Frenzy vs Flurry vs Tigers Fury. Your thoughts?

Dr. Fire

Dr. Fire

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Join Date: May 2005

Ohio, U.S.A.

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Guys I have been playing around with speed ups in PvP. For the longest time I have been switching back and forth between Tigers Fury and Flurry. Draw back to TF is the points needed in BM (I put 4 in for 7 seconds) and the loss of non-attack skills for a few seconds. Flurry needs no points but you do 25%less damage. I never really paid attention to Frenzy. But that has changed as of yesterday. The big draw back to it is that you take double damage while it is activated. Obviously in PvP that could be the difference between a kill or your death. But I like using Melandru's Arrows in PvP for the + to damage to enchanted foes (majority of Monks) and the added bleeding as the condition. I played around with Flurry in the Random Arena, and as long as I used it carefully it worked great. I always take another stance like WD or SC, so if I get attacked while Frenzy is up I just activate the other stance and it cancels out Frenzy. What do you think about this? Make sense or am I FOS?

Thrawn Foxheed

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Join Date: Dec 2005

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You got the hang of using Frenzy in PvP, have a cancel stance to use when under fire. Flurry isn't too useful for a Ranger using a bow imo, mainly used by Warriors to build adrenaline and then using skills when Flurry has ended.

Personally I like Tiger's Fury but it's use can be conditional, i.e best not to use it when you're being attacked as it disables your defenses, so you practically blacked yourself out for 5 seconds.

Another advantage of using TF is it's a ranger skill, meaning you don't have to be a R/W to take advantage of it.

Dr. Fire

Dr. Fire

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Excellent points. And I agree about the Warrior secondary requirement. I like running a R/N for the sole purpose of using Plague Touch since it is better to give than to receive, hehe. But I like running a 13-12-12 Ranger in PvP, so to put even 4 points into BM I have to bump one down, and I hate to do that. If running TF, I will swap out MA for either Poison Arrow (since it is a Bow attack), Barrage (for the added damage and spammability), or Punishing Shot (another interupt). But with MA Flurry is a nice 8 second speed up that can be kept up constantly, adds a condition, and adds major hate to enchantments as long as you aren't the target of the opponents. I am trying to talk myself into using it more than defending it's use to you all. Look forward to additional debate on this.

SnoopJeDi

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Join Date: Nov 2005

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Flurry is the best imo, if you're using any kind of damage modifier (Judge's Insight, OotV, any preparation).

The reason is that even without a modifier, you're balancing out your damage (actually, coming out on top I believe. 33% increased attack speed but 25% less damage). Once you add that boost in, you're coming out way ahead, and doing more damage. If you use flurry with Incendiary Arrows or Choking Gas in combination with a fast-refire bow, you're going to drive a target nuts with interrupts.

That said, I like TF, but I just can't spare the points in beastmastery sometimes.

Dr. Fire

Dr. Fire

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Yea, that is conventional wisdom, but with Frenzy you get all that and no 25% penalty. So forget about "coming out ahead". Of course with any other secondary, other than Warrior, the argument is moot. Or, you have a Necro putting up the OotV for you. With Frenzy you come out even MORE ahead. point is you gotta be prudent with it if you are a target. I don't know, maybe I am putting to much into the benefit of no damage penalty, but what the heck, I can even live with double damage as long as I have a Monk on top of things, or TU up and running. And like I said, if you become the target of focus fire you are going to be kicking in Escape, WD, LR, or DD's anyway, no matter what speed up you are using.

Mordakai

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I don't PvP, but can someone who does explain this to me:

When is a Warrior not under fire? How often do you actually use Frenzy? I must assume it's a lot, or else no one would take it...

Dr. Fire

Dr. Fire

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Join Date: May 2005

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This is a Ranger build using a Warrior secondary. Both Flurry and Frenzy are not attached to any attribute, so you need not put any points into any Warrior attribute line. Tigers Fury is the Ranger speed up, but it is in the Beast Mastery line. Unless you are a Beast Master no one usually wants to waste valuable points in BM. And most of the time in PvP, casters are the initial primary targets.

