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Originally Posted by Evilsod
Practiced Stance is useless, so what if you can keep Choking Gas up 24/7, it costs alot of energy to do so and then makes the rest of your skillbar useless. Plus 1 interrupt on Choking Gas and your useless for a bit till it recharges.
Choking Gas is an adjacent AoE interrupt that adds a minimal amount of non-defense ignoring damage that hits regardless of defensive stances or blind, interrupting spells on impact. In that sense, it's not awful at all.
As to the cost, meh, without spamming energy attacks, you don't really have a lot to spend it on.
As to being interrupted while using it, that is an unfortunate problem in general with many. Practiced Stance would remedy it by shortening the recharge time so that you don't have to wait long, but it doesn't, because the shorter recharge only applies to spells and skills that have been successfully completed.
It's a one-trick pony, for the most part, but for the most part, it's not an awful one. It's not superb either, but that's what you get for using a skill-less build, I suppose.
This is the kind of build that really does well in the arena, at least. Anyone with even half a functioning brain can run it and perform fairly well. Simple, gets the job done, and leaves you with the slots that random arena builds often need to stuff with self-defense skills. (Death by mediocre degeneration is an awful way to go in the arena <_<)
It's a bit fragile, as you indicated in terms of what happens when you don't get Choking Gas up, but as I said, it's really best as an Arena build, where you don't normally have to worry about it.
But, I suppose not everyone validates skills by their arena usage due to just how much you can get away with in the arena anyway that wouldn't work in any kind of organized PvP.
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Originally Posted by Evilsod
I can understand why Archers Signet is linked to Expertise, but at the same time i don't see the point. You spend all those points on Expertise to lower your energy costs, then get a few free shots? At least improve recharge too and possibly boost the no. of shots.
What's funny is that I was very hesistant about using it before. Then, when Factions was released, it got nerfed. I'd rather run Oath Shot + Ether Signet or something x_X At least that'd be a lot more flexible.
Why anyone would run it is really anyone's guess <_< The only builds I could imagine where it would help much are ones that run under Quickening Zephyr, where skills like Concussion Shot are still pretty expensive, regardless of how much expertise you have. And that way, you could use both the Signet and Concussion Shot twice as often. But meh, I don't really see anyone using it.
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Originally Posted by Evilsod
I've always thought Greater Conflagration was pretty useless. All it does is help a ranger by giving him a bonus to the now elemental physical damage, the warriors still suffer. Winter is more useful purely for things like Spinal Shivers. Unless your thinking of using Mark of Rodgort and saving buying yourself a Fiery string...
They threw in Conflagration, a non-elite version. Don't even need it for that now for Mark.
Greater Conflagration is actually a very powerful skill, in my opinion, worthy of its elite status, in a vacuum. In practice, it's a poor skill though, because spirits are just so fragile. Interrupts set you back for a minute, 2-3 hits from a hammer war removes your spirits from the battlefield in no time flat, and to make good use of it, you really have to build around it, making it all the worse on you when it's unavailable. |