Advanced Ranger Concepts

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

http://tinyurl.com/2jlusq

Idiot Savants [iQ]

R/

Alright kiddies, this guide is for those of you who passed Ranger 101. You have your build just right and your attributes set properly. You're wielding the right bow with the right mods, and you've got on the right armor with the right runes. You've either beaten the game or you're very close.

Despite all of this, you're still very frustrated that you just can't seem to do certain things right with your Ranger that you should be able to do, or that you've seen others do. For example, you're wielding your trusty Longbow, but you just always seem to agro too much when you pull. Or maybe you've got all the right skills in your bar for your interrupter build, but you just can't interrupt the essential skills that your team is depending on you to interrupt. You've read my guides and maybe even asked me for specific help.... but it still isn't working.

What could you be doing wrong?

That, my loyal Ranger friends, is the question that this guide is designed to answer. There are three sections: Pulling, Interrupting and Calling Targets. I would recommend this guide only for advanced Rangers, because I won't be slowing down to define what any skills do or anything else that was covered previously... you're liable to get very lost if you don't play a Ranger/have extensive knowledge of a Ranger's skills and attributes.

Note: This entire guide is purely from memory. I have this all memorized because I have to. It's my job. I don't have time to think, "Wait, what class is a Shadow Beast?" or, "Wait, what skills do I need to block on this Summit Dark Binder?". If I'm hesitating on this sort of stuff, I'm dead and so is my group. I don't want to be discouraging people here, I'm just trying to make this very clear.

That said, let's get started.

Section One: Calling Targets

Calling targets is something that many, many people take for granted. In many areas of the game it really isn't too important... but when you reach the more advanced areas of the game (the Crystal Desert and onward), if you don't have someone in your party calling targets properly, you're going to have some serious problems.

Target calling is something often considered only essential in PVP, but this is not so. If everyone is on a different target in FOW, for example, you're team is going to get pwned just the same as they would in PVP without focusing on a specific target. Occasionally Warriors or even casters are designated on calling targets... this is a terrible mistake, as casters are frequently busy keeping themselves alive and Warriors don't have a good enough view of the battlefield to efficiently call. This leaves Rangers with the task, and that's a good thing; we're the best suited for the role.

It's important to understand what kind of job you're taking on as a group's target caller. This makes you the "leader" of sorts, and that means it's also your job to warn the group of other hazards in upcoming groups of enemies, i.e. skills to watch out for, etc. It's also your job to put your own safety and personal preferences aside in most cases; calling the wrong target to try and save yourself or a friend could get your whole group killed. Its important to keep key party members alive (i.e. Monk, primary damage dealers) and call the targets assaulting them before you try to save less essential personnel (i.e. non-primary damage dealers, Battery Necros). Make sure you keep the people safe that you have to have in order to defeat the group you're fighting.

You may also have to make the call of whether to stand and fight, or run and rez. Being the tactical leader of the group, you should know best. Be firm in your decision and argue your side hard. If you're sure you can win the fight, make the group stay; if you're sure you're doomed, call the run.

Let me dispel a few misconceptions and myths about calling targets before I go any farther:

1) The opposing Monk is not always the most important target.

In fact, the opposing Monk is oftentimes not the first thing you should attack. I'll get specific later.

2) Whatever bad guy is attack you is probably not the most important thing to kill next.

Just because some huge Warrior is whaling on your ass does not mean you should kill him next. You have better armor than casters for a reason... stand there and take it (better you than your casters; MUCH better you than your Monks). The Monks should be fully capable of taking good care of you.

3) Target calling is not easy or simple.

If someone tries to tell you calling targets is easy, just ignore them. It may be pretty easy to decide to kill the White Mantle Priest before the White Mantle Knight. But what target do you call when your group is already fighting three Skeletal Berserkers, two Skeletal Bonds and a Skeletal Ether Breaker, then agros another patrol and now has to deal with an additional three Skeletal Berserkers and two Skeletal Ice Hands? Which of these should be the primary target? Should you stay on the current target or switch?

Yea. Not easy.

Now that I've made those three things clear, it's time to get specific. Unfortunately, there is no #1 rule or special secret trick to target calling as a whole... each independent area of the game has a different order in which you have to kill things, and thus a different order in which to call the targets. I'm going to make everything as simple as I can and go through, area by area, and break down what to do and who to call in each. This will take some time to type out and to read, and I'm worried that many of you will skip reading it because "oh, well Sha will be there and I won't be calling anyway". I don't mean to sound conceited... but a lot of people have told me that. Please take the time to read it, and then not only will you be one step ahead of everyone else on getting to the call, but you'll also understand why I'm calling that as the target. Also, if I die you'll be able to take over from where I died and the group will not be lost in chaos.

For each area, I'm going to list all the names of the enemies and what class they really are, then common groups of enemies. All lists are in the order you should call them to attack, including the full lists just to give you an idea of order, then for the common groups I'll explain why I chose the order i did for each.

Note: The "Other" category in each area won't be in any kind of order because these enemies will generally not be found together.

Area 1- Grenth’s Footprint/Sorrow’s Furnace:

Sorrow’s, despite being accessible any time and without a fee (a la UW and FOW), is one of the most rewarding and difficult areas of the game to play properly. Too many people are unsure of exactly how to go about clearing it, and many are unsure of even which Dwarves are which classes. Hopefully this will clear all of that up.

As a side note, you may wonder why I’m listing the bosses here as well as the normal enemies… say you’re group is doing the Orozar quest in which a lot of groups rush your position. You see Brohn Stoneheart rushing you and you think, “Whew, no prob, Ele Boss.” Well, since that’s actually a Monk boss, your group may be in trouble… you need to know all the boss’s names and classes in order to call properly.

Grenth’s Footprint Dwarves
Dolyak Master- Monk (Healing + Mark of Protection)
Summit Giant Herder- Warrior (Hammer + Dwarven Battle Stance)
Summit Carver- Warrior (Axe)
Summit Surveyor- Ranger (Bleeding)
Summit Gnasher- Necromancer (Death/ Bone Fiends)
Stone Summit Heretic- Mesmer (Illusion)
Siege Ice Golem- Elementalist (Water)

Sorrow’s Furnace Dwarves
Priest of Sorrows- Monk (Rez + Heal + Mark of Protection)
Enslaved Ettin- Warrior (Hammer)
Summit Deep Knight- Warrior (Hammer + Dwarven Battle Stance)
Summit Taskmaster- Mesmer (Illusion)
Summit Dark Binder- Necromancer (Death + Well of Suffering)
Summit Warden- Elementalist (Earth + Obsidian Flame)
Summit Surveyor- Ranger (Bleeding)
Siege Ice Golem- Elementalist (Water)

Dredge Rebels
Dredge Brute- Warrior (Axe)
Dredge Scout- Ranger (Poison + Traps)
Dredge Shaman- Monk (Divine Favor)

Other
Flame Djinn- Warrior (Sword)
Rage Binders- Necromancer (Death)

Grenth’s Footprint Boss List
Wroth Yakslapper- Monk
Gorrel Rockmolder- Mesmer
Gargash Thornbeard- Ranger
Morgriff Shadestone- Necromancer
Flint Fleshcleaver- Elementalist
Thorgrall Blugeonhammer- Warrior

Sorrow’s Furnace Boss List
Gardok Stonesoul- Monk
Brohn Stoneheart- Monk
Ivor Helmhewer- Monk
Korvald Willcrusher- Mesmer
Vokur Grimshackles- Mesmer
Garbok Handsmasher- Mesmer
Graygore Boulderbeard- Ranger
Drago Stonehearder- Ranger
Tarnok Forgerunner- Ranger
Bortak Bonesmelter- Necromancer
Gordac Fleshweaver- Necromancer
Villnar Painforge- Necromancer
Galigord Stonestrike- Elementalist
Runar Brimstone- Elementalist
Rago Kindlerock- Elementalist
Malinon Threshammer- Warrior
Grognard Gravelhead- Warrior
Tanzit Razorstone- Warrior

<If I miss something on this list that you have a question about, please tell me so I can update it. Thanks.>

Common Groups

The “Common Groups” in sorrows are a bit hard to define, because there are quite a few more variables here than in most of the late game areas. However, there are a few groups that are defined by their variables, and then a few easy to follow rules that will help you own the whole place.

Dwarf Physical Damage
Dwarf Physical Damage
Dwarf Caster Type

Comments: The Physicals will be either Deep Knights or Surveyors, and the Casters will be either Binders, Wardens or Taskmasters.

Dwarf Physical Damage
Dwarf Caster Type
Dwarf Caster Type

Comments: Same as before.

Dwarf Physical Damage
Dwarf Physical Damage
Dwarf Caster Type
Dwarf Caster Type
Dwarf Caster Type

Comments: Same as before.

Dwarf Physical Damage/Caster Type
Dwarf Physical Damage/Caster Type
Dwarf Priest of Sorrows
Dwarf Boss

Comments: The boss must be last 99% of the time. There are occasionally exceptions, but they’re rare and will be obvious when they apply.