SnoopJeDi

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Quote:
Originally Posted by Dr. Fire
Yea, that is conventional wisdom, but with Frenzy you get all that and no 25% penalty. So forget about "coming out ahead". Of course with any other secondary, other than Warrior, the argument is moot. Or, you have a Necro putting up the OotV for you. With Frenzy you come out even MORE ahead. point is you gotta be prudent with it if you are a target. I don't know, maybe I am putting to much into the benefit of no damage penalty, but what the heck, I can even live with double damage as long as I have a Monk on top of things, or TU up and running. And like I said, if you become the target of focus fire you are going to be kicking in Escape, WD, LR, or DD's anyway, no matter what speed up you are using. You do have to be prudent about it, which is why I mainly don't use it. I can't always guarantee having a stance ready to cool frenzy off, especially with a long cooldown on most of them. Taking both might be an idea. Still, I think flurry is underused for the power it provides.

Jenosavel

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Quote:
Originally Posted by Mordakai
I don't PvP, but can someone who does explain this to me:

When is a Warrior not under fire? How often do you actually use Frenzy? I must assume it's a lot, or else no one would take it... This is one of the aspects where PvP and PvE really diverge. In PvP, warriors are usually the very last people on your team who will be taking damage. The reason? The enemy team isn't stupid enough to uselessly try pounding through that armor. They'll try to drop people as quickly as possible, and thus that means they're going to be taking out the soft targets first. Thus, in PvP Frenzy is practically a staple of warrior builds.

swordfisher

Krytan Explorer

Join Date: Sep 2005

But remember that everywhere frenzy goes, thus goeth a cancel stance. Otherwise, you're effectively a soft target yourself for 8 seconds at a time. Of course, these cancel stances are usually quite useful on their own merits, so it's not a loss. Flurry and Tigers Fury don't require a cancel stance, and TF (in my experience) actually discourages carrying a second stance because TF can be kept up nearly 100% of the time, even without a serious BM commitment.

Dr. Fire

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Well thus far, Flurry and TF are winning this debate hands down. And I always take some type of defensive stance no matter the speed booster. So I think I like my R/N with Plague Touch and 4 points in BM to get the 7 seconds out of TF. With a R/W build Flurry seems the choice. I still may play with Frenzy for a bit for the heck of it.

Murder In China

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Flurry last for 5 seconds and has a recharge time of 5 seconds, it also cost 5 energy. A warrior won't be able to keep spamming it forever.

Frenzy last for 8 seconds and has a recharge time of 4 seconds, it cost the same as Flurry but lasts longer and has a shorter recharge time. Less energy-intensive.

Tiger's Fury requires you place points in Beast Mastery. Most people place 9 points in Beast Mastery to get 9 seconds out of Tiger's Fury. but it's recharge is 10 seconds and it disables all your non-attack skills for 5 seconds. Tiger's Fury cost 10 energy which is something a warrior can't spam without the aid of a Zealous weapon.

For a ranger, I would use Tiger's Fury because of Expertise and the ability to place a rune in Beast Mastery. I wouldn't use Flurry because of its penalty of 25% less damage. Frenzy is an okay attack speed buff since you'll be in the backline and not the front.

Iskrah

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A 7 second Tiger's Fury is fine with me when i'm using a physical damage build. Not like i'm not gonna send an interrupt or two anyway when the occasion comes. It costs basically nothing, 4 in Beast Mastery, which is 3+1 rune. It lets you max out Expertise and Marksmanship...

Misc Merik

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I prefer frenzy in pvp. In pve its Tf because I dont really care If I cant use my -40 armor healing signet while being attacked.

Anarion Silverhand

Anarion Silverhand

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Join Date: Sep 2005

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Tiger's Fury caught my vote too. Barrage+ Tiger's Fury + Zealous String + Clustered enemies = Unlimited energy

fiery

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maryland

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Furry NEVER, frenzy is okay switch off with a stance when taking damage, ALSO tigers fury is also okay.

Huntmaster

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Quote:
Originally Posted by fiery
Furry NEVER, frenzy is okay switch off with a stance when taking damage, ALSO tigers fury is also okay. ...What?

