Maruader's shot O.O!
Lady Lorwinia
At 15MM this does +35dmg!!! disables all your non attacking skills for 5 seconds.
That is so friking crazy. Imagine this in a spike build. Ranger's lay down their spirits.
Winnowing, fav winds.
Melandru's arrows. elite. Causes foes to bleed. If it strikes an enchanted foe it does +30dmg at max Ws
it does about +23 at my WS rightnow.
So let's calculate the damage so far.
+4dmg
+6dmg
+35dmg
+23dmg if it hits an enchanted foe. so many enchanted foes out there. GO CRAZY!!
and that's without calculating the normal damage you do with an arrow.
This is going to be abused so bad.
I smell nerf.
That is so friking crazy. Imagine this in a spike build. Ranger's lay down their spirits.
Winnowing, fav winds.
Melandru's arrows. elite. Causes foes to bleed. If it strikes an enchanted foe it does +30dmg at max Ws
it does about +23 at my WS rightnow.
So let's calculate the damage so far.
+4dmg
+6dmg
+35dmg
+23dmg if it hits an enchanted foe. so many enchanted foes out there. GO CRAZY!!
and that's without calculating the normal damage you do with an arrow.
This is going to be abused so bad.
I smell nerf.
Phoenix Arrows
Don't forget the +17 life steal from Order Of The Vampire ^^
+5 Vampiric Bowstring
Um....what else? I'm tired right now, so I can't think of any more. But this is going to make Ranger Spike crazy ^^. The +23 is IF the foe is enchanted though...good for taking out soft targets like Elementalists who should have an Attunement though ^^. Anyways, seems like a good build so far.
+5 Vampiric Bowstring
Um....what else? I'm tired right now, so I can't think of any more. But this is going to make Ranger Spike crazy ^^. The +23 is IF the foe is enchanted though...good for taking out soft targets like Elementalists who should have an Attunement though ^^. Anyways, seems like a good build so far.
Sylvanas Deathbow
Maybe Ritualist with Nightmare weapon.. +17-45.. =P
Effigy
That is pretty ridiculous. It probably will be nerfed.
RadeonDJ9600
You do realize that most Ranger spikers use Read the Wind as their preparation and any good ranger spike build brings a R/Me to strip foes just before the spike...the +30 means nothing if they have Barrier and Bond on them
SnipiousMax
Don't be so quick to wave the nerfing sticks. Consider the damage being done by warriors (and even mesmers!!).
And isn't it Elite?
And tacking on damage dealt by other skills doesn't make it unbalanced.
And isn't it Elite?
And tacking on damage dealt by other skills doesn't make it unbalanced.
Scary Raebbit
Is it a 1/4 second shot?
SnipiousMax
Checked, and its not an Elite.
And no it's not a 1/4 sec shot.
And no it's not a 1/4 sec shot.
Silent Elvin Ranger
1/2 second? jk. and where is this skill i cant find it on skills list (maybe im messed up) or it coming in factions?
KazeMitsui
factions skill
SnipiousMax
Quote:
Originally Posted by Silent Elvin Ranger
1/2 second? jk. and where is this skill i cant find it on skills list (maybe im messed up) or it coming in factions?
You can find a fairly complete listng on GWfreaks, but it should be noted that many skills will change before factions comes out in retail.
leeky baby
ya it works gd, iv played ranger spike with it- they have a good infuser gg
while FW is up its fine but when gets taken down its alot easier to infuse because the infuser can see the target being spiked- althou on paper 2 rangers can spike a 60 armour target

while FW is up its fine but when gets taken down its alot easier to infuse because the infuser can see the target being spiked- althou on paper 2 rangers can spike a 60 armour target

Cyan The Archer
Why would a +35 Dmg skill get nerfed when Executioners Strike stay as it is?
Nivryx
Quote:
Originally Posted by Cyan The Archer
Why would a +35 Dmg skill get nerfed when Executioners Strike stay as it is?
executioners strike is 7 adrenaline (i believe), and warriors don't have spirits such as winnowing and favorable winds among other ways to beef up attack like rangers do.
