Q's Interupt everything ranger

tekeen

Ascalonian Squire

Join Date: Jun 2005

Well I was set on interupting people and causing annoyance in PvP and modified my "The pest" build into a super cocharoach like being



Build Template:

Inspiration magic--7

Expertise--16

Wilderness survival-- 9

marksmanship-- 9

**Note I used Superior expertise rune and minors for Wilderness and Marksmanship.

Equipment doesnt matter other than a full set of druids and a good bow.


Profession: Ranger/Me



Name: "Super Pest"

Type: CompetitivePvP

Category: Interupter.


Skills Set

1: Serpents quickness

2: Choking gas

3: Called shot

4: Pin down

5: Spirit Shackles

6: Ether Feast

7: }Escape{

8: Rez



Summary:

My original goal was to piss casters off with my original Pest build but this takes it to the edge for me since it combines maximum survivability and the ability to piss any class off in a match.


1: First select monk or caster or whoever and pop Serpents Quickness as it is the backbone of this build.

2: Then hit you Choking gas and keep it prepped as need as it will almost always be there as needed.

3: I chose called shot as my fast attack skill cause it is low mana and is quite fast and cannot be evaded or blocked giving it a big edge in my eyes for those stance users.

4: Pin Down should need no introductory as it keeps warriors off my back and away from where they should be helping there team. Tanks are bad business for archers so be quick to use this skill and they are no sweat most of the time.

5: Finally down to what makes this build a real threat to anything on the field. I chose the Spirit Shacles skill because it recharges fast which is what I was seeking in attack type skills and it costs next to nothing for one of the best disruptive skills in the game.::

:: Nearly all classes except a good necro with fast drain run away when I drop this bomb and I do it often. If the Necro doesnt see you and drain you dry first then he is in deep poo poo if you choose to use this on him. Btw I HATE necros cause they drain me dry if they are a good build.

6: Ether feast did not stick out to me at first, but with its fast recharge time and huge instant heal it is faster and more effective than troll ungeant could ever be for this build and it's typically ready any time you need it.

::It allows you to heal anywhere anytime you have an unsuspecting enemy nearby. They lose 3 mana in 2 seconds and you gain over 90 hp countering any damage most any single attacker could do to you. used along with the Spirit Shackles the enemy has alot to worry about as they are attacking you while you heal yourself making up for the damage quickly and most people simply run away or get killed in the process by me or another teamate.


7: Escape.....o how I love thee

This skill seems like a no brainer but I was using the Whirling defense skill as they are almost the same and both is amazing to have but I found myself not outrunning tanks like I should be and keeping mobile so I would not get swarmed. Again the recharge is also faster and this skill is ready when you need it 90% of the time. Unbeatable for kiting and making arses out of attackers with no counter.

8: Rez as this is PVp and it often decides who wins.


My Opinion: This build seemed unlikely to work at first but as I used it I realized it is everything I wanted and more except for the fact that I cannot have the Dibillitating elite shot along with the Escape. I feel that the Elite version of pin down would perfect this build but alas I cannot part with Escape

Credit:*I just made this today so I take partial credit as I never saw this anywhere before so if someone patented already they know what its about hehe.

PS: Try this and learn the evasion techniques using these skills and nothing can touch you 90% of the time except a badarse necro or more than 2 good attackers. It is technically demanding but allows you to take control over most situations a range might find him or herself in.

Enjoy and post back when you have tried it and dont suggest changes to the skills because I know that it can be modified to serve many other purposes but this is my intended build for "Super Pest" I just keep coming back!

marzabadjeh

Ascalonian Squire

Join Date: Dec 2005

The Netherlands

souls of melandru

R/Mo

[QUOTE=

if this is such a good interrupt build.. where are all the interrupt skills?
u only have choking gas (wich s*cks ass cause it costs very much and doesn't last long) and that other mesmer skill... u should rather take distracting shot and savage shot and punishing shot if u wanna be REALLY irritating interrupter (^^,) really I do it all the time.. pp say that I'm f*ckin anoying.. lol but anyways.. than u don't have to choose Mesmer as you second prof.. wich I think is a crappy build.. now u can take monk so you can heal youself AND interrupt with ranger skills.. and about that running skill... escape is a waste of elite slot.. rather take storm chaser... it last almoste as long and it isn't elite...(remember skills being elite is a DISADVENTAGE).
plz respond

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Well, one thing at least is certain. This is definitely not an "interrupt everything" ranger. It has absolutely 0 means to interrupt skills. Sure, you're alright at stopping spells, but what about that Res Sig? Or what about a nature ritual? Or a touch skill?

