Originally Posted by woesla
ps. I have read like 60% of the forums about rangers *i think*
But for pure damage most people say go with elem and conjure....
Others say /monk for JI.... i find it very confusing.....can someone pls tell me both the good things about them and the downsides???
I'm assuming they're ranger spikers. They use this because they're scraping the bottom of the barrel for a few more points of damage. Spiking isn't a sustained business...they burn their energy on extremely inefficient JI/Conjure which isn't affected by expertise and for that they get a kill. Personally, I think its unnecessary, a pure ranger decked out correctly with spirits and attributes pumped can achieve exactly the same. Heres the up/downsides.
Conjure Flame can be used if you do Kindle Arrows, this is because the bow's attack is turned to fire, and you can use conjure while holding a zealous bow. The problem here is that you have to spread your attributes between five attributes (expertise, marks, wilderness, beastmastery, fire)...thats...tons. Considering you absolutely CANNOT go lower than 10 in expertise, this limits the overall effectiveness of your shots. You get, lower kindles, worse spirits, lower bow damage, lesser TFs...for like...a 7 point conjure which costs you 10 energy regardless. I don't like.
Judge's Insight doesn't last as long as conjure, and according to some it doesn't do as much damage as either. You use Read the Winds to boost your normal attack damage, and since you're using that...you can pump your normal bow attack high as well. This is much better for distribution, especially since you don't need to have high smiting to get a lot out of Judge's Insight. Word is...in all practical ways RTW doesn't stack with favourable winds so thats a downside. Also you have to consider that Judge's Insight doesn't last as long as a Conjure would and it takes 2 seconds to cast on top of your normal 2 seconds with your prep. Thats a lot of time you're not shooting at anyone.
26 Oct 2005 at 13:42 - 29
k thnx for clearing that out....
seems like having a pure ranger is best for damage dealing
Thnx all for the info
26 Oct 2005 at 15:22 - 30
Quote:
Originally Posted by Everous
Stop spreading misinformation. Expertise affects more than attack skills, preps, spirits, signets under primal echoes. This certainly is NOT limited to warriors and rangers. The touch skills are just that...skills, not spells.
Thus...using expertise, you get cheaper touches...since they're skills - and yes this has been tested courtesy of clan SPEC - they have extremely little or no aftercast. They are powerful at even low attribute points making it ideal for a secondary profession. They are reasonably strong, and the fast casting speed and no aftercast means they're faster than an axe under a speed boost.
Doesn't make sense?...kk then.
Curses have many many skills that work well with low attributes, weaken armor lasts a good amount of time at 0 curses. Yet you have managed to magically pick out a curse which does not..in barbs. You have there, a barbs build, though since you didn't care to post a full build I can't comment on the details such as stat distribution/skill synergy etc. Though I can mention that basing an entire build on 1-2 essential hexes, especially one with as long a recharge as barbs is a bad idea. Mark of Pain for PvP is bad. The fact that by limiting his marksmanship and then boosting his beastmastery high because you wish to get a pet...you won't have a half decent prep to use.
Spells ARE skills, everything is, and expertise only works on attacks skills, traps, and preps. If expertise affected "skills" it would affect everything. If it's working on vamp touch, it's either bugged or the attribute description is wrong. I'll test it tonight, but I'm fairly certain of what I'll find.
Preps are usually for boosting dmg, the pet will make up for that. As for essential hexes, there are tons of builds that do that, and note that I only recommended this for 4v4 pvp where hex removal is too scarce to get by cover hexing usually. Also, yeah, mark of pain is bad. I mentioned it because its useful in tombs for ranger spike teams taking out warrior heavy teams like IWAY or assaulting the altar, but in tombs you should put it on a nec anyways.
26 Oct 2005 at 15:47 - 31
Quote:
Originally Posted by Everous
Conjure Flame can be used if you do Kindle Arrows, this is because the bow's attack is turned to fire, and you can use conjure while holding a zealous bow. The problem here is that you have to spread your attributes between five attributes (expertise, marks, wilderness, beastmastery, fire)...thats...tons. Considering you absolutely CANNOT go lower than 10 in expertise, this limits the overall effectiveness of your shots. You get, lower kindles, worse spirits, lower bow damage, lesser TFs...for like...a 7 point conjure which costs you 10 energy regardless. I don't like.
Factor in that it is an enchantment and you will stay away from this. Cuz if its removed, you run around with wasted attribute points in an elemental line for 60 sec. Same applies to JI, be it that attr points do not affect the dmg dealt, but the length of the enchant. Also, rechare of JI is much better (10 sec). So if you insist on running either of these, I would prefer JI over conjure. That is without factoring other ele or monk skills in...
26 Oct 2005 at 16:37 - 32
Quote:
Originally Posted by Morganas
Spells ARE skills, everything is, and expertise only works on attacks skills, traps, and preps. If expertise affected "skills" it would affect everything. If it's working on vamp touch, it's either bugged or the attribute description is wrong.
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