Anyway, if you're setup as a R/W, Frenzy is probably best with an extra stance that has a quick recharge to cancel frenzy, Sprint is probably your best bet at 20 sec recharge.

Iskrah

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If you're set up as R/W, then you're not playing a good role in PvP (except for the Hammer Ranger, but then...). If you're playing PvE then you're under constant attack from mobs.

So no, nothing compares to Tiger's Fury reduced by expertise. Not even close actually.

Valerius

Valerius

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Join Date: Apr 2005

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TF hands down imo

SnoopJeDi

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Quote:
Originally Posted by Iskrah
If you're set up as R/W, then you're not playing a good role in PvP (except for the Hammer Ranger, but then...)
That's a blanket statement, and more importantly, it's wrong. I run a CG interrupter in PvP (granted, RA, but I have run it in TA with success) as R/W, and use flurry. Using flurry, I can keep "Watch Yourself!" up 99% of the time, with some downtime due to movement or emergency situations, etc. Not to mention, I'm getting plenty of hits, and therefore, interrupts.

swordfisher

Krytan Explorer

Join Date: Sep 2005

Yep, TF is one of the biggest reasons Thumpers can apply pressure. Basically, they make up for only having 12 Weapon Attribute over time by having that weapon flying 33% faster over a long period of time. A Beastmaster Thumper, perhaps the most common), has an 11 second /10r that costs 6e under expertise. In 11 seconds, the ranger has regened 11 energy, and can use a zealous hammer to enjoy the benefits. A hammer under IAS hits about every second; if they all hit, it's like having the net equivalent of two pips (minus the one taken by zealous mod) of regen.
Expertise is the other reason. It allows the Thumper to spam both stances and energy attacks with its two natural pips ( -zealous) and its additional two virtual pips ( +zealous).
Beastmaster Thumpers have pet attacks to complement the range of the hammer. Brutal strike is good for sealing the deal, dealing extra damage when the target is below 50% health. Disrupting Lunge is a spammable pet interrupt that refreshes every 8 seconds. Also, they have the extra autoattack damage from a pet. At 14 BM, the normal attack damage from a pet is significant, if not overwhelming. Combined with a consta-stanced turbo hammer, the Thumper can dish out quite a bit of damage.

(compare to this frenzy, which is a window that must be kept closed much of the time; the most important use of frenzy is in spiking, where the spike skills must follow each other rapidly)

Iskrah

Iskrah

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Quote:
Originally Posted by SnoopJeDi
That's a blanket statement, and more importantly, it's wrong. I run a CG interrupter in PvP (granted, RA, but I have run it in TA with success) as R/W, and use flurry. Using flurry, I can keep "Watch Yourself!" up 99% of the time, with some downtime due to movement or emergency situations, etc. Not to mention, I'm getting plenty of hits, and therefore, interrupts. Plenty of people have success in different arenas with IW Mesmers. It doesn't make it anything else than a crappy build anyway. If we're talking about PvP, I sure hope our standards are not only Arenas, but higher grounds such as HA or GvG. And if we're looking to make an efficient damage-dealer Ranger, it better be with higher standards considering how hard the task is.
You lose on 25% of your damage and chances are you can only focus on your Choking Gas target. Well, that's pretty limited. 1vs1. Better builds have plenty of targets, and the important ability of actually killing the opponent, like the "Blacklight" Necromancer or an E-Surger Mesmer...
Not only stop him from playing. Because you're exactly as inefficient if you're using CG without hurting the target.

SnoopJeDi

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Could you point out a guild that participates in GvG or often does HA that uses a frenzy ranger?

Iskrah

Iskrah

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Quote:
Originally Posted by SnoopJeDi
Could you point out a guild that participates in GvG or often does HA that uses a frenzy ranger? I'm not in defense of Frenzy, it does no good on a Ranger. In higher ranked GvG, Rangers are certainly not using Frenzy, Flurry or Choking Gas, they are playing Poison/Crippler/StormChaser/Blackout, which doesn't use any Increased Attack Speed.

Shinobi Quicksilver

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TF FTW!!!!!

