R/W Interrupter

McMullen

McMullen

Krytan Explorer

Join Date: Oct 2005

R/W

So far i've tried this at random teams arena and haven't had a chance to try it at tombs as part of team build.

Attributes:
11 Expertise
10 Wilderness Survival
10 Marksmanship
You should have one whole attribute point left(!).

Skills:
Choking gas, Frenzy, Oath shot (elite), Lightning Reflexes, Distracting shot, Savage shot, Troll unguent and Rez sig.

Start with choking gas + frenzy and use oath shot to re-charge choking gas instantly, if you get attacked use lightning reflexes to evade attacks and to stop frenzy causing you double damage.
There should be a few times where you are stuck without choking gas for about 5-10 seconds so use distracting shot and savage shot to make up for that little period of time.

I'm guessing that with enough R/W's using this skill setup in a team, they could completely shutdown any casters in the targets area.

If anyone does try it could they please post the result?

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

it might be more efficient to use incendiary arrows instead of oath shot.

the only other skill in your skill bar that benefits from oath shot would be lightning reflexes, and its just not worth it imo.

you might want to switch your attributes around a bit, like increase your marksmanship at the expense of expertise, its not a very energy intensive build (especially with IA)

or, you can you can try switching out troll unguent for quickening zephyr and then keeping oath shot. then you can switch the attributes the opposite way - dump marksmanship for at least 14 expertise (i think thats the breakpoint, i kinda forget). this might be more of an 8-8 build, and you would have to make sure everyone else on your team can handle qz.

jonnybegood

jonnybegood

Wilds Pathfinder

Join Date: Jul 2005

huh?

The Final Exodus[FX]

well i think he has oath shot because with it he can keep the gas up, and that way he has more interupts.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

incendiary arrows and choking gas do the same exact thing, only IA is for all skills while CG is just spells. so instead of having 2 choking gasses you have 1 IA and 1 choking gas... same idea

M3lk0r

M3lk0r

Lion's Arch Merchant

Join Date: Jul 2005

R/Mo

Ah this is exactly what I was looking for (in here), thanks

McMullen

McMullen

Krytan Explorer

Join Date: Oct 2005

R/W

Quote:
Originally Posted by smurfhunter
incendiary arrows and choking gas do the same exact thing, only IA is for all skills while CG is just spells. so instead of having 2 choking gasses you have 1 IA and 1 choking gas... same idea Choking gas interrupts all foes using spells nearby your target though (it's extremely satisfying when it happens), plus you can just use savage shot or distracting shot for skills.

Edit:
just got this from GW site..

Incendiary Arrows (Elite):
Elite Preparation. For 10 seconds, targets struck by your arrows are interrupted and set on fire for (Min: 1 - Max: 3) seconds.

Choking Gas:
Preparation. For (Min: 1 - Max: 12) seconds, your arrows deal (Min: 1 - Max: 8) more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast Spells.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

choking gas is spread, meaning (i think) that if you hit someone with choking gas he is interupted, but each arrow you shoot with the choking gas prep does not do aoe interupting. i dont think anyway....

Shwitz

Shwitz

Krytan Explorer

Join Date: Jun 2005

East Coast, USA

Not a Guild [NaG]

R/

Anyone in a small radius around your target who is casting a spell will be interrupted when the arrow makes contact. If you are targetting an elementalist with two of his elementalist buddies on either side of him, and all 3 were casting, say, Firestorm, a Choking Gas-prepped arrow would interrupt all 3, providing it makes contact while all 3 are casting. Incendiary Arrows has the advantage that it'll set your target on fire and interrupt skills *and* spells, but the Gas is a bit of an AoE interrupt for spells.

funkho

Ascalonian Squire

Join Date: Sep 2005

E/Mo

As a side note. There is no W in this R/W build.. Does that say something about R/W's? heh.

McMullen

McMullen

Krytan Explorer

Join Date: Oct 2005

R/W

Frenzy, it's a warrior skill..

It's like saying there's no ranger in a tiger fury W/R..

Protege

Pre-Searing Cadet

Join Date: Oct 2005

why take frenzy and get more damage delt to you when you can take flurry. Interupter damage isn't that big so drop the skill that is making life hard on your healer

TheCrusader

Frost Gate Guardian

Join Date: Mar 2005

Kent,Washington

Dei Victorae [dV]

R/

Punishing Shot
Savage Shot
Choking Gas
Distracting Shot
Read The Wind
Favorable Winds
Troll Ungent
Ressurection Signet

This is what I bring to ToPK for my interuppter. And it usually works :P

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Protege
why take frenzy and get more damage delt to you when you can take flurry. Interupter damage isn't that big so drop the skill that is making life hard on your healer You have to consider energy too. And frenzy is much cheaper in the long run...

McMullen

McMullen

Krytan Explorer

Join Date: Oct 2005

R/W

Exactly, flurry lasts 5 seconds when frenzy lasts 8 seconds, and they both recharge after 5 seconds and cost 5 energy.

If you happen to get attacked switch to lightning reflexes, then the other team just wasted a spike on a ranger.