Dwarf Physical Damage/Caster Type
Dwarf Priest of Sorrows
Dwarf Priest of Sorrows
Dwarf Boss

Comments: This has the potential to be very, very slow. If Mark of Protection gets put on something, switch targets (unless your group planned ahead and can deal with in other ways, i.e. Strip Enchantment).

Dredge Physical Damage
Dredge Physical Damage
Dredge Physical Damage

Comments: These are either Brutes or Scouts, and Brutes should be targeted first… the poison is annoying, but trying to kill them first won’t really slow down the poison problems.

Dredge Physical Damage
Dredge Physical Damage
Dredge Shaman

Comments: Same as above, except now with a Monk… note that the Monk here is last. Shaman don’t even really heal… in fact, they don’t really do much of anything. They’re sort of an all Divine Favor build Monk and frankly, they suck. No threat there…. they don’t even rez.

Dredge Physical Damage
Dredge Physical Damage
Dredge Physical Damage
Dredge Physical Damage
Dredge Physical Damage
Dredge Shaman

Comments: Ranger spike can hurt here… just focus on one target at a time and get ready for it to hurt.

Those are the only kinds of groups you’ll be facing, and you’ll generally take them in the order I just put them up in. There are a few exceptions though, as follows:

1. If your group is running Minions, as many groups do in Sorrow’s, the you’ll need to target OR have an interrupter on the Dark Binders, or your poor Necro is going to be corpseless.

2. If the DP really starts to burn, you’re going to have to target those pesky Taskmasters… the Degen is far more dangerous than any direct damage with the decreased health.

3. If you get a group with two Priests and a Monk boss, don’t panic. It will be slow…. but it won’t be too hard because you won’t take too much damage. Just remember to jump targets when Mark of Protection is used.

Area 2- The Fissure of Woe:

Despite the expansive area that FOW is, there are really only a few categories of enemies, plus a few enemies found exclusively in some areas. It should be noted that Skeleton enemies and Shadow enemies will fight each other. Use this to your advantage when you can/if you need to.

Shadows
Shadow Monk- Monk (Heal)
Abyssal- Warrior (Hammer)
Shadow Elemental- Elementalist (Fire)
Shadow Mesmer- Mesmer (Domination)
Shadow Beast- Necromancer (Curses, attacks like a Axe Warrior)
Shadow Warrior- Warrior (Sword)
Shadow Ranger- Ranger (Barrage)

Skeletons
Skeletal Ether Breaker- Mesmer (Domination)
Skeletal Berserker- Warrior (Axe)
Skeletal Icehand- Elementalist (Water)
Skeletal Bond- Monk (Heal/Divine Favor)
Skeletal Impaler- Ranger (Traps)
Skeletal Archer- Ranger (Interrupt)

Other
-Forest Enemies
Spirit Shepards- Elementalist (Air)
Ancient Oakhearts- Ranger (Spirits)
Rock Borer Worms- Ranger (Choking Gas)
-Coast/Ocean/Seaboard Enemies
Ancient Skale- Necromancer (Curses)
Snarling Driftwood- Warrior (Sword)
-Shard Wolf Quest Enemy
Shard Wolf- Elementalist (Fire)
-Valley Area Only
Dragon Lich- Necromancer (Attacks like a Warrior)
-Tower of Strength Area Only
Shadow Patrol- Hammer Warrior (Abyssal w/ another name)
-Burning Forest/Swamp Enemies
Mhango Hydra- Elementalist (Fire)
Smoke Walker- Monk (Heal)
Ancient Skale- Necromancer (Curses)
-Lava Filled Area (Lord Khobay’s hangout)
Obsidian Furnace Drakes- Elementalist (Fire)
Smoke Walker- Monk (Heal)
Infernal Wurms- Monster (Siege)

<If I miss something on this list that you have a question about, please tell me so I can update it. Thanks.>

Common Groups

Shadow Monk
Shadow Warrior

Comments: Common sense really. Those nasty Sword Warriors attack ridiculously fast, but going for them before the Monks would be just silly.

Shadow Elementalist
Shadow Elementalist
Shadow Mesmer
Shadow Warrior

Comments: The Elementalists, contrary to popular belief, cause a lot more trouble than the Mesmers here. If you let both of the Elementalists get off all of their spells while you kill the lone Mesmer (who is Domination and biggest problem spells are Backfire and Empathy), you're going to have big problems. The Warrior is again low priority... he has decent attacks and attack speed but just doesn't do enough damage by himself to be concerned about immediately.

Shadow Monk
Shadow Beast
Shadow Warrior
Shadow Warrior

Comments: Once you start to get groups with more than one Warrior, they start to be a problem. One Sword Warrior with limited damage capabilities, no problem... but two or three does start to be a problem. In this case, however, the Monk obviously takes precedence, and the Beast comes second because of his Consume Corpse and Spiteful Spirit skills. If you get the Beast early he won't be able to hurt you too bad... but give him corpses and time to play around with and he'll really wreck havoc.

Shadow Monk
Shadow Beast
Shadow Beast

Comments: Another common sense type of group. Get that Monk down fast, because that double Spiteful Spirit is going to really hurt bad if you give it time.

Shadow Elementalist
Shadow Elementalist
Shadow Mesmer

Comments: Just like before, you have to get those Eles first... their spells hurt alot worse than the Mesmer's if you give them a chance to.

Shadow Monk
Shadow Monk
Shadow Mesmer
Shadow Warrior

Comments: You really have to get everyone to target the same Monk here and spike the damage enough to take it out because both of the Monks have and use Heal Area, which will keep them both up for quite a while, allowing that Warrior to really cause some damage back in your casters.

Abyssal
Shadow Ranger
Shadow Ranger

Comments: The Abyssals have to go first here. Being Hammer Warriors, they not only cause ridiculous ammounts of damage but cause knockdown, which effectively interrupts many things. Get them before they cause too much havoc, then take out those annoying Barrage Rangers. Make sure to warn the group to spread out as to not be effected by Barrage too badly.

Shadow Monk
Abyssal
Shadow Beast
Shadow Beast
Shadow Ranger
Shadow Ranger

Comments: Here's where it can start to get ugly. Those Abyssals have the potential to really badly own one or two of your party members while you're trying to take out the Monk, but if you're quick about it and you're tanks get on the Abyssal like they should you should be alright. The Beasts are going to have time to really cause some trouble, but stay focused and don't panic; the Abyssal has to go down first. The Rangers really aren't too much of a problem here if the group just stays spread out enough to not be too bothered by Barrage.

Skeletal Ether Breaker
Skeletal Ether Breaker
Skeletal Icehand
Skeletal Icehand
Skeletal Icehand

Comments: You first encounter the Skeleton Army at the bottom of what our Guild fondly refers to as "N00b Hill" (because most truly n00b groups will get pwned here). This is the the downhill decent into the valley next to the Forge which also connects to the Burning Forest (aka The Swamp) and the Forest. This is where most groups die because, honestly, this is where it starts to get really, really challenging. The Ether Breakers must die first, or you're really going to get screwed. They strip enchantments and just make a mess of things in general. Don't get me wrong, the Icehands hurt bad but if the Ether Breakers don't go down first your Monks are going to be drained of energy and your Warriors will have no adrenaline... not good. Keep your eyes open here for the extremely deadly combo of Chaos Storm, Maelstrom and Deep Freeze... an AoE that prevents you from casting anything, an AoE that drains your energy and an AoE that keeps you in them is bad news.

Skeletal Ether Breaker
Skeletal Berserker
Skeletal Berserker
Skeletal Berserker
Skeletal Bond
Skeletal Bond

Comments: Here's where target calling truly starts to get border-line impossible. The Ether Breakers, as stated before, can ruin the build of whoever they're targeting, Berserkers do so much damage they can single-handedly rock anything but a well armored tank, and the Bonds are the Monks. The Ether Breakers must go first, because whatever they're targeting might as well be dead. Their Sympathetic Visage shuts off a Warrior's adrenaline single-handedly, and everything else will be pwned energy wise very quickly. Take down this soft target as fast as you can, because your Prot Monk is going to be pulling his/her hair out trying to keep alive whatever the Berserkers are targeting.... which changes frequently. The Berserkers change targets at such a pace it's mind-blowing... if your group has no slow-down, this is going to be a tough fight. Target one then stay calm and focused until it dies, then move to the next.

The Bonds here are last because they generally only heal themselves and never put Spell Breaker on anyone but themselves. If you notice them excessively healing others, you're going to have to go for them before the Berserkers... but if you have to do that, people are going to die, but keep in mind that this is better than everyone dying. Live with the RIGHT decision, rez, move on.

Dragon Lich
Skeletal Ether Breaker

Comments: A lot of groups try to get the Breaker first here... but if you go for that Lich first, I can almost guarantee you'll get that Ether Breaker in the cross fire. The Lich, being above level 30, has a ridiculous amount of health... just stay focused and keep at it and you'll get him down.