SnipiousMax

SnipiousMax

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Quote:
Originally Posted by Iskrah
I'm not in defense of Frenzy, it does no good on a Ranger. In higher ranked GvG, Rangers are certainly not using Frenzy, Flurry or Choking Gas, they are playing Poison/Crippler/StormChaser/Blackout, which doesn't use any Increased Attack Speed. I agree. Rangers focusing on damage, have to leave behind money skills...and end up losing their effectiveness.

Dr. Fire

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I used Flurry in the RA for the better part of the day, yesterday and really had no trouble with the increased damage to me unless I wasn't vigilant about keeping Troll Unguent up or kicking in another stance if damage was significant. I also used it and a short bow with choking gas and pretty much shut down casters. Problem, of course, with RA is getting your teammates on the same page. I shut down and killed a Monk, only to find all my teammates were gone! lol! Gotta love the RA.

The Real Roy Keane

The Real Roy Keane

Wilds Pathfinder

Join Date: Jan 2006

Dublin, Ireland

Flurry is a non runner in PvP if you're looking to be a damage dealer.

super dooper

super dooper

Krytan Explorer

Join Date: May 2005

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Quote:
Originally Posted by Iskrah
In higher ranked GvG, Rangers are certainly not using Frenzy, Flurry or Choking Gas, they are playing Poison/Crippler/StormChaser/Blackout, which doesn't use any Increased Attack Speed. depends on the build, mister. flurry is the best choice for a choking gas ranger, partly because with a zealous string and hitting an expertise breakpoint, it's free and you can keep it up as often as you want... chances are if you're playing said character you aren't concerned about wtfpwnzing and doing 500 damage in two shots. you're playing it to screw up the enemy so your team can do that.

rangers are also good at keeping up watch yourself!, and carrying shields up!. aside from that silly comment about r/w's being offbase or not having a good role in pvp or whatever was said, i also agree that tiger's fury is probably the number 1 choice when looking to do damage with a ranger.

Iskrah

Iskrah

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Quote:
Originally Posted by super dooper
depends on the build, mister. flurry is the best choice for a choking gas ranger, partly because with a zealous string and hitting an expertise breakpoint, it's free and you can keep it up as often as you want... chances are if you're playing said character you aren't concerned about wtfpwnzing and doing 500 damage in two shots. you're playing it to screw up the enemy so your team can do that. It's fine. Do that, "mister". And use a whole bunch of shouts and stances, i rest my case, that one player will be subpar to what others can bring. You'll be sitting there with your Choking Gas who has limited mobility, and that can be stopped by simply annoying your Ranger any way you like. You can hide behind arguments like "you're just a spiker" (which i'm not), it's only to hide the inferiority of Choking Gas. It's constant interrupt for people who doesn't know how to time them. I rest my case, I prefer to learn how to time them, AND still be able to spread conditions like a mad man AND Blackout a monk 66% of the time if there is the need. Did you notice that EvIL, WM and Te used it at one point or another?
When it comes to disrupting others, I insist, if you sit there with Choking Gas, you miss out on a lot of options. It's a lazy option for subpar performances. You need a prep and an elite for something that in the end, does nothing but interrupt if only you're safe. That's not enough...

chris_nin00

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You guys might want to check out this thread before delving in any further on the topic. It covers the key points of the debate and explains a lot of the aspects talked about here extensively.

Be careful. That thread was simply because it turned into personal attacks. Do not let that happen here or I will smite you all! Muahahhahahha!

Which one would I choose?
Flurry - No way in hell. 5 energy for 5 seconds of boosted attack speed with 5 second recharge? Talk about energy intensive. 25% less damage? No thanks. The only way I would use this is during farming when I'm building up adrenaline.

Tiger's Fury - I believe this should skill should only stay on a ranger's skill bar, for 2 reasons.
1) Ranger's have Expertise. It lowers the energy cost greatly.
2) It requires beast mastery. I would only need to spend 3 levels of attributes(+minor rune) to get 7 seconds of fun.
I'm not sure about giving this to warriors... again, it's energy intensive, unless you have a zealous mod, and you have to spend points into it. Become a W/R just for tigers fury? Denying all those other great skills in other professions? Nah.

