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Originally Posted by Shinsei
The fact that you can base an entire extremely high dps build on only offensive rangers spamming interrupt skills rings a slightly unbalanced bell in my head. The interrupts are fine and should stay. What I dislike though, is how people are using interrupts for damage, and I see a very simple fix. Punishing Shot, Savage Shot and Distracting shot should ignore preperation effects (not cancel the preperation!)
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Well that is a bow ranger in a nutshell really, the stacking of all buffs to create the omgwtf hit me effect. Warriors can do it too, but really requires another character to augment them to be effective. The argument can even extend into the energy drain realm with debilitating shot as its more of a constant drain with the energy spent in favor of the ranger due to expertise, while dealing reasonable damage every attack. While the mesmer equivilants are not available as often and not all of them deal damage, in addition to the other effects being dependant on the current energy pool effected.
All in all, the direct comparison is dilluted as expertise effects everything and every attack causes damage, while mesmer equivilants can do one of many things if the skill in question is a spell.
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Originally Posted by IxChel
I somewhat agree with the OP; a slight adjustment to increase the
recharge times (as the OP suggests) or increase the mana requirement
might be in order. However, I don't think this is anywhere near as
cut-and-dry as Ether Renewal.
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Well things revolving around ether renewal need to change as much as elements within it could stand to change as well. Although even some adjustments to it could easily shelve the skill as a copy of a non-eliete skill.
This particular instance with rangers is not really cut and dry either, because several different elements provide tilt towards rangers when comparing to any other interupt method. It might be a less hazy comparison if, for instance, savage shot was long bow only, while distracting shot was short bow only, and so on breaking up the combinations like warriors are forced to. Then again, none of the skills are adrenalin dependant either, so even then the comparison still falls closer to mesmer skills, which are available far less often and not always causing damage.
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Originally Posted by IxChel
Indeed. The other thing is that Mesmer interrupts are in the 10-15 energy
range (rather than 5en). Even with the Mesmer's mana larger mana pool,
it's still 50% of the relative price, and 2-3x shorter recharge. Further,
there isn't a non-elite mesmer equivalent to Tiger's Fury, etc.
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You also have to note the inherent synergy provided within the class. Fast casting doesnt do much for the mesmer style interupts, while expertise makes the ranger skills easier to sustain over time, making the refresh times a non-issue for reigning in the skills. Then there is also things like oath shot that can recycle them even faster, which can be un-neccacary, but i did happen to run into a r/me that mixed in some inspiriation counters that seemed to work better than if a mesmer were running those skills due to oath shot.
Although i do wonder about the timing of things like energy gain and drain for rangers as well, considering the way expertise cuts down cost for some skills into the 2e range. Say for instance, a zealous string on a bow causes the energy gain before or after the effect spirit shackles might have on the attack. Just in casual observation of using shackles on some rangers, there were quite a few that didnt seem to care and kept on using skills as normal while the hex was up and getting drained in other ways.
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Originally Posted by IxChel
Well, in the last update, it became possible to interrupt those 1s healing
spells: the attack times for Distracting and Punishing shots went
down to .5s, and with favorable winds and a .5s flight-time arrow, you're down to 3/4 of a second from click-to-interrupt. I think Word of Healing
and Healing Touch (.75s) are still more about guess-work and timing;
however, Orson, Breeze, Dwayana's, and Vigorous are now game.
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It must be my imagination, but it almost seems like rangers are able to interupt their current attack animation sequence with their attacks almost seemingly bpyassing any pause between shots, which almost create instances with multiple arrows in flight to the same target at the same time. I say it must be my imagination, because something else like TF has to be going on in order to allow the bow attack time to refresh fast enough to let that situation persist on every attack. Although, i am not sure, since i havent really played around with every bow combination with the different assiting bow prep skills and spirits.
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Originally Posted by Keure
I definitely think something needs to be looked at here with using ranger interrupts to grant massive spike DPS.
I blame this on Savage Shot becoming godly.
*edit* Maybe one can make ranger interrupts deal less damage if they fail to interrupt something.
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More like act like a miss, if they were to follow the mesmer pattern.
*Side note
I do wonder why skills and spells are interupted if the skill is not actually being used. For instance, an interupt hits a character intending to use a skill, but is required to move before the action takes place, yet the interupt stops the skill even though it hasnt been activated yet.