SnipiousMax
Quote:
Originally Posted by Nivryx
executioners strike is 7 adrenaline (i believe), and warriors don't have spirits such as winnowing and favorable winds among other ways to beef up attack like rangers do.
Have you read winnowing's skill description?
Salixia
Another example of faction's pollution.
Evilsod
Quote:
Originally Posted by SnipiousMax
Have you read winnowing's skill description?
Obviously not 
And even then. Whats the most +xx rangers get? +26 at lvl16 i think, compared to Executioners Strike at +42 (or even Final Thrust at +84). Marauders doesn't sound even close to been overpowered in comparison. Even using FW and Winno the damage increase still doesn't touch a warriors.

And even then. Whats the most +xx rangers get? +26 at lvl16 i think, compared to Executioners Strike at +42 (or even Final Thrust at +84). Marauders doesn't sound even close to been overpowered in comparison. Even using FW and Winno the damage increase still doesn't touch a warriors.
K.Ichigo
It's basically a Power Shot with a bit more damage and a drawback.
I don't see how it's going to change Ranger Spiking at all.
I don't see how it's going to change Ranger Spiking at all.
Evilsod
Quote:
Originally Posted by K.Ichigo
It's basically a Power Shot with a bit more damage and a drawback.
I don't see how it's going to change Ranger Spiking at all. If it fires any slower than Punishing Shot/Savage Shot do, then it won't come close. +15 more damage per shot is useless if your target is healed in the extra time you waste.
I don't see how it's going to change Ranger Spiking at all. If it fires any slower than Punishing Shot/Savage Shot do, then it won't come close. +15 more damage per shot is useless if your target is healed in the extra time you waste.
K.Ichigo
I meant Power Shot, which is one of those normal speed bow attacks, which is also a skill that happens to suck. Thus, I was comparing it to Marauder's Shot and how it also sucks.
R A C
I love marauder's shot to go along in my barrage build for when there is only 1 target. Massive damage even without preps. I used to bring dual shot for that purpose, but now it's nerfed a bit and this rocks.
edit: oh, and shouldn't this thread be in the skill discussion forum?
edit: oh, and shouldn't this thread be in the skill discussion forum?
Evilsod
Quote:
Originally Posted by K.Ichigo
I meant Power Shot, which is one of those normal speed bow attacks, which is also a skill that happens to suck. Thus, I was comparing it to Marauder's Shot and how it also sucks.
So is Penetrating Shot... just because it doesn't fire quickly doesn't make it suck.
K.Ichigo
No, Penetrating Shot is actually good. Who uses Power Shot over Penetrating Shot? Penetrating Shot also has half the recharge time, and with Sundering Shot, they can be shot in an alternating sequence.
Viade
When talking about damaging shots you are talking about either sustained or spike.
For spike, the shot needs to have its own cast time, or be superior to dual shot. Since spiking uses so many (armor-ignoring) enhancements to each shot, it's unlikely that any single shot will be superior to dual shot.
For sustained single target damage, I'd recommend focused shot. With a 2 second recharge you could spam it every shot, and at 2 or 3 energy, you could do so for a long, long time (forever at 13 expertise, since you will regain the 2 energy between shots). The alternative means putting several damaging shots on your skillbar, all of which are likely to be more energy intensive than focused shot, and obviously that takes up more room. Focussed shot does prevent you from interrupting however.
Marauders seems like something you can use when interrupting to give a little scare to those low armor targets. If it gives you better results against them than dual shot that is, which it might with 16 marks, depending on preps.
For spike, the shot needs to have its own cast time, or be superior to dual shot. Since spiking uses so many (armor-ignoring) enhancements to each shot, it's unlikely that any single shot will be superior to dual shot.
For sustained single target damage, I'd recommend focused shot. With a 2 second recharge you could spam it every shot, and at 2 or 3 energy, you could do so for a long, long time (forever at 13 expertise, since you will regain the 2 energy between shots). The alternative means putting several damaging shots on your skillbar, all of which are likely to be more energy intensive than focused shot, and obviously that takes up more room. Focussed shot does prevent you from interrupting however.