Frenzy - 8 second duration of attack speed boost for 5 energy with 4 second recharge. This skill uses the least amount of energy and gives the biggest output of damage and duration. The double damage taken in? Warriors don't get attacked often, but when they do, all you need is another stance to knock it off.

Rangers = TF
Frenzy = Warriors

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

I'll give my thoughts momentarily regarding the main debate here, but I wanted to address something first.

Quote:
Originally Posted by Iskrah
You'll be sitting there with your Choking Gas who has limited mobility
Not when you have a few targets in range, and can Tab/Shift+Tab effectively. And even then, I'm pretty damn mobile when I'm running my Choking Gas Ranger, because I play intelligently...and strategically.

Quote: and that can be stopped by simply annoying your Ranger any way you like. Anyone who relies on physical contact in the current game environment suffers from those annoyances, so how does that reflect negatively on Choking Gas?

Quote: You can hide behind arguments like "you're just a spiker" (which i'm not), it's only to hide the inferiority of Choking Gas. Choking Gas is far from inferior. It's one of the best interrupt skills in the game. And in the hands of a solid Ranger, casting anything other than Orison or RoF will be a nightmare.

Quote:
It's constant interrupt for people who doesn't know how to time them. I use Choking Gas, and I sure as hell know how to time Distracting Shot, Savage Shot, etc. So I don't think you've got a very cogent assessment there.

Quote:
When it comes to disrupting others, I insist, if you sit there with Choking Gas, you miss out on a lot of options. It's a lazy option for subpar performances. You really haven't gone against good Choking Gas Rangers then, lol. A Ranger running Choking Gas is nothing to sneeze at, especially when they can read the battlefield, mate.

Quote:
You need a prep and an elite for something that in the end, does nothing but interrupt if only you're safe. That's not enough... Oath Shot {E} is in a Choking Gas build not only for Choking Gas. ~_^

---

Regarding the main topic here, each skill has strengths and weaknesses.

Those supporting the use of Flurry for a Choking Gas build are entirely justified. With CG, you don't care about doing damage; you only care about interrupting. With Expertise and a zealous bow, like someone had mentioned, spamming Flurry is never a problem.

The particular rhythm required for Choking Gas is nearly identical for stance-switching between SQ and Flurry, so it's basically killing two birds with one stone.

For more information, check out the Choking Gas build on page 2 or 3 of this sub-forum.

Frenzy. A lot of people have pointed to Frenzy's duration, its recharge, and stance-switching. They say a good player doesn't worry about the double damage from Frenzy.

But if they happen to run into a Mesmer with particular Illusion Elites...they will begin to realize that they won't be able to stance-switch before that Mesmer has his or her way with them. Apparently, timing--good timing, anyway--is something most people don't take into account. That much is clear from this thread, isn't it?

Frenzy is effective, but only to a point. There will come a time when very few characters will ever take Frenzy. That sounds absurd, I know, but I see it happening, especially when people see how the hazards of Frenzy far outweigh the benefits. Perhaps it'll take Inept instantly killing a 25% DP Frenzying Warrior to do that. ~_^

Tiger's Fury will become a much more viable alternative once Frenzy starts becoming a major liability. Since Warriors and Rangers damn near depend on attack skills to be effective, TF disabling non-attack skills isn't going to matter all that much. Yeah, the cost of TF is prohibitive over time, but there's always Necro Blood, and zealous weapon mods. The duration of it is odd, since it requires a higher Beast Mastery, but maybe that will encourage primary Wars to bring a pet, if only for an extra interrupt or Cripple...and that would be a long-range cripple when you think about it.

Which is the superior skill? It all depends on what you're facing and playing.

Richo

Richo

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flurry is only useful on the illusion weapon mesmers cause they do a xx dmg always do the -25% dmg is negated on other builds dealing 25% less dmg is not nice...
our guild uses TF alot cause it has no downside (except the energy cost and the 7 points in bm) it is still better to lose abit of str then to take double dmg or do 25% less dmg isnt it?

