Chris_nin00's Choking Gas Shutdown Build
chris_nin00
Hello Ranger Goers!
Without further ado, I present The Choking Gas Shutdown Build
Profession: Ranger/Anything
Name: Chris_nin00's Choking Gas Shutdown Build
Type: General PvP
Category: Shutdown/Interrupt
Attributes:
Beast Mastery: 8 + 1
Expertise: 10 + 3 + 1
Wilderness Survival: 10 + 3
Marksmanship: 8 + 1
Skills Set:
Called Shot
Tiger's Fury
Choking Gas
Practiced Stance {Elite}
Nature's Renewal/Enchantment Removal Skill
Favorable Winds
Troll Unguent
Ressurection Signet
Summary: Choking Gas, chokes people. Darth Vader chokes people. You can be Darth Vader instantly with this build . No, no, no, you've got it all wrong! Choking Gas is a preperation that interrupts spells the foe and adjacent foes are still casting on each hit with your arrows. It's basicly interuption without interrupting skills/shots i.e distracting shot, savage shot. Choking gas when combined with some sort of attack increase will theoretically, shut down the opponent from spells. Splendid, yes, but as good as it sounds, it has a catch. Yes you saw it coming. The recharge time is 24 seconds and choking gas only lasts 11 seconds on this build. "Boo! This build stinks!" Fret not, my fellow ranger goers, for I have a solution to this problem. Practiced stance. It's a stance that lets preperations last longer and the recharge times are reduced. And with that we have another stance to attack faster; Tiger's Fury. I know what you are saying again. "Hey bub! That's two stances! What are you smoking?" Hold your horses Johnny. Let me do a thorough step by step guide on how to run this build first before I explain.
Battle preperations: In team arena, make sure that nature's renewal doesn't hurt any hex or enchantment users in your group. In Competition just let it rip.
In the Arena: Once in the Arena, pick a spot that you will be most likely at during that battle. I suggest high grounds. Then plop down your spirits, Favorable Winds, and Nature's Renewal if you have it. Here comes the micromanagement part. When the enemy comes near, use choking gas and practiced stance at the same time, click both choking gas and practiced stance. Choose a target, any spellcaster will do. When attack is called use tigers fury and watch the arrows fly. Use called shot when the opponent is using a block. Rends opponents using stances useless to your interruption. Read carefully; after the tigers fury, choking gas and practiced stance are all recharged repeat from the start. Don't relax with this build. Constant Diligence! Remember to heal when needed. Troll Unguent is king. Res when someone is dead.
Notes & Concerns: This is one of the most complicated and intricate build I have ever known. This is where you should use the gaming reflexes you were born with. Getting a steady stream of interruption requires constant diligence.
Pros
- Constant Stream of interruption. As in, 'it never stops'.
- Spreads to adjacent foes. Different from Incendiary arrows.
Cons
- Careful timing is required.
- Not a damage dealer, refer to my other builds for that.
Remember this build is a basis! Use the build and build upon it. Fix it to apply your playstyle. Do what suits you best. Good luck This build requires it.
Credit:
Guild Wars Guru Ranger Goers! Re-PrE-SeNt!
Guild Wars and A-net
People who read and comment on my builds
People who have been screwed up in the testing of this build
Monks for test subjects
ME!
Chris_nin00
EDITS
December 15, 2005 - Edited mistakes. Added pros.
December 16, 2005 - Edited to make it more easier to understand. Added cons.
December 18, 2005 - Added Seal of Quality.