Also, with that low of a Wilderness Survival stat you don't even have a constant Choking Gas up. The least you could do is drop the inspiration or marks (or both), crank up Wilderness Survival, and use Practiced Stance to lengthen your Choking Gas's duration.

Just because you throw one or two good skills on your skill bar doesn't give you a "build." You have to figure out what your goal is (here: interrupting), consider what each skill is contributing to that goal, and then consider if each skill is actually the best skill for that job. Trying to do to much, which I suspect is the problem here, will leave you doing nothing well.

tekeen

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Jenosavel
Well, one thing at least is certain. This is definitely not an "interrupt everything" ranger. It has absolutely 0 means to interrupt skills. Sure, you're alright at stopping spells, but what about that Res Sig? Or what about a nature ritual? Or a touch skill?

Also, with that low of a Wilderness Survival stat you don't even have a constant Choking Gas up. The least you could do is drop the inspiration or marks (or both), crank up Wilderness Survival, and use Practiced Stance to lengthen your Choking Gas's duration.

Just because you throw one or two good skills on your skill bar doesn't give you a "build." You have to figure out what your goal is (here: interrupting), consider what each skill is contributing to that goal, and then consider if each skill is actually the best skill for that job. Trying to do to much, which I suspect is the problem here, will leave you doing nothing well. Interesting criticism from someone who has not tried this yet and my interuption is adequate to keep spell casters irritated and running.

If your in a good group this is the sort of thing you need to soften monk targets as well as simply out classing most inferior builds with your survivability and dibilitating effects.

For example I last fought a team of Koreans whom I learned are quite good usually especially in the tank department. They get screwed every time cause I can stand there hit escaping and maybe if I feel like it drop

Ether feast and most tanks think they got me if they hit me a few times so they give chase I lead them across the map and ditch their asses at a high rate of speed to get back into the fight. mean while they have crap for mana after that and are hobbling towards another target.

Any other class on average is cake for this build to sit there drain their mana while they attack you then I call the target and a teamate or two comes over and mops up.

I have had no complaints with this build from any team and it suits me just fine.

Their are other ways to aid in winning a fight than sheer dmg output, or keeping one caster in constant lockdown which can be nice dont get me wrong but this build waaay more self sufficient and has alot more to offer than just a "few" good skills on top of "lame old choking gas".

Btw I have toyed with constant interupters before and they are nice and all but I was always too vulnerable if my team started losing ground.

Another thing is that you get monks who are trying to heal for your team but a tank is bullying them and almost killing them.

I am able to run to the monk and say "run" and stand their and tank the warrior so my monk can go heal. I drain his power maybe leech some health and disable him and off i go in no time.

You totally missed the point of this build and obciously have not bothered testing it out.

Sure it might not do one thing extremely well but it makes for an amazing support character.

Guranteed to have tanks saying Wtf! and casters wanting your head on a platter.

have a nice day. bet your playing right now too lol

blocparty

blocparty

Frost Gate Guardian

Join Date: Sep 2005

W/

**thumbs Down

art_

art_

Jungle Guide

Join Date: Dec 2005

there is no interrupt...

Lt.Crumpet

Lt.Crumpet

Frost Gate Guardian

Join Date: Apr 2005

Michigan

R/

spirit shakles would be great, assuming that casters were always attacking. i think a monk with half a brain will stop attacking if he gets spirit shackles on him, and then your build isnt doing much. it seems that this build could shut a ranger down pretty much, but most warrs dont need much energy, if any, and a casters dmg doesnt come from attacking. all in all, this build tries to do everything, and ends up doing it all badly. i would pick somthin and go with it.
~i

tekeen

Ascalonian Squire

Join Date: Jun 2005

I love how you guys tend to assume that just because it looks so simplistic that it does not accomplish anything.

In the arenas I play in mostly pick up and TA most people are not smart enough to stop attacking until its too late, and if a monk does stop I just start jacking his spells up and keep him on the run.

A smart team will kill him right away anyways and with me as a partner a good warrior or two can drop them no problem.

I have sometimes not seen the monk and no one called it but two of our warriors or whoever would try and drop the monk. Most builds unless geard towards that are wasting their time and more often than not remedy that.