Shadow Monk
Shadow Monk {Boss}
Skeletal Ether Breaker
Shadow Ranger
Shadow Ranger
Skeletal Impaler
Dragon Lich

Comments: This is the group you're going to get if your group makes the mistake of taking the Army of Darkness quest before taking the hill. Here we have a nearly impossible fight.... made more impossible because there are two Monks, an Ether Breaker, a mini-Ranger Spike team and the Dragon Lich to take care of all at once. Try to pull or have your puller do so if possible... it's going to be tough. If you agro it all, like I've said, try to stay calm... it's very, very hard, but doable. Good luck.

Abyssal
Abyssal
Shadow Warrior
Shadow Warrior

Comments: You'll find this friendly little group at the base of the hill leading into the Forge. This isn't really too hard of a group to kill... just make sure your team is focusing on one target, and try to get most of the agro on the tank. Keep in mind that as soon as you kill the Abyssals in the group, 8 Shadow Beasts are going to spawn and charge your position from off the path towards the hill (away from the Forge). Regardless... kill the Abyssals first.

Shadow Beast
Shadow Beast
Shadow Beast
Shadow Beast
Shadow Beast
Shadow Beast
Shadow Beast
Shadow Beast

Comments: This group isn't really hard to figure out which one to attack, but it's very, VERY important that you not panic and just focus on one target at a time. Spread out and try to avoid AoEing the Spiteful too bad, but most of all, everyone needs to stay calm and focus fire on the targets one by one.

Shadow Monk
Shadow Monk
Shadow Mesmer
Shadow Mesmer

Comments: This group tends to stay in a ball and used to be really easy to take out with a few nukes. Tragically, this is not the case anymore. You're going to have to focus fire on each Monk in turn and then the Mesmers... when in the Forge, be cautious of agroing the patrols that consist of....

Abyssal
Abyssal
Shadow Beast
Shadow Beast

Comments: These little patrols in the Forge tend to hurt bad, but they're a whole, whole lot worse if you agro them along with one of the Monk/Monk/Mesmer/Mesmer groups. Make sure to not do that.... you're going to be very close to the brink of return to TOA.

Shadow Monk
Shadow Monk
Abyssal
Abyssal
Shadow Mesmer
Shadow Mesmer
Shadow Beast
Shadow Beast

Comments: This is not fun. Here's the group you've got to deal with if you agro both the groups listed directly above this. It's critical to get these Monks because nothing will die if you don't get them down first. It's going to be tempting to get those Abyssals... but let the others yell about them, you have to keep people targeting the Monks. The Beasts are going to have forever to cause havoc in your back ranks, but there's nothing you can do about that. Just keep focused on killing the group in this order... good luck, you may have to run and rez if it gets too ugly.

Ancient Skale
Snarling Driftwood
Snarling Driftwood

Comments: These enemies can only be found on the FOW's Coast/Seaboard/Ocean area. You will probably not be fighting there, but if you're with an expert/clearing/Guild group it's possible that you might encounter these guys. They really aren't too tough compared to the other groups in FOW, but don't go to sleep on them… which your group might be doing if you’ve played the standard route to get to them.

Spirit Shepard
Spirit Shepard
Spirit Shepard
Ancient Oakheart
Ancient Oakheart

Comments: This is a good example of what you’ll be facing if you agro carefully in the Forest… don’t count on that happening too often. The Shepards go down first here because of their Iron Mist skill… anyone whose 90% slower might as well be dead.

Spirit Shepard
Spirit Shepard
Spirit Shepard
Spirit Shepard
Spirit Shepard
Spirit Shepard
Ancient Oakheart
Ancient Oakheart
Ancient Oakheart

Comments: That’s more like what you’ll be facing in the Forest. Same order, more pain. Good luck.

Smoke Walker
Smoke Walker
Mhango Hydra
Mhango Hydra
Ancient Skale
Ancient Skale
Ancient Skale

Comments: This is an example of a small group in the Burning Forest/Swamp area. Your best bet is to not even go here… but if you have a good group dead set on trying it/clearing FOW, this is the order to take the baddies in. Those Smoke Walkers generally come in pairs and group up, then spam Healing Touch. The Hydras go before the Mesmers because the Hydras use Glyph of Renewal and can therefore drop 4 Meteor Showers in very short order. Doesn’t sound bad (AoE, just move right?) but the area is so cramped you will probably either agro something more if you run, or really not be able to run at all.

Smoke Walker
Obsidian Furnace Drake
Obsidian Furnace Drake
Obsidian Furnace Drake

Comments: This is a common group in the lava-filled area where the traitorous Lord Khobay is hiding out. If you’re group is skilled enough to have gotten this far, you shouldn’t have any trouble taking out the enemy groups in this area; just make sure you take out that Smoke Walker, as it will spam Healing Touch and Heal Area.

Smoke Walker
Obsidian Furnace Drake
Obsidian Furnace Drake
Obsidian Furnace Drake
Infernal Wurm

Comments: Same song, second verse… now you have some Wurm Siege to deal with. If you have along Savage Shot, call a target for your party to take out, then just Savage Wurm Siege whenever he tries to use it. Don’t try to take out the Wurm first, as he should take some time to dispatch with all that armor.

Area 3- The Underworld:

The Underworld is, almost without question, the hardest area of the game. Without extensive planning and at least a minor amount of strategy, one lone Aataxe could easily slaughter your whole group within moments of entering. The area is at least double the size of FOW (possibly three times), and the majority of the enemies are level 28+, rather than 24+.

This, however, isn’t really a UW strategy guide… I’m going to assume here that you have some sort of plan for what to do as far as a build. You, brave Ranger, will be the target caller, which ironically isn’t as difficult to do here as it is in FOW or even Sorrow’s… however it’s even harder to explain. Since in UW many of the areas are designed around exploiting certain individual class builds then overwhelming you with that one thing rather than having difficult-to-overcome team builds, there are rarely instances where I can simply list out what to kill in what order.

This is where your true skill and experience will show itself… you have to know which enemy in a group of seemingly identical enemies is the biggest threat to your group.

Area 4- Titans:

Alright, this can’t really be called an “area”, but since that’s how I’ve been breaking the rest down, we’ll make it work here. There are four entirely different sets of Titans out there in the big world of Tyria, and it can be very hard to decipher which targets need to drop when. Along with the Titans is a set of level 24 Charr Lords, and since they exclusively appear with the Titans in Ascalon (and fight with them) I’ll explain them in this section as well.

Fire Island Titans
Spark of the Titans- Elementalist (Fire Spike)
Armageddon Lord- Elementalist (Fire AoE + Melee Attack)
Risen Ashen Hulk- Necromancer (Aura of the Lich + Melee Attack)
Hand/Fist of the Titans- Warrior (Sword)

Defend Droknar’s Forge Titans
Titan Heart- Monk (Heal + Mark of Protection)
Titan Malice- Mesmer (Domination Backfire/Empathy)
Icy Brute- Warrior (Hammer)
Dark Titan- Necromancer (Consume Corpse + Melee Attack)
Frost Titan- Elementalist (Water + Melee Attack)

Defend North Kryta Province/Defend Denravi Titans
Wind Born Titan- Elementalist (Air Spike)
Water Born Titan- Elementalist (Water Slowdown/Maelstrom)
Earth Born Titan- Elementalist (Earth Spike)
Rotting Titan- Necromancer (Wither + Energy Pwnage + Disease)
Wild Growth- Ranger (Traps + Poison)

Last Day Dawns/Titan Source Titans
Spark of the Titans- Elementalist (Fire Spike)
Armageddon Lord- Elementalist (Fire AoE + Melee Attack)
Risen Ashen Hulk- Necromancer (Aura of the Lich + Melee Attack)
Hand/Fist of the Titans- Warrior (Sword)

Charr Lords
Charr Martyr Lord Monk (Heal)
Charr Mind Lord- Mesmer (Domination Backfire/Empathy)
Charr Ashen Lord- Necromancer (Curses Malaise)
Charr Stalker Lord- Ranger (Ignite Arrows Spike)
Charr Axe Lord- Warrior (Axe)
Charr Flame Lord- Elementalist (Fire Spike)

Additional Comments: There really isn’t much else to explain here… I can’t really think of any exceptions to these lists; in fact, it’s critical that everything die in just this order. Assuming you call the right targets, these quests shouldn’t give you too much trouble, but if you’re going for the Axe Lord while the Mind Lord is spamming a level 16+ Backfire on your Monk…. it’s going to take a while.

The only other information you need is contained in the following lists, which describes what order to kill things in when faced with a group containing both Titans and Charr Lords, and then what Titans spawn in what order.

