RA/desnt matter pvp and it actually was effective

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Choking Gas
Healing Spring
Whirling Defense
Incendiary Arrows [E]
Serpents Quickness
Hunters Shot
Throw Dirt
Barbed Trap

11 Wilderness
10 Marks
10 Expertse

This guy can do a lot of stuff, but the nice thing is all his tricks fall under one attribute: wilderness survival. First you can use Incerndary arrows to set multiple targets on fire. THat is smome nice dot and interupt, helps him dish out major damage. While that is cooling down, he can still interupt with choking gas. Whirling Defense is obviously for surviving in the unlikely event you are focused. It can also help you lay down a healing spring, which can provide nice support AoE healing to relieve your team's monks. He throws dirt at and lays barbed trap for the warriors who come after sensitive targets (monks) Hunters Shot is there for extra damage at a cheap price. Its easy to spam. Becasue so many skills have relatively long cooldowns, I thought it would be prudent to pick serpents quickness.

I had another version of this where I had tigers fury and quickening zephyr instead of choking gas and serpents quickness. I think this build is improved from that, but maybe not so its just here fyi.

Gh0sT

Frost Gate Guardian

Join Date: Apr 2005

R/Me

I have chocking gas as well, the only factor scaring me off a bit is the fact taht you can use it for 6 seconds (or was it 12) and then have to wait untill you reach the 24 second mark again to reuse it...

Unless the gas keeps hanging around the opponent for the rest of the time...

But then again i havent tried it out yet... and it seems nice... no casting for X seconds is a pain in the ass