Without further ado, I present The Choking Gas Shutdown Build
Profession: Ranger/Anything
Name: Chris_nin00's Choking Gas Shutdown Build
Type: General PvP
Category: Shutdown/Interrupt
Attributes:
Beast Mastery: 8 + 1
Expertise: 10 + 3 + 1
Wilderness Survival: 10 + 3
Marksmanship: 8 + 1
Skills Set:
Called Shot
Tiger's Fury
Choking Gas
Practiced Stance {Elite}
Nature's Renewal/Enchantment Removal Skill
Favorable Winds
Troll Unguent
Ressurection Signet
Summary: Choking Gas, chokes people. Darth Vader chokes people. You can be Darth Vader instantly with this build . No, no, no, you've got it all wrong! Choking Gas is a preperation that interrupts spells the foe and adjacent foes are still casting on each hit with your arrows. It's basicly interuption without interrupting skills/shots i.e distracting shot, savage shot. Choking gas when combined with some sort of attack increase will theoretically, shut down the opponent from spells. Splendid, yes, but as good as it sounds, it has a catch. Yes you saw it coming. The recharge time is 24 seconds and choking gas only lasts 11 seconds on this build. "Boo! This build stinks!" Fret not, my fellow ranger goers, for I have a solution to this problem. Practiced stance. It's a stance that lets preperations last longer and the recharge times are reduced. And with that we have another stance to attack faster; Tiger's Fury. I know what you are saying again. "Hey bub! That's two stances! What are you smoking?" Hold your horses Johnny. Let me do a thorough step by step guide on how to run this build first before I explain.
Battle preperations: In team arena, make sure that nature's renewal doesn't hurt any hex or enchantment users in your group. In Competition just let it rip.
In the Arena: Once in the Arena, pick a spot that you will be most likely at during that battle. I suggest high grounds. Then plop down your spirits, Favorable Winds, and Nature's Renewal if you have it. Here comes the micromanagement part. When the enemy comes near, use choking gas and practiced stance at the same time, click both choking gas and practiced stance. Choose a target, any spellcaster will do. When attack is called use tigers fury and watch the arrows fly. Use called shot when the opponent is using a block. Rends opponents using stances useless to your interruption. Read carefully; after the tigers fury, choking gas and practiced stance are all recharged repeat from the start. Don't relax with this build. Constant Diligence! Remember to heal when needed. Troll Unguent is king. Res when someone is dead.
Notes & Concerns: This is one of the most complicated and intricate build I have ever known. This is where you should use the gaming reflexes you were born with. Getting a steady stream of interruption requires constant diligence.
Pros
- Constant Stream of interruption. As in, 'it never stops'.
- Spreads to adjacent foes. Different from Incendiary arrows.
Cons
- Careful timing is required.
- Not a damage dealer, refer to my other builds for that.
Remember this build is a basis! Use the build and build upon it. Fix it to apply your playstyle. Do what suits you best. Good luck This build requires it.
Credit:
Guild Wars Guru Ranger Goers! Re-PrE-SeNt!
Guild Wars and A-net
People who read and comment on my builds
People who have been screwed up in the testing of this build
Monks for test subjects
ME!
Chris_nin00
EDITS
December 15, 2005 - Edited mistakes. Added pros.
December 16, 2005 - Edited to make it more easier to understand. Added cons.
December 18, 2005 - Added Seal of Quality.
Holy Arch
i dont know if i read it wrong, but doesnt tigers fury remove all preps?
its just that whole last few sentences that confused me, but it seems like you worked hard and im sure all the rangers appreciate it. I do.
its just that whole last few sentences that confused me, but it seems like you worked hard and im sure all the rangers appreciate it. I do.
Mascot
Mmm, looks good.
So with Practiced Stance, I should be able to keep Choking Gas up indefinately?
So with Practiced Stance, I should be able to keep Choking Gas up indefinately?
KazeMitsui
pretty much yea... practice stance is only usefull when used with choking gas... and it helps a lot if you got high enough exp and wilderness which i see is going on... i saw someone in gvg today using a choking gas and practice stance.. fuked up our monks but we still won.. after taking them rangers out...
Hendorr
Looks good to me. S*cks though that both practiced and incandairy are elite skills, cause together.. ( I think you get the idea).
Good build though. I like my Melandru's arrows build, but when I'm going interrupt, I can always use this one.
P.S. Tiger's fury doesn't remove all preps, Holy Arch.
Good build though. I like my Melandru's arrows build, but when I'm going interrupt, I can always use this one.
P.S. Tiger's fury doesn't remove all preps, Holy Arch.