Titan + Charr Lord Priority Order
Charr Martyr Lord
Spark of the Titans
Charr Mind Lord
Charr Ashen Lord
Charr Stalker Lord
Charr Axe Lord
Charr Flame Lord
Armageddon Lord
Risen Ashen Hulk
Hand/Fist of the Titans

One Spark alone could probably spike one of your party members to death if given the time to get off it’s spells in order… don’t let that happen. The Charr Monk Lords are actually quite good at what they do, and you’ll have some serious issues if you don’t take them out first.

Fire Titan Spawn List
Armageddon Lord spawns: Risen Ashen Hulk
Risen Ashen Hulk spawns: Hand of the Titans AND Fist of the Titans

Frost Titan Spawn List
Frost Titan spawns: Icy Brute AND Titan Malice
Titan Malice spawns: Titan Heart
Icy Brute spawns: Dark Titan

Plant Titan Spawn List
Rotting Titan spawns: Wild Growth
Wild Growth spawns: Wind Born Titan AND Water Born Titan AND Earth Born Titan

Areas 5 and 6, The Deep and Urgoz’ Warren, coming soon!

And that concludes the section on calling targets. Whew! Now moving on to the sacred art of interrupting.

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Section Two: Interrupting

As a Ranger you will frequently be called upon to run Interrupts for your group. Though this is easy to say, it’s much harder to actually do. Just having the right build really doesn’t mean much at all. You must know what skills your opponent is using so that you can better know what is most important for you to interrupt. Even Ranger with the most perfect skill bars often fail at interrupting because they are not familiar enough with their enemies skill bar.

Now just with like many things, practice makes perfect; I can’t just tell you exactly how to interrupt perfectly. I can merely point out some key things to look for, tell you how I do it and push you in the right direction… you will have to play as an interrupter (probably many times) in different situations to know what to look for.

First I’ll describe how I interrupt, what you should do if you’re going in blind (i.e. you don’t already know what to interrupt) and then I’ll offer a few suggestions on what to interrupt on different enemies and enemy groups through out the game.

How Sha Interrupts

I don’t want to go straight into it, because I’m afraid I might make it sound impossible… or at least far harder than it is. Instead I’ll start by taking a simple look at a commonly frustrating enemy skill: Orison of Healing. This very basic healing spell has a casting time of one second. Average human reaction time is about 3/4ths of a second. Savage Shot, the most basic Ranger interrupt, fires “instantly” but then must fly to your target. Simple logic tells us that if you try to interrupt Orison of Healing after the enemy Monk begins to use it, you’re just not going to get it… and this is assuming that you fire your arrow absolutely as fast as you can, usually when the spell is exactly 3/4ths of the way done, giving your arrow a fourth of a second to reach the target.

It’s not going to happen.

Now don’t get discouraged just yet… there are few critical interrupts in the game that fire off this fast; often you’ll be interrupting things such as Giant Stomp or Animate Bone Fiend. These cast so slowly (3 seconds +) that you would have to be asleep/dead to somehow not catch them, especially if you are focusing on getting that particular skill. Therefore, I’m going to assume that you are using a build well enough equipped to be able to interrupt something easy like that; these are Advanced Ranger Concepts, right?

Assuming you are trying to interrupt something such as Orison of Healing (or are going for something just to be classy, such as Cry of Frustration), it's all about reading your opponents skill patterns and predicting when they will use such skills. As I demonstrated with my explaination of timing before, firing the interrupt after they've begun using the skill will not work. You must predict when the skill will be fired and launch your interrupt before they even begin using it. After quite a bit of playing in any given area, you'll begin to be able to know at what point during a monster's skill chain they will use certain skills. With a lot of timing and a bit of luck, you can interrupt anything with a cast/attack time.

When you’re running interrupts for your team and that’s really the main focus of your build, all you need are three skills: Savage Shot, Distracting Shot and Punishing Shot {E}. Everything else is icing on the cake, maybe a prep, a stance, a sprint and a rez… or a blank bar. It honestly doesn’t matter beyond the three interrupts. Now, as I stated in my basic build guide, Incendiary Arrows {E} is an acceptable replacement for Punishing if you are new to interrupting, but unfortunately for advanced interrupting, there’s no contest… you must use Punishing. If you read this guide and then come to me asking about Incendiary, I’m not even going to talk to you about it. It’s simply not an option.

Now that the required skills are clear for all, let me also make clear where you must have them on your bar if you want to experience the most success. Skill slot one is Savage Shot, skill slot two is Distracting and skill slot three is Punishing. You use these three slots because this allows you to lay your left hand on the keyboard and have your index finger on the 3 key, your middle finger on the 2 key, and your ring finger on the 1 key. This allows for much, much better reaction time for firing your interrupts than using the mouse to click the skills ever can, and leaves your mouse hand free to use your other five skills, select targets, pick your nose, whatever. Like I said, if you’re interrupting, nothing matters except your three interrupts. In case that didn’t make any sense at all, here are some pictures to help:



And for all you Koreans out there:



Now that I’ve made it beyond clear how to interrupt, I’ll try to give you a very (read: VERY) basic idea of what to interrupt. Note that when interrupting, you’ll have to be on your toes; you must be able to survey the field and select not only the most important target, but the most important skill that target possesses. Also note that the most critical interrupt for you to hit is oftentimes NOT in the possession of the most important target. That didn’t make sense did it? Ok, here’s an example.

EXAMPLE GROUP:

Summit Taskmaster
Priest of Sorrows

The Taskmaster here is, obviously, the most important target, and the one you should call. However, as the Ranger, you should be all over the Priest instead, because his Mark of Protection is much more important to interrupt than, say, Cry of Frustration.

Make sense? Good! Here are a few really obvious interrupts to get you started; you’ll have to figure most out on the fly, depending on not only the make up of your group, but also the build you’re running.

Priest of Sorrows/Any Dwarven Monk with an Elite: Mark of Protection
Shadow Warrior: Healing Signet
Ranger Bosses/Shadow Ranger: Troll Unguent
Summit Gnasher: Animate Bone Fiend
Summit Dark Binder/Dwarven Necro Bosses: Well of Suffering
Shadow Monk: Heal Area

That’s quite broad, and is only really designed to get you started. If you’re group asks you to interrupt, and you don’t know what you’ll be facing, ask! It’s better than not knowing at all and failing to interrupt what your group needs done.

-----------------------------------------------------

Section Three: Pulling

If you don’t have a Longbow, don’t waste your time.

If you don’t have a Longbow, don’t waste your time.

If you don’t have a Longbow, don’t waste your time.

If you don’t have a Longbow, don’t waste your time.

I can’t emphasize how important it is. If you have a Flatbow, don’t pull (I guess you could, but I don't know why you'd have a Flatbow anyway). If you have a Composite Bow, don’t pull. If you have a Shadow Bow, don’t pull. If you have an Eternal Bow, don’t pull. If you have a Storm Bow, however, go for it; Storm Bow=Longbow.

For the love of God, please don’t mix up Eternal Bow and Storm Bow. You might actually see an Aataxe word bubble say “lol” as he crushes your fleeing ass before you can make it back behind the Warrior.

It is critical to understand that pulling is not needed everywhere. Pulling, for example, is a bad idea if you have a bonded Warrior (i.e. IDS Farm, FoW [sometimes], UW [sometimes]). Pulling is absolutely necessary, however, in many areas of the game. Good examples of this are Sorrow’s Furnace, UW Trap Groups, anytime two or more groups are stuck on each other, etc.

Many people underestimate the power of pulling. Just as an example, in the past I’ve pulled Sorrow’s bosses out alone, without their groups, without their surrounding patrols, without anything. Just the boss. That saves us quite a bit of trouble, wouldn’t you agree? Now you might be thinking that this is only possible with dumb Warrior bosses, i.e. Tanzit Razorstone, but I’ve successfully pulled other classes of boss. Good examples include Drago Stonehearder, Brohn Stonehart and Gordac Fleshweaver.

Now then, enough bragging. ;-) On to the explanations of how to do these wondrous tasks.

The entire key (secret, if you will) to it all is the careful placement of your Agro bubble. Some people don’t even know what an Agro bubble is… visual aid time:



Gotta love it.

You can see here from my highly advanced diagram that the Agro bubble of any given character is the small circle around that character in their radar. When pulling, this is what you’re looking at. Not the bad guy, not your toon, but your radar. If everything goes as planned, your Agro bubble never touches anything. Ever.

Now the difficult part: actually luring the group you want back to your party, which should be still a safe distance back. Depending on what you’re pulling, you’ll want to handle the return to your party differently.

If the group you’re pulling has Warriors or Assassins: Turn around, then wait for the closest Warrior to be within your agro bubble. Proceed to run directly back to your group and by your tank. If you run close enough to your tank, the agro should shift to him. Do not use a sprint, as this will cause them to de-agro.

If the group you’re pulling has no Warriors or Assassins: Do not use a sprint. Do not turn and run. Once the casters or Rangers agro on to you, they should only try to wand/shoot you, without using skills. They will only use skills if they get to your agro circle… back up slowly as they approach it to prevent this from happening.