Its true they do slide spells past me but I hit just enough to either make them attack me or run away in which case they are in even bigger trouble cause all I have to do is leech them or call in a dog to finish it or do it myself.

Yes with this build I can repel most ranger builds which helps alot in keeping teamates safe.

Lets say you got joe smoe running the fire slinger and he starts shooting at my casters or something, well guess who shuts him down and makes him run or fight to the death with very little attack options.

Warriors almost always chase me while I am in escape mode I slow them down leech all their energy pin them again an get bak to the fight. Few tanks can catch me or counter that.

Necros are a different story if they are smart and have a fast leeching build. I can survive most noob necros and even kill them one on one or seriously cramp their style keeping them off my tanks.

When things go wrong I very often the last one or two guys still even twarting the enemy having killed and assisted in a few deaths most likely.

I can always drop what I am doing and quickly and easily get a monk or another player back on his feet even with many people on my tail. Where as most other classes have a difficult time just keeping the monkeys off their backs.


You would just have to try it for yourself I mean Interuption means alot more than just interupting a spell caster which this build does as neccesary to wear an enemy down or psych them out so they do something stupid like attack me and waste there efforts.


Either way for a first build that I dont have to wonder whether I need to keep tweaking the skills cause I am not getting the desired results I must say I am proud of this build.

I undermine and Dibilitate any class in the game enough to get them killed or get scared and run.

So for anyone who likes a support role and not some Iwax or IWAY build that someone made and declared the hottest thing since sliced bread try this its interesting to say the least.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by tekeen
Ether feast and most tanks think they got me if they hit me a few times so they give chase I lead them across the map and ditch their asses at a high rate of speed to get back into the fight. mean while they have crap for mana after that and are hobbling towards another target.
First off, Ether Feast is going to deny no one energy. It's just over 1 pip of energy degen. The problem with claiming this skill is in here to give people energy problems is that it will not give anyone energy problems alone. In order for energy drain to be at all effective it has to completely drain someone, and that simply won't be done with one skill. You do have Spirit Shackles to suplement it, but the problem is that Spirit Shackles will only work against a ranger or a warrior, and one of those doesn't need energy.

Also, how is Escape superior to Storm Chaser for the sole purpose of dragging a warrior across the map and then running away? In fact, why drag them halfway across the map when you could just throw up Whirling Defense and be safe anyways? That way at least you're still being productive. By leading the warrior on a wild goose chase, you've made one of the enemy team's people do nothing at the cost of doing nothing yourself. It was an even trade, and those can work against you as often as for you.

I have a hard time forgiving this, especially since taking Escape means you can't have Practiced Stance. Thus, taking Escape is at least halving the effectiveness of your Choking Gas, something which seems to be your main focus.

Quote: Any other class on average is cake for this build to sit there drain their mana while they attack you then I call the target and a teamate or two comes over and mops up. I'm really curious how you plan on draining a caster's energy with Ether Feast alone (since any caster in their right mind won't attack under Spirit Shackles). Casters have 4 pips of energy regen. Ether Feast takes away one of them. You're barely even touching their natural regen, not to mention if they have any form of energy management.

Quote: Their are other ways to aid in winning a fight than sheer dmg output, or keeping one caster in constant lockdown which can be nice dont get me wrong but this build waaay more self sufficient and has alot more to offer than just a "few" good skills on top of "lame old choking gas". What about both high damage output and constant lockdown? That's always fun. I never said there was any kind of an either or situation going on here. What I did say is that this build tries to do everything and thus doesn't do anything particularly well.

Quote: Btw I have toyed with constant interupters before and they are nice and all but I was always too vulnerable if my team started losing ground.

Another thing is that you get monks who are trying to heal for your team but a tank is bullying them and almost killing them.

I am able to run to the monk and say "run" and stand their and tank the warrior so my monk can go heal. I drain his power maybe leech some health and disable him and off i go in no time. Too vulnerable? With a snare, Whilring Defense or Storm Chaser is usually all you need to survive.

The problem of a warrior bullying your monk can also be solved with the above mentioned snare. If your monk is any good, anyway.

I'm also curious as to what horrible warriors you're running into that will simply switch targets to a ranger that's next to them when the monk starts moving. Any warrior with a brain will use Sprint and land some nice criticals in your monk's back.

Quote:
You totally missed the point of this build and obciously have not bothered testing it out. No, I'm pretty sure I understood the point of the build, I just don't think its up to par.