QuixotesGhost
I have an alternative you may want to consider to practiced stance. Try it you may like it, may not, it's what I've been screwing around with in PvE.
Serpents Quickness
Oath Shot {Elite}
Lightning Reflexes
Choking Gas
The general idea is to Serpent's Quickness right before you Oath shot for a ~13-14 second recharge on it. Then you throw on Choking Gas and Lighting Reflexes. When they run out, you throw on Serpent's again and Oath Shot a second time, then do it all over again.
Then you can do a lot of interesting things with the your other skills due to the fact that you have an Oath Shot flying every 13-14 seconds. Personally, in PvE, I bring traps so I can freely switch between Trapper or Interupter depending on what I feel the team needs for a particular battle.
In PvP, He'd be a great place to stick spirits. You'd have Oath Shot, a 75% block stance, and very high Expertise.
Pros compared to Practiced Stance -
- Don't have to spec into Beastmastery
- A near constant 75% evade stance (which may be a good idea running dual superiors) and a longer 33% attack speed stance.
- Oath Shotting the rest of your skills
Drawbacks -
- Due to the need to reprep you get about 3 seconds of downtime for every 14 . 2 seconds to Reprep, 1 second due to the duration. (Unless you figure out a way to pump WS high enough to get a 12 second duration, I can't get it above 14 and be happy with the rest of my stats).
- More energy intensive.
- Oath Shot can miss and end up disabling you.
Serpents Quickness
Oath Shot {Elite}
Lightning Reflexes
Choking Gas
The general idea is to Serpent's Quickness right before you Oath shot for a ~13-14 second recharge on it. Then you throw on Choking Gas and Lighting Reflexes. When they run out, you throw on Serpent's again and Oath Shot a second time, then do it all over again.
Then you can do a lot of interesting things with the your other skills due to the fact that you have an Oath Shot flying every 13-14 seconds. Personally, in PvE, I bring traps so I can freely switch between Trapper or Interupter depending on what I feel the team needs for a particular battle.
In PvP, He'd be a great place to stick spirits. You'd have Oath Shot, a 75% block stance, and very high Expertise.
Pros compared to Practiced Stance -
- Don't have to spec into Beastmastery
- A near constant 75% evade stance (which may be a good idea running dual superiors) and a longer 33% attack speed stance.
- Oath Shotting the rest of your skills
Drawbacks -
- Due to the need to reprep you get about 3 seconds of downtime for every 14 . 2 seconds to Reprep, 1 second due to the duration. (Unless you figure out a way to pump WS high enough to get a 12 second duration, I can't get it above 14 and be happy with the rest of my stats).
- More energy intensive.
- Oath Shot can miss and end up disabling you.
Shwitz
Just a note: If your target happens to be using a block/evade stance, Choking Gas will still interrupt him. Choking Gas triggers on contact, it doesn't necessarily have to penetrate the defenses. I am fairly sure that this is the case, however someone please correct me if I'm wrong.
Epinephrine
I vastly prefer using Quickshot in a Choking Gas setup - the more constant interruption is a better deterrent, and is much more useful when timing it to spiking. I can see how oathshot/lightning reflexes would be handy too, but against those quick monk spells you want the arrows hitting as frequently as possible - I hate watching spells sneak between the hits. Quickshot/speed boost tends to prevent too many from getting through, with an average of a hit per second.
chris_nin00
Edited Pros and Warnings, there are no cons Just joking.
LaserLight
Huh. Interesting work, and the only viable use of Practiced Stance I've ever seen. So, just to clarify: Practiced Stance can basically be flickered? If you activate withe skill inside the time in which Practiced Stance is active, you get the full benefit of the Practiced Stance, and can then switch to a different stance without losing the recharge/duration benefits?
If so, then my...mask...off to you, good sir. Not every day someone takes two worthless skills and turns them into a nasty, original build :-P
If so, then my...mask...off to you, good sir. Not every day someone takes two worthless skills and turns them into a nasty, original build :-P
chris_nin00
Quote:
Originally Posted by LaserLight
-Yes, I was just fooling around one day and experimented. You do get the full benefit.