Only turn and run or use a sprint if you’ve accidentally agro’d too much, as this will cause most or all of the enemies to de-agro and return to their posts. Even if the enemies catch you/start dealing damage to you, do not use a sprint (an evasive stance would be fine) unless you want to lose the agro entirely. You should make it back to your monks in time for a heal as you bring the enemies in. If you feel that you are going to take damage once you start your pull, use Troll Unguent before your initial pull.

Finally, I would like to point at that you do not need to use any skill (as in, Called Shot; it does however take skill :-P) to pull, nor do you even need to have your arrow strike the foe you are pulling. A miss, stray, dodged, evaded, or blocked arrow will still bring hate to you from an enemy group.

Good luck and happy pulling!

--------------------------------------------------------

That concludes my Advanced Ranger Concepts guide. Hopefully this will help some wayward Rangers out there, and also bring the class a little more love. Some people don’t even understand what a Ranger is truly capable of (b/p derr). Good luck and have fun all, and don’t be afraid to shoot me a whisper in game if you have a question that I never answered.


Updates/Edits:
I'll track any changes or additions to this guide here so that you don't have to re-read it all when you see that it's updated. :-P
-Added a portion to my Interrupting section which I somehow miraculously did not add (Distracting Shot must have got me)
-Added a picture to the pulling section which somehow didn't get posted in the final post

Reikai

Reikai

Krytan Explorer

Join Date: Aug 2005

R/

heres how you interupt Orison of Healing (1s cast), Cry of Fustration (3/4s cast) or Reversal of Fortune (1/2s cast.) You predict it, and instead of watching for the opponent to use the skill, KNOW when the opponent is going to use the skill.

For Example, Ranger spike. You know theres an infuser on the opposing team. So, everyone spikes. But if you want to interupt that infuse. Instead of chaining punishing shot to hit the spiked target, instead fire it at the infuser. Chances are you'll get it (if its a good/decent infuser.) Why? Because you know the infuser is going to try to infuse when the spike happens. All that human reflexes etc will be accounted for when by the 1/2 cast time of punishing/savage shot, and the arrow flight time.

Another trick. If you feel that some caster is coming after you (messy for example.) and he/she is still too far out to actually cast at you, but is running towards you, take out your longbow, and shoot a savage shot (or move into position to shoot one.) When the caster gets close, just as he/she is going to pull off that first cast, it will get interupted *assuming he/she casts as soon as he/she gets into cast range.*

Also, against skills such as blackout, or when going against an assassin for example, when the caster starts running close to the intended target, you *know* he/she is going to use the touch-range skill. Fire before hand, and you'll probably get it(when he/she is close enough, of course.)

Finally, if you *really* want to get good with ranger interupts, learn one thing. Do *NOT* look at what the oppoenent is casting (like the cast indicator thing... blah.) instead, watch the target's character. Each skill/spell produces a differenct action, and once you get good, you can just interupt basically everything. A simple way to start would be to look for signets (like rings/halos above the opponents.) as they are easy to identify. Then start going for more. This technique also allows for you to lockdown multiple targets at once.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

http://tinyurl.com/2jlusq

Idiot Savants [iQ]

R/

^^That's what I said. Or what I meant to say? I think I got distracted and didn't add a paragraph. Or didn't save. Oops. Added.

Thanks for pointing it out I guess, but that's where my Orison example was going.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Erm... I'm not sure why there is hate for pulling with a Flatbow. All that matters in your bow when pulling is the range, since it's range that gives you freedom of position, and for that the Longbow and the Flatbow are entirely equal.

Another note that really needs to be in any guide to pulling is that you can pull with a pet. Since the pet's attacks trigger differently than henchmen, you are able to attack at an extreme range and not have your pet run in. The trick lies in that you must still be attacking when your initial attack lands in order for your pet to run in. Thus, if you let an arrow fly and immediately strafe, your pet will wait patiently by your side. It's a good thing to note that a Flatbow gives you more time between firing your arrow and the arrow landing and thus makes pulling with a pet somewhat easier (although this first bit shouldn't be the hard part when pulling with a pet). The real challenge of pulling with a pet lies in that it is your pet's aggro circle which will ultimately matter, since as you retreat to your party the pet will be bringing up the rear. Knowing how close your pet stays to you as you move is thus vital.

While pulling with a pet might be more difficult and require more practice to get right, it is far from impossible.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

Nice guide, good for anyone to read on their first day of playing a fully decked out ranger.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

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Idiot Savants [iQ]

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First day? Right...

As for pulling with a flatbow, I suppose you can if you want? I'm not sure why you'd have a flatbow at all anyway, when the arc is so horrible compared to a longbow... but if you'd like to do so, go for it.

As for pulling with a pet, yes, it's very possible, and I didn't say it wasn't. Same goes for pulling with henchies. I was focused more on team play in high level areas (where it's most likely you won't have your pet along... I would hope) but yes, you're quite right.

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

I don't have time to read the whole thing at the moment, but I like what I see. The only thing that I see right now that I personally would change is this:
Quote:
Grenth’s Footprint Dwarves

Dolyak Master- Monk (Healing + Mark of Protection)
Summit Giant Herder- Warrior (Hammer + Dwarven Battle Stance)
Summit Carver- Warrior (Axe)
Summit Surveyor- Ranger (Bleeding)
Summit Gnasher- Necromancer (Death/ Bone Fiends)
Stone Summit Heretic- Mesmer (Illusion)
Siege Ice Golem- Elementalist (Water) To this:

Grenth’s Footprint Dwarves
Dolyak Master- Monk (Healing + Mark of Protection)
Summit Gnasher- Necromancer (Death/ Bone Fiends)
Summit Giant Herder- Warrior (Hammer + Dwarven Battle Stance)
Summit Carver- Warrior (Axe)
Summit Surveyor- Ranger (Bleeding)
Stone Summit Heretic- Mesmer (Illusion)
Siege Ice Golem- Elementalist (Water)

...but that just could be cuz I hates them god-forsaken, body-stealing, condition-returning sunsabitches.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

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Idiot Savants [iQ]

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Heh, yes they are annoying... I have them as low as they are because really the DPS from the melee guys is more of an issue. Also, you don't need to kill them until they have a corpse to steal, which is why I reccommend killing at least one of the War/Rangers first, then taking out the Gnasher as they attempt to take a corpse.

Also, I do later comment:

Quote:
Originally Posted by Sha Noran
1. If your group is running Minions, as many groups do in Sorrow’s, the you’ll need to target OR have an interrupter on the Dark Binders, or your poor Necro is going to be corpseless. If you have Savage Shot along (which you pretty much always should) then you can call the target your team needs to focus on then shift back to the Gnasher, giving yourself the ability to interrupt their Bone Fiend while your team deals with the Warriors or Rangers.

They definately are bad little Dwarves, but really, as long as you keep them off your corpses, they don't do much. Thanks for your feedback. :-D

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

My "always should have" skill would be Distracting Shot... it's rare that I don't bring it.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

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Idiot Savants [iQ]

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For PvE, actually Savage is far superior. It seems to me that many high level monsters actually carry multiple copies of certain skills, making distracting certain things (Orison, for example) futile. Savage, with its shorter recharge, is therefore my preference.

Also, even if Distract did as it implied, Savage would still be better in my opinion, as more interrupts over time>an extended interrupt less often.

Either way, it is very important that you have an interrupt of some kind almost everywhere you go. I'm glad you bring one, whether it be Savage or Distracting. :-D

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

this is great

DESERVES A STICKY

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

http://tinyurl.com/2jlusq

Idiot Savants [iQ]

R/

^^ Thank you! I appreciate the positive feedback.

It was awfully embarrassing when Reikai pointed out I had forgot to finish my thought in the Interrupt section.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by Reikai
heres how you interupt Orison of Healing (1s cast), Cry of Fustration (3/4s cast) or Reversal of Fortune (1/2s cast.) You predict it, and instead of watching for the opponent to use the skill, KNOW when the opponent is going to use the skill. What game are you playing? Orison is 1s yeah, Cry of Fustration is a less than 1/4s interrupt (yeah like hell you can get this without some serious luck, hell theres a chance they'd interrupt your interrupt with it!) and Reversal of Fortune is 1/4s cast time.
Yeah predicting is really obvious at times, you can pretty much guarantee an enemy will go to use Orison 3 seconds after it just did if its under fire.

Distracting is less use in PvE? Healing Signet to stop warriors self healing while your focusing on other things? Stopping a monk spamming something while you kill his buddy?

Whats wrong with using a Flatbow? If anything its better than a Longbow... Higher arc = Longer flight time = More time to pull back and let the warriors take over agro. Please stop your bitching about a flatbow... RtW and FW exist for many reasons.