Marauders seems like something you can use when interrupting to give a little scare to those low armor targets. If it gives you better results against them than dual shot that is, which it might with 16 marks, depending on preps.
R A C
math time:
16 in marks
Marauder's shot:
28 base +50%*28 [+15>50%+20%customize+15%for attribute 16]+37+5[vamp] +6[FW]+10[rtw] + 4[winnowing]= 104 before armor
dual shot:
{(28 base + 50%*28 [+15>50%+20%customize+15%for attribute 16]) *75% + 5[vamp] +6[FW]+10[rtw] + 4[winnowing]}*2 =113 before armor
So, with all applicable ranger preps and spirits, dual comes out ahead with one hit. Even more so with orders. For spike builds, dual is still king.
Marauder's recharges faster and so at 5 seconds, Marauder's shoots a second time, for 208 total damage while dual shot is still at 113.
Without preps, as say, a companion to barrage for when there is only one target, Marauder's beats dual no problem. Another thing to consider is that warrior's absorbtion absorbs 2x as much from dual than from marauder's as dual is 2 arrows.
So basically, spikeing or ignite arrow bombing->dual, everything else-> marauder's.
Feel free to correct any mistakes you see. There proobably are some. But I don't think it will change the results much.
16 in marks
Marauder's shot:
28 base +50%*28 [+15>50%+20%customize+15%for attribute 16]+37+5[vamp] +6[FW]+10[rtw] + 4[winnowing]= 104 before armor
dual shot:
{(28 base + 50%*28 [+15>50%+20%customize+15%for attribute 16]) *75% + 5[vamp] +6[FW]+10[rtw] + 4[winnowing]}*2 =113 before armor
So, with all applicable ranger preps and spirits, dual comes out ahead with one hit. Even more so with orders. For spike builds, dual is still king.
Marauder's recharges faster and so at 5 seconds, Marauder's shoots a second time, for 208 total damage while dual shot is still at 113.
Without preps, as say, a companion to barrage for when there is only one target, Marauder's beats dual no problem. Another thing to consider is that warrior's absorbtion absorbs 2x as much from dual than from marauder's as dual is 2 arrows.
So basically, spikeing or ignite arrow bombing->dual, everything else-> marauder's.
Feel free to correct any mistakes you see. There proobably are some. But I don't think it will change the results much.
Viade
I'm not sure how the 15^50 and 20%(customized) percentages stack sorry, would you mind posting how much of the overall damage is preventable by armor?
At first glance, with the difference only being 9 damage vs 60 armor targets, it appears marauders may be superior to dual for spiking targets with moderate to heavy armor, due to armor applying twice to dual shot.
If I knew how much of the damage is affected by armor, I could try to work out at what armor level marauders becomes more effective.
Still, spike team rangers do have other things to do as well, and marauders shutting down all non attack skills for 5 seconds probably interferes more than it would be worth anyway, with dual shot being sufficient as it is.
Plus orders of course, and I also suspect that it may only come out ahead at warrior armor levels, which makes it pointless.
For single target damage in a barrage build, I think focused would come out a long way ahead of marauders, being spammable every shot instead of every 2-3.
So unless marauders is more spike damage than dual at relatively low armor levels (70-75), I still only see it being useful for interrupters.
At first glance, with the difference only being 9 damage vs 60 armor targets, it appears marauders may be superior to dual for spiking targets with moderate to heavy armor, due to armor applying twice to dual shot.
If I knew how much of the damage is affected by armor, I could try to work out at what armor level marauders becomes more effective.
Still, spike team rangers do have other things to do as well, and marauders shutting down all non attack skills for 5 seconds probably interferes more than it would be worth anyway, with dual shot being sufficient as it is.
Plus orders of course, and I also suspect that it may only come out ahead at warrior armor levels, which makes it pointless.
For single target damage in a barrage build, I think focused would come out a long way ahead of marauders, being spammable every shot instead of every 2-3.
So unless marauders is more spike damage than dual at relatively low armor levels (70-75), I still only see it being useful for interrupters.