Quote:
Sure it might not do one thing extremely well but it makes for an amazing support character. Well, "amazing" isn't the word I'd use for it. Support, yes. Amazing, no. You want to survive, and I'll admit that Ether Feast is a decent self-heal. You want to energy deny people, but can only pretend to do the job. You want to interrupt, but have no means of dealing with anything besides spells. You want to protect your team from warriors, but the best means you have to do that relies on the warrior cooperating with you.

You're trying to do at least 4 different things here, at least 2 of which could take up an entire build on their own to be done with any effectiveness.

Quote:
Guranteed to have tanks saying Wtf! and casters wanting your head on a platter. Want to try it against my warrior or casters sometime? A good warrior will laugh at your energy denial and running, and the casters will quickly learn to take advantage of the gaping downtime in your Choking Gas. Your Choking Gas can't even be up half of the time.

sonicLife

sonicLife

Academy Page

Join Date: Oct 2005

Oklahoma, US

E/Me

Well, you have no actual interrupts, all you have is choking gas, so you basically have to get lucky to interrupt any cast under 2 sec.

imaginary friend

imaginary friend

Lion's Arch Merchant

Join Date: Nov 2005

marhans grottoooo

Empires of Underworld [EoU]

R/Me

practice stance, must have for choking gas ranger!

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Just so you know Tekeen, you aren't really fooling anybody. I do believe Jenosavel said pretty much everything that needed it, but considering how amazingly dependant you seem to be on the enemy taking very specific actions, I'll leave you with one of my favorite military (mangled) quotes.

"When your plan of battle depends on the actions of the enemy, do not forget to inform your enemy so that he may do his best to comply with your expectations."[/sarcasm]

tekeen

Ascalonian Squire

Join Date: Jun 2005

Wow finally got that sleep I needed and man i feel better.

Ok You guys brought up a valid point on the Spirit shackles not denying casters of enough energy but I never did the math on it I just assumed that leeching mana off anyclass would make them freak out and lose the ability for awhile to output alot of dmg.

I still feel that it tends to be quite effective against many classes and builds.

You are right most casters stop attacking me mostly but I interupt their nuking long enough to wear them down alot.

Mathematically maybe it doesnt seem impressive but I can live with that.

Bigb04202

Ascalonian Squire

Join Date: May 2005

To make the most use out of interrupting build “the choking gas interrupting build” you need 2 things

1. Tiger fury or Light reflexes ( you need this to fire your arrows as fast as possible so you can interrupt as much as possible)
2. you need Oath shot or Practiced Stance so that you can have choking gas up as long as possible

The thing I don’t like about Serpent's Quickness is that it dost work after your health hits 50% and if you click on your Def “escape” it will also go away

Sprit shackles is good against rangers and Warrior/Monks that like to heal them selfless most other class will really not be affected.


This is not a terrible build and I know you use call shot to interrupt when you see spell come up. I just telling you from experience what worked best for me. I think the best interrupting ranger build includes concussion shot and distract shot or salvage shot. Once you learn casting times of other professions and learn how to use concussion shot correctly it is the most devastating interrupt in the game.

Tek Bashem

Ascalonian Squire

Join Date: Sep 2005

Me/Mo

@ the original post (i didn't read the others sry)
choking gas just sucks (even with practised stance), escape is a very crappy elite for non-runners. if u want good non-stop interrupting u have to with skills you want distracting shot, disrupting lunge, wild shot, punishing shot, leech signet, power drain (or whatever it is called),
but to me best interrupting is QZ+FW (for short flight time)+TF+Incendiary Arrows+Half Moon Bow at short distance, with a zealous bow string and high expertise energy shouldnt be a problem, if you or your team doesn't like QZ then just add distracting/wild shot, it will do

Caros

Academy Page

Join Date: Sep 2005

Ireland

Powerpuff Boys [PUFF]

W/

Quote:
Originally Posted by tekeen

I am able to run to the monk and say "run" and stand their and tank the warrior so my monk can go heal. I drain his power maybe leech some health and disable him and off i go in no time. Please tell me how you can tank a human warrior who is trying to kill a soft target like a monk, and how draining a warrior's energy disables him. Take throw dirt to do it so that it actually works.

Lykan

Lykan

Forge Runner

Join Date: May 2005

StP

R/

lol, its a joke post right! well done, funny as hell!