Just 1 thing. I don't know what Ancient Skales you've been fighting against... but Life Transfer/Siphon sure as hell aren't Curses. Its a bit of a stretch to call Snarling Driftwood sword warriors too... they use Hamstring at lvl0 swordsmanship.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Nice guide, but in defense of the flatbow, it can be used perfectly fine to pulls since as you said, even if the shot misses, it will still aggro the enemies. However using a flatbow without RtW or FW is just foolish imo. Since I think both of those skills are in general a waste of a skill slot, I agree that the longbow is the trusty choice.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

In many situations, enemies are stupid enough to just stand there while you barrage/interupt/pin cushion them. Especially if you are playing with a team that relies on stable aggro control. In these cases, flatbow becomes a candidate.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

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Idiot Savants [iQ]

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Evilsod: How pleasant of you.

1) Interrupting Cry of Frustration is, yes, next to impossible and requires quite a bit of luck, as it is not a spammabale skill and with Fast Casting+1/4th second cast, is nearly impossible to catch. Reversal of Fortune, on the other hand, is extremely spammabale, and NPCs do so. If you can't catch RoF, don't talk shit to me like you know better.

2) Distracting is ok, but Savage Shot>Distracting Shot for many reasons. The recharge on Distracting Shot is gross, especially since it doesn't work quite as implied. Higher level monsters have clones of their most basic skills (Orison of Healing, Plague Touch) and even when hit with Distracting Shot they will continue to use them.

3) Flatbows are horrid, primarily due to their arc. You suggest RtW and FW. Read the Wind is ok, but why not just use a bow that doesn't suck and instead use a decent damage deal prep, like Kindle Arrows? And I'm not even going to answer regarding FW... go back to Ranger 101 man, bringing spirits is a) more helpful to your enemies than your team in 99% of the cases I've seen them used and b) not mobile enough in any case, especially if you absolutely need it just to hit with your Flatbow.

4) Lol, yes, you're right, that's Blood, not Curses. Silly me. Snarling Driftwood are Sword Warrior though, to my knowledge.

Not trying to start some sort of flame war dude, but it looks to me like you're just attacking me about some things that are a bit silly. You should read my Ranger Guides, Tips, and Builds threads.

XvArchonvX: Thank you, and yes, precisely my point. I suppose you could use it, but bringing a Longbow is so much better for general use that I just don't see the purpose of bringing a Flatbow.

ubermancer: True, in many cases monsters will just stand there, however once they start moving you're chance of hitting something gets flushed. The Longbow is a better all around bow, and therefore that's my choice. As I said, Flatbow could be used, but I don't see why you wouldn't use something that's just better.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by Sha Noran
Not trying to start some sort of flame war dude, but it looks to me like you're just attacking me about some things that are a bit silly. You should read my Ranger Guides, Tips, and Builds threads.
If this is true then it is perhaps best to avoid statements such as the following:

Quote: Originally Posted by Sha Noran If you can't catch RoF, don't talk shit to me like you know better. Best to keep your ego in check as well or else people may not hold merit to your advice.

Anyways, back to the topic at hand.

Quote:
Originally Posted by Sha Noran
As I said, Flatbow could be used, but I don't see why you wouldn't use something that's just better. While I also prefer the longbow the majority of the time, a flatbow has been proven to give increased dmg per second in barrage builds. However when used with Tiger's Fury, it has been proven that a hornbow can produce the most damage. With this said, Tiger's Fury with Barrage is generally to energy heavy to use with Barrage.

As for your point about spirits, I think you should give them a little more credit. Even though they are generally more useful in PvP, team builds such as the Barrage Pet used in ToPK rely heavily on both FW and Winnowing.

As for FW in a barrage build, take this into consideration. Even if there is one ranger on your team and three opposing ranger enemies, FW can be very advantageous. If the ranger on your side is using FW with a flatbow they can use the effect of FW up to six times per shot if the group aggros well and is against a good cluster. Also FW with a flatbow also allows the barrage ranger to spam barrage faster than one using any other bow type except for a shortbow.

My point is this: There is no inferior bow type. You have your preference and that is fine, but to say that another bow type is simply inferior is ignorant, so I hope that is not your implication. Name any type of bow and I can name you a build and situation that it would be the best choice. I admittedly prefer and love my longbow, but I do carry one of every type of bow for whenever the situation is right.

xnightmythx

Ascalonian Squire

Join Date: May 2006

Nice job Sha! Impressive.

I was wondering what you thought about a Choking Gas Build?

I mainly play PvE. I have used many different set ups for interrupts. Recently I tried the Choking Gas build and it seemed to offer a constant interrupt for spells. My build was the following.

Choking gas
Practiced Stance
Savage Shot
Distracting Shot
Winter (we were at the fire islands) otherwise this is open
Whirling Defense
Troll
Rebirth

Marks 9
WS 13
Expt 11
Prot 3

I used SS and DS when it was called for. Energy wise I didn't have an issue, and I was able to keep Choking gas up constantly. I wanted to know if this build has its disadvantages, because in the only circumstance I used it in it worked great. However, I don't see it considered much for things like pvp or for that matter pve. I will say it was crappy for damage. This is definitely a support char role.

BTW, I made this build myself, and according to some friends apparently this has been around for a while. I don't even know if my attributes are set correctly. Like I said, it worked great!

Again Great Job!

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

I'm not Sha, but I have tried the Practiced Stance-Choking Gas build a good deal. It is a good deal, but really is only suited for certain areas. This build works wonders in areas with lots of casters such as in the Southern Shiverpeaks where there are lots of Ice Golems and Imps.

Just a suggestion though, try tossing in Tiger's Fury. Maybe even bring a pet with you since you will have to toss points into BM.

As you said, the major downside of the build is that it does very little damage. My best advice to you is to use the build only when you know you are facing a lot of casters and have teamates that can dish out enough damage to get the job done. You monk will (or should) thank you for all the damage you will prevent to your party.

One last piece of advice is that this build is one of the few that I would actually suggest a shortbow as being the best. The high refire rate helps keep interupts constant and the short range keeps you close to the enemy which is generally best when interupting.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
1) Interrupting Cry of Frustration is, yes, next to impossible and requires quite a bit of luck, as it is not a spammabale skill and with Fast Casting+1/4th second cast, is nearly impossible to catch. Reversal of Fortune, on the other hand, is extremely spammabale, and NPCs do so. If you can't catch RoF, don't talk shit to me like you know better.
I never said you couldn't interrupt RoF. But you sound to me like your ego needs shrinking. Just because its spammable doesn't mean its easy to interrupt. 1/4 second is a 1/4 second whether its cast 1x or 200x, you still need luck to interrupt, stop trying to sound like its skillful.

Quote:
2) Distracting is ok, but Savage Shot>Distracting Shot for many reasons. The recharge on Distracting Shot is gross, especially since it doesn't work quite as implied. Higher level monsters have clones of their most basic skills (Orison of Healing, Plague Touch) and even when hit with Distracting Shot they will continue to use them. Really? The last time i went FoW Shadow Monks didn't use the skill i Distracted for 20seconds (they shouldn't live that long but whats it matter). And since you seem to be so awesome at interrupting RoF, why do you prefer Savage Shot when you can eliminate a Dredge Gardeners only real healing spell? I've never seen high level monsters with duplicates of spells. Perhaps you could tell me which ones?

Quote: 3) Flatbows are horrid, primarily due to their arc. You suggest RtW and FW. Read the Wind is ok, but why not just use a bow that doesn't suck and instead use a decent damage deal prep, like Kindle Arrows? And I'm not even going to answer regarding FW... go back to Ranger 101 man, bringing spirits is a) more helpful to your enemies than your team in 99% of the cases I've seen them used and b) not mobile enough in any case, especially if you absolutely need it just to hit with your Flatbow. Have you never played Barrage? Whether its true or not that FW helps Bone Fiends i don't care... it helps barrage. Afflicted Rangers hardly get chance to see the benefit, specially since you should be trouncing them anyway. Its not like Shadow Rangers that can consistantly cause pain if you give them FW, which normally only happens in a Barrage Team anyway. However much i use Kindle Arrows when i'm using Elswyths Recurve, RtW wins for Dragos Flatbow, whats the difference in the added damage after armour? Not all that much. If Longbows had a 2s Refire, they would be better, but they don't so its balanced. Besides, you have 4 weapon slots and over 20 spaces in your inventory to fit additional bows.

Quote:
4) Lol, yes, you're right, that's Blood, not Curses. Silly me. Snarling Driftwood are Sword Warrior though, to my knowledge. I really don't know tbh, Hamstring sucks way too much to classify them as a sword warrior. I've never bothered checking if they do actually switch weapons. It doesn't matter though, they are the most pathetic enemy in the whole of FoW next to Shadow Beasts.

Quote:
Not trying to start some sort of flame war dude, but it looks to me like you're just attacking me about some things that are a bit silly. You should read my Ranger Guides, Tips, and Builds threads. I'd rather play the ranger how i like to tbh than how other people think it should be, but thanks for the offer.

