might be attributed to my poor interrupting skills .

Since your primary goal is to interrupt, it's nice to be able to constantly interrupt, PS and CS make that hard with their high energy costs, even with a high expertise. Just my suggestion. BTW very good job on the guide. i haven't capped Marksman's Wager yet, so i don't know it's full capabilites...but for me, i have Punishing Shot there so i can deal damage and interrupt at the same time. against a caster target, i can deal upwards of 70 damage when using Read.

the Zealous string is also an answer for my energy woes. combined with a short bow, i'll gain some energy relatively quickly.

so, no to MW.

tymeless

Ascalonian Squire

Join Date: Dec 2005

good guide for beginners...
But the real skill in interrupting is prediction and knowing ur opponent. Watch ur targets and watch how and when they cast there skills, thats the only way ur gonna interrupt those 1/4sec casts consistantly. Learning to interrupt b4 the skills is cast is true skill.
Also, when interrupting a mo or any caster w/ fast casting spells, i try to stay as close as i can to them so my arrows will hit them faster. And i like to save distract shot for skills that are critical to that build and if somone dies on the other team, watch for the res sig and distract shot that person ASAP or if its recharging, spam ur other interrupts until distract shot is recharged and then proceed to ur normal target.
Interrupting res sigs make or break games.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

I like using distracting shot on Rez sigs.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

Quote:
Originally Posted by tymeless
Interrupting res sigs make or break games. i really, really, really need to add that.

wonder why i didn't in the first place.

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Alright so I used this build tonight in CA. Normally I am not a PvP player but when the mood strikes me I usually play a few matches. Upon seeing this build, the mood struck me like a stampeding elephant. I tried the original build and it work alright, though I found myself using Whirling Defenses not as often as I'd thought so I switched it out for Throw Dirt. I eventually switched throw dirt out for WD again and moved Lightning reflexes out for TF.

Although I used TF for the majority of my games, I found it to be more or less annoying and a waste of space. It's a good skill and useful but it didn't quite fit. I did notice however, that the people I was interrupting had a tendency to you know... run away. So as a precautionary measure against that I threw in Pin Down. I haven't tried it out yet, but I think it could help out some.

I hadn't seriously used Punishing Shot until tonight and my oh my- I love it! I came across a couple oddly outfitted players in the matches- one warrior was using Frenzy. As Punishing Shot reached the recharge I secretly prayed "Please use Heal Sig pleeeease!" Alas, it was not to be. I did get a 60+ damage hit on him though. I hit a couple other people for 80+ damage.

Overall great build. Lots of fun too. Thanks heist! I'll give info on my results with Pin Down soon.

LordMahal

Krytan Explorer

Join Date: Sep 2005

Germany

R/Mo

With marksmens wager active/maxed, and expertise high, you can actually fire at will, and gain energy. Granted wager is short in duration, but during that time energy will remain full. This comes in handy if you suddenly need to cast something that doesnt involve shooting an arrow (since wager only works per strike) and need that energy. Also helps if you like CS... It costs about 17 with 9 expertise, then you gain 8 when you fire. Follow it up with a couple arrows, and your energy is on its way to recovery. Its helpful for rangers with energy issues, or even for practicing. Of course, with serpents quickness, you could shoot CS twice? with one use of Wager... assuming you have more than 1 target.(FOW was a good place for monks in groups)
My question is... How long does choking gas hang around after the arrow hits?

Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Quote:
Originally Posted by LordMahal
My question is... How long does choking gas hang around after the arrow hits? I do not think it does. It interrupts on hit, and then the rest is just eye candy.

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Quote:
Originally Posted by Banebow
I do not think it does. It interrupts on hit, and then the rest is just eye candy. It interrupts repeatedly- and I believe spreads as well.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Choking gas hits, then spreads, then interrupts. It doesn't hang around interrupting. Adjacent foes have to be casting at the time it hits your target...then it interrupts all adjacent casting foes. So its kinda a 'drop a quarter and hope its a jackpot' skill. Not to often you see people standing next to each other casting at the exact same time.


Choking Gas
Preparation. For (Min: 1 - Max: 12) seconds, your arrows deal (Min: 1 - Max: 8) more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells.

Esrever

Esrever

Frost Gate Guardian

Join Date: Jun 2005

Looking For Guild

Choking Gas needs to be used with Practiced Stance or cycled with Incendiary Arrows to be a decently efficient interrupt. That said, I really think that an Interrupt Spam Ranger is a better choice for disruption than a Choking Gas Ranger.

Not directly an interrupt, but worth mentioning, is Debilitating Shot. The 10 energy loss on an opponent is quite powerful. It got it's recharge upped, but for a long while you could use Echo and Serpent's Quickness to pump out Debil after Debil. Good times. I haven't used one in a while, but the build may still work.