Quote:
Originally Posted by LaserLight
If so, then my...mask...off to you, good sir. Not every day someone takes two worthless skills and turns them into a nasty, original build :-P
Why thank you .
I got this idea when I was doing the Sanctum Cay mission. I was playing an elementalist when I came upon this bone dragon that used choking gas. It was lethal to me and to my henchies that stayed next to me. Enjoy the build and good luck VGJustice
I had that same idea a while back (Choking Gas + Practiced Stance) but I couldn't get it to work for me. But, I don't think I was doing it right anyway. When it does work, it's a beaute.
4runner
Another nice Ranger Build By Chris_nin00!!
WooT Woot!!! Thanks from a Ranger!! Sereng Amaranth
Ok, can you explain the flicker a little more for the dense, like me? lol
Mercenary662
wait, im a little confused on when you use choking gas, preparation stance, and tigers fury. do you use, practiced stance + choking gas, then either A) after u hit them with a choking gas arrow switch to tigers fury, or B) after choking gas is done switch to tigers? sry, but it just didnt make a whole lot of sence to me when i read it. other than that very nice build!
[EDIT] ok sry, nm i was mixed up, i get it ty QuixotesGhost
Quote:
Originally Posted by Sereng Amaranth
Ok, can you explain the flicker a little more for the dense, like me? lol
You only need to have practiced stance on when you activate the preperation (when the skill finishes technically) You can switch out to Tiger's as soon as it's up and running.
I do the same thing in my version with Sperpent's Quickness and Oath Shot, btw. I "Flicker" Serpents to reduce Oath's recharge by 33% then swap out to Lightning Reflexes. BBoy_Manchild
would conc shot be much better? one good shot and not only will their spells be interrupted but take longer to cast? choking gas would have the same weakness as conc shot - fast casting spells, like mesmers and prot monks.
and your entire build wouldnt have to focus around a single skill Mercenary662
the only problem that ive seen with this build is that it only inturrupts skills, which is obvious but when theres no spell casters around this build is pretty usless, but fun nonetheless
LaserLight
When are there no spellcasters around?
rii
Only spells are interrupted by cg arent they?
By skills, they mean anything in the game. A skill is a subset, for example endure pain. Its a messy form of distinction but its what youve got. Choking Gas interrupts spells, but as laserlight said that isnt much of a problem since they are always around :/ Also, choking gas should be hittting through dodges, at least it did for me... about 6 months ago.. might have changed. Thats the main reason to use cg over manual interrupts. Unencumbered by dodge etc and aoe. The main time id want to use cg over manual is when im on the dais. The adjacent becomes a bit more prominent then. marzabadjeh
no its doesn't remove preps. but u can only have 1 stance at the time.. like u can't have practised stance AND tigers fury at the same time
I WON THE HoH W00T chris_nin00
Sorry for the thread resurrection, but I have one question concerning this build...
I know that sounds strange since I posted it up . ?: Does Choking Gas trigger the AoE patch? I would think yes because damage spreads to the foe and his adjacent allies. One can only believe that it is so. At the time of this posting, I was solely into PvP and nothing else. I didn't have time to test it out of the arenas. Murder In China
As long it doesn't hurt them, it's fine
QuixotesGhost
Quote:
Originally Posted by chris_nin00
Does Choking Gas trigger the AoE patch? I would think yes because damage spreads to the foe and his adjacent allies.
The damage is not AoE. Only the interupt part of it. And no, after many runs in the FoW with a choking gas build I know for certain that it does not trigger AoE. It's my favorite PvE preperation.
Tellani Artini
The AI stands right in it and doesn't move. Choking gas will murderize the Obsidian spike challenge.
Siren
Yeah, the last post here was a while ago, but Chris has a nice build here. I figured might be useful to post a variation of the Choking Gas build, since I saw some people asking about how you can still be a bastard on the battlefield even when you're not facing casters. The build below is a slight change from my original version. SQ used to be Practiced Stance, and Oath Shot used to be Concussion Shot. Other than that, it's still pretty much the same.
