Quote:
Originally Posted by twicky_kid
when you can make them recharge even faster than savage's base recharge.
|
Take a good look at QZ, it only has, even at 10 wilderness survival, a 35 second duration, 60 second recharge. So, you can keep it up indefinatly, if you can always spare the 13-14 energy it will take. I know this was said during the NR spam days, "just kill the spirit". I am afraid that I think that actualy applies here, believe it or not. Also, even with 16 expertise, I can not see a ranger maintaining his or her energy for long, I do believe that QZ costs are added after expertise reduction (correct me if I am wrong)
I will say it straight out: There is no easy way to stop serpent's quickness. If you can get the ranger below 50% health it is shut down, but that can be hard if you are running casters as your damage (and don't say wild blow. yes it works, no, it is not something every build will carry a large number off, nor is it something with a general usefulness)
Again however, we come back to just how effective these are, and the number of counters to them. Mesmers can get interrupts down to...what? a 5 second recharge? with QZ and serpents, or mantra of recovery, and there are only 1-2 ways of stopping them, yet no one complains about them. The reason, of course, is because they can not deal damage with them whether you are using a skill or not,
they have a condition.
So we come to the center of the problem: These interrupts are dealing to much damage and are to unconditional for their costs. If all they did was interrupt, tell me how many people would be using them?
People who mention counters seem to get flamed on these boards, but the counters here work against ANY ranger or warrior, unlike, say, Ignorance, which counters specific skills and is ment only to prevent signet use from getting out of hand. Look through the skills and you will find more examples of skills like this.
If your build does not have a way to survive warriors, you will die in the current metagame. Many skills usefull against warriors double as good against rangers. Skills which will be usefull 30%(assuming even distribution of all classes) of the time tend not to be taken, but then again, you can not really construct a build without at least some way to handle warriors, why not rangers?
There is but one interrupt for rangers that ignores all dodging, blocking and blinding, and that is choking gas. Not viable in the interrupt builds you have stated, this leaves interrupts that must hit to work. Just as you can avoid warriors to negate them, the same applies here. (yes, kindle still hits. If kindle alone is strong enough to kill you, I suggest you work up a new build)
In the interist of stating one more counter, the single most effective skill in the game against spamming is Diversion. 100% guarnteed to be usefull, it is the shutdown skill I expect to see on the bar of any good mesmer running domination, it casts fast, and it does a number on any skill spammer in the game. Yes, you have 4 skills to spam here. How much effectivness do you lose when, say, punishing shot is suddenly unable to be used. What about when you lose two?
Conclusions: Plenty of ways to stop builds centered around interrupt spam, perhaps add, as I said, a slight increase to savage shot's recharge time, maybe lower its damage bonus, but any drastic changes you propose do nothing but reduce the skill line to redundant, and that is no option at all, just as you can not remove serpent's quickness or QZ without causing imbalance.
-Banebow
P.S. I apologize for any spelling mistakes in the above post, I lack a spell-checking program on my computer, and that is a lot of text to go through manualy.