I happened to cap Punishing Shot for my ranger today, and after I got it I realized it's basically Savage Shot with longer recharge & lower damage, but does damage not just against spells but also skills.
I know there's plenty of weak elites, but frankly Punishing Shot seems worse than non-elite Savage Shot. What am I missing here?
Why is Punishing Shot an elite?
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Quote:
Originally Posted by Canadian Bacon
The fact that it affects all skills, not just spells, is significant. It means you can interupt Rez Sig, Healing Sig, Troll unguent, etc.
Savage shot also interrupts skills, Rez Sig, Healing Signet, Troll Unguent, etc.
It just does more damage if it interrupts a spell.
It just does more damage if it interrupts a spell.
W
Since the extra damage is only about +22 every 8 seconds (assuming it's used as soon as it recharges), it really isn't incredibly great as a damage skill, though it is nice. In my opinion, the best thing Punishing Shot is that you can fit 3 interupt skills in your bar at a time or have more variety than just Distracting Shot with Savage Shot.
What makes it worthy of an elite skill is that it essentially combines two skills into one. It allows you to increase your damage and interupt at the same time. Think of it like making Power Shot and Savage Shot combine at the expense of a little extra recharge time.
What makes it worthy of an elite skill is that it essentially combines two skills into one. It allows you to increase your damage and interupt at the same time. Think of it like making Power Shot and Savage Shot combine at the expense of a little extra recharge time.
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Haha, it sucks, you say? Gawd, I agree with monkey grip. I used to think Poison Arrow was the best. Until I seriously started using Punishing Shot, the more I used it, the more I discover its potentials and threats. Maybe I'm bad at describing but I feel Punishing Shot is fantastic... beyond words.
1) As mentioned above, it's great for spiking because of its release time. Dishing 3 arrows under 1.5s is no joke with those preps and FW. Get a couple of rangers, and before he or she can press for heal, the opponent's health bar is zero.
2) You might think PS is just another average spam attack skill in your skillbar, but if you put yourself in the opponent's shoes, you'll find yourself really stressed. It's a mind game. You'd hesitate when to release your strongest move, and that decreases your effectivity alot because GW is a game on good strat and quick thinking and response.
3) Honestly you'd be irritated enough if a normal attack was interrupted, not to mention a crucial skill like a stance or prep. I've been interrupted by warrior thumpers before and I hate that feeling. I know how it feels to be interrupted by PE when sometimes you don't even see your opponent. You're about to defeat the opposing melee opponent, when suddenly an attack of yours is interrupted, and you lose instead.
You might say Savage Shot can do the job as well, you don't need PS as an elite. The thing about PS is that it's an EXTRA interrupt on top of Savage Shot, that does even more damage on general. PS can be spammed with Dual Shot, where as SS must be carefully used with hesistation and quick response as a requirement. And if you think about it, if an opposing team's ranger has 2 powerful interrupts on him, you'd be nailing or watching him the entire battle. And to put it into practical usage, if you have 2 interrupts you don't even have to worry what you're interrupting, just spam! Suppose Warrior A is meleeing Warrior B, and Warrior C is helping Warrior A. Ranger A helps Warrior B. In an intensive battle of double-team, let's say Under 10s, each warrior makes 7 moves. Warrior A and C dt Warrior B, for a total of 12 moves under 10s. Ranger A and Warrior B dt Warrior A 14 moves under 10s. Your rate of attack is already interrupted even if it isn't a crucial skill being interrupted. Unless there's a very significant in skill between the two duos, it's unlikely Warrior A and Warrior C will win the duel. I'm talking about non-thumpers here, to make calculations easier.
Wooh! Long story. Shows my passion of PS, after discovering it. I'm addicted to it in short. It's the reason why I refuse to move away from spike build. =p
For those who read through that whole chunk, thanks for the patience.
1) As mentioned above, it's great for spiking because of its release time. Dishing 3 arrows under 1.5s is no joke with those preps and FW. Get a couple of rangers, and before he or she can press for heal, the opponent's health bar is zero.
2) You might think PS is just another average spam attack skill in your skillbar, but if you put yourself in the opponent's shoes, you'll find yourself really stressed. It's a mind game. You'd hesitate when to release your strongest move, and that decreases your effectivity alot because GW is a game on good strat and quick thinking and response.
3) Honestly you'd be irritated enough if a normal attack was interrupted, not to mention a crucial skill like a stance or prep. I've been interrupted by warrior thumpers before and I hate that feeling. I know how it feels to be interrupted by PE when sometimes you don't even see your opponent. You're about to defeat the opposing melee opponent, when suddenly an attack of yours is interrupted, and you lose instead.