The Real Roy Keane

The Real Roy Keane

Wilds Pathfinder

Join Date: Jan 2006

Dublin, Ireland

Quote:
Originally Posted by Siren
Frenzy is effective, but only to a point. There will come a time when very few characters will ever take Frenzy. That sounds absurd, I know, but I see it happening, especially when people see how the hazards of Frenzy far outweigh the benefits. Perhaps it'll take Inept instantly killing a 25% DP Frenzying Warrior to do that. ~_^
You have it the wrong way around- the benefits of Frenzy far outweigh the hazards associated with it.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by The Real Roy Keane
You have it the wrong way around- the benefits of Frenzy far outweigh the hazards associated with it. I agree, especially since Warriors are generally the last targeted. Ranger's slightly higher on the priority list so....

super dooper

super dooper

Krytan Explorer

Join Date: May 2005

W/

Quote:
Originally Posted by Iskrah
... first, i wasn't talking about the choking gas build except for flurry being best for it because you aren't worrying about doing 500 damage in two shots.

second, i was talking about it from a gvg perspective.. have a ranger in the build with an open slot or two? don't want to put shields up! or charge! on the warrior/s? see.

yes blackout on a ranger is good, yes te/evil/wm have run them, i have too. does that make it the only viable build? no. saying a r/w has no other role besides a thumper is stupid.
--------

frenzy does have its benefits even on a ranger, but having to put a cancel stance on a ranger is blah. (unless you were already running whirling/dodge/lightning reflex's, but having to put in sprint or rush is kinda eh.)

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by SnipiousMax
I agree, especially since Warriors are generally the last targeted.
Not if I'm guarding my Monks with my Mesmer. Warrior breaks my aggro bubble to go after the Monks or Necro or whatever, and uses Frenzy? That Warrior will pay dearly for that. When I see Frenzy go up, I zero in. I don't see Frenzy as an IAS at all. I see it as a big sign on their back saying "Kill me." And then I kill them. lol

Quote:
Originally Posted by Keane
You have it the wrong way around- the benefits of Frenzy far outweigh the hazards associated with it. IAS, lower recharge, longer duration. That versus taking double damage from everything. I definitely exploit that double damage clause far more than I fear the lower recharge and longer duration.

See, the biggest problem with Frenzy is that I don't see people using the right counters for it.

Spiteful Spirit? The damage comes from them swinging. They stop swinging, there's no damage. Empathy, same deal. Price of Failure shouldn't be used to inflict damage at any time. Insidious Parasite, same thing.

Snaring the Warrior? CripShot, Pin Down, or hexes. They can be removed just the same as SS. And they're not even taking the Warrior out of commission.

Blind them? Same problem as CripShot.

The key to punishing Warriors (or any profession) for using Frenzy is to spike them into the ground. After enough players start spiking Frenzy, people will stop using it. Hell, people should already have been spiking Frenzy. I know I have, and after I did it a few times in a GvG, those Warriors sure as hell were a lot more careful about using it...if using it at all after that.

The trick here is learning that Frenzy is a liability more than an asset, especially when facing players who are more than eager and prepared to punish Frenziers. ~_^

floplag

floplag

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im curious, why not simple little Lightning Reflexes ?

Iskrah

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Quote:
Originally Posted by super dooper
first, i wasn't talking about the choking gas build except for flurry being best for it because you aren't worrying about doing 500 damage in two shots.

second, i was talking about it from a gvg perspective.. have a ranger in the build with an open slot or two? don't want to put shields up! or charge! on the warrior/s? see. OKay so we got there a Ranger that has 1 or 2 "free" slots in the build...
What build are we talking about exactly, that allows us to add Flurry? There is a contradiction between the idea of a "free" slot and the fact that that skill is only useful in very rare situations. Flurry on Ranger pretty much negates itself. It doesn't speed up the arrow, so you gain 25% speed for a loss of 25% damage.

So you're not worried about damage, fine, but give an example that proves that idea's worth?

Iskrah

Iskrah

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Quote:
Originally Posted by Siren
The trick here is learning that Frenzy is a liability more than an asset, especially when facing players who are more than eager and prepared to punish Frenziers. ~_^ You're talking about Wammos in Random Arenas. What's your point?
We should count how many times the best warriors use that Stance in a GvG, and see how bad they manage that so-called flaw...