Reikai

Reikai

Krytan Explorer

Join Date: Aug 2005

R/

Quote:
Originally Posted by Evilsod
What game are you playing? Orison is 1s yeah, Cry of Fustration is a less than 1/4s interrupt (yeah like hell you can get this without some serious luck, hell theres a chance they'd interrupt your interrupt with it!) and Reversal of Fortune is 1/4s cast time.
Yeah predicting is really obvious at times, you can pretty much guarantee an enemy will go to use Orison 3 seconds after it just did if its under fire. mybad >_> I don't memorize cast time of skills -_-

but you can probably get Cry of Fustration quite easily, again, if you know when theri going to cast it.

Say your in HA, running blood Spike, and your the spirit spammer (do these exist anymore? I havn't been in HA for a while...) Your team is casting, and suddenly CoF! bam. So you know it. Next time, they spike... 3... 2... 1... *necros start casting, you shoot savage/distract* you'll probably get that CoF.

- Evilsod I think you are talking about PvE here... All this interuption stuff, everything I've posted refers to PvP, not PvE. In PvE, interuption doesn't matter much.

Sha Noran

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Quote:
Originally Posted by Evilsod
I'd rather play the ranger how i like to tbh than how other people think it should be, but thanks for the offer.
Then I guess you have no business on a discussion forum. Good luck with your Ranger. :-)

XvArchonvX: Yes, if you are running a team of Rangers (i.e. Barrage/Pet), then yes, I would recommend spirits. I would only say that if you are the only Ranger on your team then spirits just really aren't a good idea.

There may be a time and place for each bow, but in my opinion the best all-around PvE bow to have as your main is a Longbow.

xnightmythx: Hi there. I'm glad you liked the write up I've done.

Yes, the only way to legitimately run a Choking Gas build is much the way you have it set up there. To maximize the effeciency of a Choking Gas build, I would suggest a Warrior secondary, and the following:

-Savage Shot
-Distracting Shot
-Choking Gas
-Practiced Stance {E}
-Flurry
-Troll Unguent
-Storm Chaser
-Rez

Practiced-->Choking Gas-->Flurry

Flurry, with no attribute, increases your DPS without any spread out points, and you can keep it up forever with its short recharge. That should allow you to keep a caster interrupted theoretically forever. Have fun. :-D

Reikai: I appreciate your feedback and hope you continue to post, but much of this information is directed toward PvE players. If you could, please just indicate whether you're talking about PvP or PvE. Thanks!

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

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Quote:
3) Flatbows are horrid, primarily due to their arc. You suggest RtW and FW. Read the Wind is ok, but why not just use a bow that doesn't suck and instead use a decent damage deal prep, like Kindle Arrows? And I'm not even going to answer regarding FW... go back to Ranger 101 man, bringing spirits is a) more helpful to your enemies than your team in 99% of the cases I've seen them used and b) not mobile enough in any case, especially if you absolutely need it just to hit with your Flatbow.
The problem I'm seeing with your argument, and it's a common mistake that I think every ranger makes at some point, is that you're assuming you need FW or RTW to hit with a flatbow. You've more than once said this guide was geared towards PvE play, yet the inaccuracies of the flatbow largely disappear in PvE. While without RTW or FW a flatbow would be useless in PvP, in PvE this is simply not the case, because PvE enemies move very little if at all, and generally the only time they are not a sitting duck is if your teammates need to kite the warriors (never a problem with proper pulling and aggro control). Rangers and casters will never move during battle so long as they're within range of you. Thus, your arc means absolutely nothing in PvE unless you're an interruptor. Since the arc is the flatbow's only downfall and it outperforms the longbow in every other situation, then I really don't see any reason for hating a flatbow. Can you interrupt with it? No, but then the longbow isn't terribly accurate for interrupting either.

If anything, I'd be hating the longbow since it really has no niche to fill in PvE. If you need to pull the longbow and the flatbow work equally well. If you need to attack, the flatbow outperforms the longbow in PvE. If you need to interrupt, you should probably forget both and go with a composite/recurve bow.

Edit:
Quote:
As for pulling with a pet, yes, it's very possible, and I didn't say it wasn't. Same goes for pulling with henchies. I was focused more on team play in high level areas (where it's most likely you won't have your pet along... I would hope) but yes, you're quite right. Please don't get me started... the only higher level play where a pet becomes a problem is in PvP, which your guide is not addressing. The enemy AI is not smart enough to take advantage of a pet's lacking AI and thus in PvE the pet is just as viable as any other build. In fact, with the new factions elite Enraged Lunge nearly any poorly built pet build can out-damage non-pet ranger builds, and a good one is absolutely fantastic. For those that don't know, Enraged Lunge currently outputs 80 armor ignoring damage every 5 seconds on top of whatever damage your/your pet's normal attacks would be doing. Again, the real problem with pets lies in their AI and in that PvP enemies can take advantage of that to punish you.

Sha Noran

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Please, stop talking to me like I just made my Ranger. The Flatbow's arc makes hitting moving targets a joke. I don't know where you play, but when the Skeletal Berserkers are sprinting from caster to caster in my backline, I'd like to actually hit one of them occasionally.

I'm not going to argue about this anymore. If you want to use a Flatbow and have shitty arc, go for it. Longbow is better in my opinion. Have fun missing.

EDIT: The comments made there regarding FW/RtW are in response to someone elses claim that bringing those make the Flatbow viable. You shouldn't need to waste skill slots on your bar to make up for your bow's inadequacies; if you are, then you should probably just get a different bow...

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

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Quote:
Originally Posted by Sha Noran
Distracting is ok, but Savage Shot>Distracting Shot for many reasons. The recharge on Distracting Shot is gross, especially since it doesn't work quite as implied. Higher level monsters have clones of their most basic skills (Orison of Healing, Plague Touch) and even when hit with Distracting Shot they will continue to use them.
Quote:
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. There is no implication - Distracting Shot works EXACTLY as it is described. I have been playing my ranger since the betas, and I have never seen an enemy use a skill less than 20 seconds after I have Distracting Shot it.

What happened, you might ask? Why did you see such-and-such monster use a skill after you had Distracting Shot them? Simple - you missed.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

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Quote:
Originally Posted by Sha Noran
Then I guess you have no business on a discussion forum. Good luck with your Ranger. :-)
Yes he does. You may not realize this, but your opinion isn't the only one that matters and is not the only one that is right. I think you need to learn to keep your ego in check. Anyone who obeys the forum rules has business discussing on whatever thread that they like. Even if they disagree with you.

Quote:
Originally Posted by Sha Noran
XvArchonvX: Yes, if you are running a team of Rangers (i.e. Barrage/Pet), then yes, I would recommend spirits. I would only say that if you are the only Ranger on your team then spirits just really aren't a good idea.
I wrote a long drawn out list of examples of when spirits can be useful beyond FW in Barrage/Pet builds. Yes, in most cases a spirit will not be equipped, but they are very helpful in more instances then perhaps you give credit for.

Quote:
Originally Posted by Sha Noran
There may be a time and place for each bow, but in my opinion the best all-around PvE bow to have as your main is a Longbow. Thank you for setting the record straight.

Quote:
Originally Posted by Sha Noran
Yes, the only way to legitimately run a Choking Gas build is much the way you have it set up there. Unfortunately you may be surprised to hear that your builds are not always the only legitamate way to use the desired skills.

If you want to increase your damage and have the ability to interupt even when casting your preparation (as will happen often with the short duration of Choking Gas, even with Practiced Stance) you could also bring your pet with Tiger's Fury and Disrupting Lunge. Spamming Disrupting Lunge allows you to spam an interupt even when performing other actions as well as disabling the interupted skill for an additional 20 seconds.

Flurry is a good option as well since as said it does allow you to concentrate your attributes.

Really the difference is a matter of preference. Do you want to try to deal more damage and bring your pet along, or specialize your attributes and allow for more defensive skills? Either way should work fine though.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by Reikai
Say your in HA, running blood Spike, and your the spirit spammer (do these exist anymore? I havn't been in HA for a while...) Your team is casting, and suddenly CoF! bam. So you know it. Next time, they spike... 3... 2... 1... *necros start casting, you shoot savage/distract* you'll probably get that CoF.

- Evilsod I think you are talking about PvE here... All this interuption stuff, everything I've posted refers to PvP, not PvE. In PvE, interuption doesn't matter much. Even in PvP if your running Blood Spike, interrupting the Cry of Fustration at around 1/6th - 1/8th second cast time is next to impossible whether you know its coming or not, its merely a matter of luck, knowing its coming just means you might get closer to it. Its worth a try obviously but theres barely any chance it'd pay off.

Sure interrupts matter in PvE. It may not seem to matter in the big picture, but interrupting key skills or massive AoE attacks can make a big difference. Same with spam interrupting a Warrior and catching Devasting Hammer, saves your monk 5-10 energy on healing and condition removal.