You might say Savage Shot can do the job as well, you don't need PS as an elite. The thing about PS is that it's an EXTRA interrupt on top of Savage Shot, that does even more damage on general. PS can be spammed with Dual Shot, where as SS must be carefully used with hesistation and quick response as a requirement. And if you think about it, if an opposing team's ranger has 2 powerful interrupts on him, you'd be nailing or watching him the entire battle. And to put it into practical usage, if you have 2 interrupts you don't even have to worry what you're interrupting, just spam! Suppose Warrior A is meleeing Warrior B, and Warrior C is helping Warrior A. Ranger A helps Warrior B. In an intensive battle of double-team, let's say Under 10s, each warrior makes 7 moves. Warrior A and C dt Warrior B, for a total of 12 moves under 10s. Ranger A and Warrior B dt Warrior A 14 moves under 10s. Your rate of attack is already interrupted even if it isn't a crucial skill being interrupted. Unless there's a very significant in skill between the two duos, it's unlikely Warrior A and Warrior C will win the duel. I'm talking about non-thumpers here, to make calculations easier.
Wooh! Long story. Shows my passion of PS, after discovering it. I'm addicted to it in short. It's the reason why I refuse to move away from spike build. =p
For those who read through that whole chunk, thanks for the patience.

m
for interupting and spiking, you almost have to have punishing shot.
what i have been using is punishing shot, maruaders, distracting, savage, and precision, stance (distrotion), trolls, and whatever
the key is to make you oppnent react to your forst probing shot, if they don't do anything, pop em with marauders, they see they are taking some semi-serious dmg, then you have 3 interupts waiting, one with good dmg (punishing), one for skill shutdown/interupting, and then savage with damage and interupting.
might want to take savage or distracting out, because usually after you firs off maraunder and punishing, and one other, punishing is rdy to go again.
i don't know, i am probably talking out the rectum here, but its been my strat with it for awhile, of and if you are henching, take Aurora the longbow henchmen, she alwasy throws dow favorable winds, or what ever that spirit is for plus dmg on arrows.
EDIT: its also a hard cap for a factions noewcomers!
what i have been using is punishing shot, maruaders, distracting, savage, and precision, stance (distrotion), trolls, and whatever
the key is to make you oppnent react to your forst probing shot, if they don't do anything, pop em with marauders, they see they are taking some semi-serious dmg, then you have 3 interupts waiting, one with good dmg (punishing), one for skill shutdown/interupting, and then savage with damage and interupting.
might want to take savage or distracting out, because usually after you firs off maraunder and punishing, and one other, punishing is rdy to go again.
i don't know, i am probably talking out the rectum here, but its been my strat with it for awhile, of and if you are henching, take Aurora the longbow henchmen, she alwasy throws dow favorable winds, or what ever that spirit is for plus dmg on arrows.
EDIT: its also a hard cap for a factions noewcomers!
Quote:
Originally Posted by Maria The Princess
Broadhead arrow FTW
Against what? Sure... against the new bosses in Factions Broadhead Arrows is DEFINATLY ftw. Its the only sure fire way to interrupt Starbusrt, Silver Armour, RoF, Shield Guardian, Shockwave (etc). Against things that don't have double cast speed, Punishing Shot ftw, plus can be timed in attempts to interrupt warriors.
Quote:
Originally Posted by SnipiousMax
I agree. BHA is great to take when you know you are going to be fighting a nasty boss (ie... Boras Seabed), but I'm not to keen on its use all the time.
As in the final boss you have to kill? You can kill that with any interrupt... If you mean Argo, Punishing still works better imo, nothing he does is cast faster than 1s.
The main question then though is, Is the ability to utterly pwn a caster boss worth using your elite slot? If your with henchman or a specific guild/alliance team. Possibly. But generally, Barrage or Punishing shot would be alot more productive for the rest of the trip. If its a short trip, BHA obviously wins in terms of usefulness.
The main question then though is, Is the ability to utterly pwn a caster boss worth using your elite slot? If your with henchman or a specific guild/alliance team. Possibly. But generally, Barrage or Punishing shot would be alot more productive for the rest of the trip. If its a short trip, BHA obviously wins in terms of usefulness.
OK, I can sortof see what you guys mean.
Marauders & Melandrus Shot do almost twice as much damage, and Savage recharges in almost half the time - but Punishing does decent damage and interrupts all in one.
I still feel it's weak for an elite, but I'll take it out for a spin and maybe that'll change my mind.
Marauders & Melandrus Shot do almost twice as much damage, and Savage recharges in almost half the time - but Punishing does decent damage and interrupts all in one.
I still feel it's weak for an elite, but I'll take it out for a spin and maybe that'll change my mind.
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