The Edge - Guild Wars UtilityQuote: [COLOR=#758fa4]http://www.sovereignlegion.com/downloads/theedge.htm[/COLOR] Class: Ranger / Mesmer Attributes: (cost) '+' indicates Rune attributes Expertise: 10+1 (61) Marksmanship: 8+1 (37) Wilderness Survival: 12+4 (97) Total attribute points used: 195/200 Skills: [Attribute] (Energy, Cast Time, Recharge TIme) 1) Serpent's Quickness [Wilderness Survival] (5,0,45) Stance: For 31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.[Lion's Arch (Firstwatch Sergio); Quest: The Deserters (Beacons Perch)] 2) Choking Gas [Wilderness Survival] (15,2,24) Preparation: For 13 seconds, your arrows deal 9 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells.[Droknar's Forge (Bartoch); Quest: The False Gods (Temple of the Ages)] 3) Distracting Shot [Expertise] (5,1,10) Bow Attack: If Distracting Shot hits, it interrupts target foe's action but deals only 12 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.[Yak's Bend (Captain Osric); Quest: Charr Reinforcements] 4) Savage Shot [Marksmanship] (10,1,5) Bow Attack: If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 22 damage.[The Amnoon Oasis (Tengsao); Quest: Blood and Smoke (Ettin's Back)] 5) Pin Down [Marksmanship] (15,0,15) Bow Attack: If Pin Down hits, your target is crippled for 10 seconds.[Lion's Arch (Firstwatch Sergio); Quest: Hungry Devourer (Beacons Perch)] 6) Throw Dirt [Expertise] (5,1,45) Skill: Target touched foe and foes adjacent to your target become blinded for 12 seconds.[Quarrel Falls (Sorim); Quest: The Ascalon Settlement (North Kryta Province)] 7) Oath Shot [Expertise] (10,0,20) Bow Attack: If Oath Shot hits, all your other skills except Oath Shot are recharged. If it misses, all your skills are disabled for 10 seconds. This is an elite skill. (50% miss chance with Expertise attribute of 7 or less)[Boss: Perfected Cloak (Thunderhead Keep), Cairn The Relentless (Abaddon's Mouth)] 8) Antidote Signet [none] (0,2,8) Signet: Cleanse yourself of poison, disease and blindness.[The Amnoon Oasis (Tengsao); Quest: Eye for Profit (Druid's Overlook)] (or you could do a Res Sig here) Not facing casters? Don't worry. This build is still extremely potent. Since Choking Gas and a short bow work very well for caster interrupts (particularly if you can cut down the recharge for Choking Gas using either Practiced Stance, SQ, or Oath Shot), you can basically devote the rest of your build to all-around interrupts, and even physical damage mitigation. Distracting Shot and Savage Shot are delicious for screwing with a Warrior trying to Heal Sig himself after his Monk has been destroyed, or as he tries to Res Sig the Monk. D.Shot and Savage Shot will make a Signet-dependent character's life a living hell. I know from experience. ~_^ Pin Down, even with a Crippling effect that lasts for 10 seconds, is gorgeous in battle. When a Ranger tries to run from your Warrior, they won't get far at all. Throw Dirt with Oath Shot, 'nuff said. Warrior tries to hurt your Monk, you can Throw Dirt the War, then go back to making sure his Monk can't remove the Blind. (Incidentally, I've interrupted so many Mend Ailments lately it's not even funny anymore. And interrupting Orison of Healing is a great feeling.) If there are a few Warriors attacking the Monk(s), Throw Dirt is AoE, and you can Pin Down any stragglers who didn't get blinded. I've had much success with this build. Xeuro
*bookmark*
yeah nice build, im so gonna make a PvP char later to try it out...nice job LordZen
I like the sound of this build. im going to try this one tonight. quick question though... how do you think this would go with Barage?
MrGuildBoi
Quote:
Originally Posted by LordZen
I like the sound of this build. im going to try this one tonight. quick question though... how do you think this would go with Barage?
Barrage ends any preparation
LordZen
was actualy about to edit and say dumb post... lol. sorry bout that.
Tried this Build out though... Good against squishies... very good indead. |