Sha is your love for the Longbow just an excuse for you to have nothing but Storm Bows or something? Having a single type of bow is just as stupid as having a weapon thats not customised or having 4 lots of Sundering weaponary.

floplag

floplag

Lion's Arch Merchant

Join Date: Feb 2006

SoCal

Gamerz United

Me/N

a couple comments ...

i have all types of bows for various purposes... and the flatbow is to me the best bow for simple pulling, but not for damage.

i dont have to hit the target to pull them, i only need get thier attention... the flatbow has the longest range and highest arch, both of which will get thier attentions from further distance and give you more time to get away.

i dont use it for anything esle mind you, and once weve aggrod the appropriate mobs, i switch to another bow.. but to claim the longbow better as a pure pull bow, is simply not accurate in my opinion

Sha Noran

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Evilsod: Everything you say to me is just trolling for a fight. I'm not going to answer.

Lasher Dragon: You're just wrong. Sorry. I've been in groups with another Ranger in my guild and we both hit Orison of Healing with Distracting Shot, and he used it again, immediately.

XvArchovX: Are you even reading what he's saying? Stop acting like I'm just an asshole. Read his posts and tell me he's not just trying to get me to argue with him about something futile.

B/P was an example, not the only instance. I told you there were instances where spirits are useful, but its not an all-time thing. You just have to know why you're taking it before hand... it's not something to just throw on your skillbar.

Quote:
Originally Posted by XvArchovX
Unfortunately you may be surprised to hear that your builds are not always the only legitamate way to use the desired skills. Dude come on, give me a break. I said that HIS BUILD was right and that HE had it set up correctly, and I was referring the the combination of Practiced Stance and Choking Gas, which IS the only way to reasonably run a Choking Gas build.

Subjection

Pre-Searing Cadet

Join Date: May 2006

Wow! Amazing Guide Lo Sha! This and your basic ranger guide are really helping, keep it up!

@The Trolls in This Thread: If you have something to add, or an opinion to offer, don't come out guns blazing like you have something to prove. Im sure Lo Sha has spent a long time playing her character and writing this guide, so that poor nubs like me can learn how to better play our characters. It makes no sense to get all riled up because she prefers the Longbow over the Flatbow. It sounds to me like you either have a grudge against Lo Sha, or are jealous of her, and are trying to demean her in order to try and raise yourselves up. Just my opinion.

EDIT: I think I have a solution to the Distracting shot argument, the description of distracting shot is such: "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."
Note that the description says that if the action was a SKILL. Last time I checked, orison of healing was a SPELL.

Sha Noran

Sha Noran

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Spells are skills too. Everything you can put on your bar is a skill, however that's a very clever idea.

Thanks for the support. I'm really glad the guide helps. :-D

I'm a he, by the way, for the recond, not a she. :-P

Subjection

Pre-Searing Cadet

Join Date: May 2006

Ah well, just more nub points for me I don't mind much, and you are very welcome.
BTW very sorry about the he/she thing, I do that sometimes

Sha Noran

Sha Noran

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Haha, doesn't bother me, just pointing it out.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

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Quote:
Originally Posted by Sha Noran
XvArchovX: Are you even reading what he's saying? Stop acting like I'm just an asshole. Read his posts and tell me he's not just trying to get me to argue with him about something futile.
Whoah relax, I am reading what you are saying, and thus have quoted the statements that I respond to above my reply. I'm not trying to make you look like anything. I do ask that you do not make such assumptuous accusations towards me, I'm not trying to start a flame war. I appreciate the advice and time you have taken to help people out and I support that. I do however have opinions that I am free to share so long as I do such in a mature fashion, which is my intention.

However, if someone is flaming or acting arrogant, I will call them on it. As much as I appreciate your effort, I do not believe statements like the the following are mature.

Quote:
Originally Posted by Sha Noran
If you can't catch RoF, don't talk shit to me like you know better. There have been others flaming you, which is unfortunately common for many public works unfortunately, but responding in this manner only makes matters worse.

As for you Evilsod, if you disagree with Sha, fine, but please find a better way to express it than statements like this:

Quote: Originally Posted by Evilsod Sha is your love for the Longbow just an excuse for you to have nothing but Storm Bows or something? Having a single type of bow is just as stupid as having a weapon thats not customised or having 4 lots of Sundering weaponary. There is no one person who is a ranger god, and what weapon or build that works for one person is not always what works for another.

I simply ask that the people on this forum take a little tolerance for other's difference in opinion. After all, it is the collective knowledge of the GW community that benefits those who seek to gain knowledge the best.


To return to the debate on Longbows and Flatbows, I think it should suffice to say, that the choice is that of preference. There are plenty of points in for and against each bow. What truly works best is what works best for that individual.

Quote: Not only is it a clever idea, it's the right idea. For instance:

Orison of Healing: Spell. Heal target ally for XX points.

vs

Troll Unguent: Skill For 10 seconds, you gain health regeneration +X.

I undrestand what you were saying though, but all the different skills have modifiers if they are skills, spells, or signets.

That's why somone who has Orison of Healing interupted can cast again as soon as it recharges. Try interrupting someone using Troll with Distracting Shot and see how fast they try to use it again. I can pretty much guarantee it will be at least 30 seconds.

Sha Noran

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Interesting theory, however in a PvP environment where actually people looking at their skillbars can tell you whats happening to them, any skill (Spells, Signets, Skills) can all be distracted.

EDIT: Just confirmed by myself and my Alliance buddy. Any skill can be distracted; the two skills tested were Plague Touch (Skill) and Life Siphon (Spell).

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

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Quote:
Originally Posted by Sha Noran
Lasher Dragon: You're just wrong. Sorry. I've been in groups with another Ranger in my guild and we both hit Orison of Healing with Distracting Shot, and he used it again, immediately.
Originally Posted by Sha Noran
B/P was an example, not the only instance. I told you there were instances where spirits are useful, but its not an all-time thing. You just have to know why you're taking it before hand... it's not something to just throw on your skillbar. This is a correct statement. The only reason I disagreed with you in the first place was that I saw it as being misleading to others to "never" use spirits. My further statements were to give examples of appropriate uses to show that they do hold strong merit, but only when used in the proper situation.



Quote:
Originally Posted by Sha Noran
Dude come on, give me a break. I said that HIS BUILD was right and that HE had it set up correctly, and I was referring the the combination of Practiced Stance and Choking Gas, which IS the only way to reasonably run a Choking Gas build. I went back and read the statement you had posted before and I do admit that I had interpereted it in error. I still believe that there are other reasonable ways to run choking gas without practiced stance, though practiced stance with choking gas would be the most the best use of it for the vast majority of it's uses.




Finally if I may, I want to say that I'm not trying to troll or pick on you Sha. People that take their time to post their knowledge on this forum really make a difference to others. I know that I learned a lot about GW when I first started out from reading posts on these forums. The hopes of my debate with you is to bring to light knowledge that I have gained as well and hopefully stimulate others to do the same. This I believe, when done in a fair mature fashion is what helps others the most.

Sha Noran

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I don't think that you're trying to Troll me Archon (your name makes me think of Artichokes, lol), and I've actually moderately enjoyed the discussions with you thus far. You bring up legitimately valid points, and I edited my other guide to reflect your concerns regarding "never" using spirits.

As I said (on one of these two posts :-P), communication is the key to strong gameplay. Please continue to post constructive critism as you see fit. I'll be happy to fix something if I'm wrong, and I'll be happy to argue my point forever if I continue to feel that I'm right.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

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Quote:
Originally Posted by Sha Noran
(your name makes me think of Artichokes, lol)
Back when I used to play Xbox Live more often, I used the same name as my gamer tag and I had some people call me Acorn from time to time, lol.

Quote:
Originally Posted by Sha Noran
I've actually moderately enjoyed the discussions with you thus far. You bring up legitimately valid points, and I edited my other guide to reflect your concerns regarding "never" using spirits.

As I said (on one of these two posts :-P), communication is the key to strong gameplay. Please continue to post constructive critism as you see fit. I'll be happy to fix something if I'm wrong, and I'll be happy to argue my point forever if I continue to feel that I'm right. I have to admit that I have thought about a lot of builds and situations a lot more in depth than I had previously and have come from it with a greater understanding then when I began. *bows in respect*

Sha Noran

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Glad to hear it's helped. Continue to bring up any issues you have with the guide, if you'd like. :-P

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

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Quote:
EDIT: I think I have a solution to the Distracting shot argument, the description of distracting shot is such: "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."
Note that the description says that if the action was a SKILL. Last time I checked, orison of healing was a SPELL.

Quote: Spells are skills too. Everything you can put on your bar is a skill, however that's a very clever idea.
Like I said - you missed.

Quote:
Originally Posted by floplag
i dont have to hit the target to pull them, i only need get thier attention... the flatbow has the longest range and highest arch, both of which will get thier attentions from further distance and give you more time to get away. False. It has the exact same range as the longbow.