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Old 05-05-2008, 10:11 AM   #101
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Quote:
Originally Posted by Angelwinged_Devil
not everyone does this they'd rather focus on getting rp and killing instead of playing defensively. And this is a nice done for you
It's possible for a hunter to hit hard?

Tell me, tell me...
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Old 05-05-2008, 10:16 AM   #102
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Quote:
Originally Posted by Necrovarus
It's possible for a hunter to hit hard?

Tell me, tell me...
Get a cyclop as a pet and use bestial wrath lvl 4 or 5. Use tear (break) appart lvl 3+ and ensaring lvl 4+ and you can deal great dmg. Never forget to start by ambushing your ennemies so that your pet can reach him.

If the guy has a strong armor a sudden strike shot can help a lot.
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Old 05-05-2008, 10:22 AM   #103
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The problems with that:

The cyclops dies too easily, and with that setup you never deal more than 600 dmg in a hit. Every other class can do that.

Marksmen and barbs can with their base attack, knights can with Ripost/South cross (and quite easily), Warlocks with their massive arsenal of dmg spells, Warjurors with lvl 5 Ivy or Evendim's Fury.

Ok, you could with lvl 5 Ensnaring and a super high dmg bow, but that's not very convenient

And my first reason is the reason I don't use pets. If I fight an offensive class, they kill my pet in 2 spells, dmg or not dmg. Even a warjuror's zarkit (they can heal it AND it hits harder than a cyclops with a ranged attack) or a sword/spear knight has an easy time. Barbs and Knights can Mind squash the pet, Marksmen counter Skin of the Beast with DS and keeping their range, mages just go for the hunter's mana.
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Old 05-05-2008, 10:28 AM   #104
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Quote:
Originally Posted by Necrovarus
Lol, you underestimate the power of speed. I do need speed in a fort war. I don't hunt with a team most of the time (I get along fine with dirty hunter tactics ) and when I do I hunt with a barb usually. Any other questions?
i know what irony means i aint an idiot, your overestimating the power of speed so it all works up, anyways help me with understanding where speed is useful in fort wars? when people scream atras? yes leave the rest of your team behind that'll do. to waste all your mana on a 20 second skill to run three feet then scream mana and give conjurers something else to worry about? sounds delightful. to run from save to the fort war? not particulary nessecary. so anyways when i can afford son of the wind i may get it but until then i think it's my choice not anyone elses.

close thread
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Old 05-05-2008, 10:38 AM   #105
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How is speed important in a fort war? Lol, it's quite simple really.

Barbs! The only class which can stop them for more than around 10 seconds every 40 seconds are warlocks, and sometimes there are a lack of them.

I've lost count of how many times Escapist has saved me from a barb in a fort war.

Btw I thought you were out of this discussion, like you said before.
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Old 05-05-2008, 10:38 AM   #106
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Quote:
Originally Posted by Necrovarus
The problems with that:

The cyclops dies too easily, and with that setup you never deal more than 600 dmg in a hit. Every other class can do that.

Marksmen and barbs can with their base attack, knights can with Ripost/South cross (and quite easily), Warlocks with their massive arsenal of dmg spells, Warjurors with lvl 5 Ivy or Evendim's Fury.

Ok, you could with lvl 5 Ensnaring and a super high dmg bow, but that's not very convenient

And my first reason is the reason I don't use pets. If I fight an offensive class, they kill my pet in 2 spells, dmg or not dmg. Even a warjuror's zarkit (they can heal it AND it hits harder than a cyclops with a ranged attack) or a sword/spear knight has an easy time. Barbs and Knights can Mind squash the pet, Marksmen counter Skin of the Beast with DS and keeping their range, mages just go for the hunter's mana.
Good ensaring is more than 400dmg if piggy backed it's deadly. after you'll have your dual shot (that can be piggy backed+ pet hiting). When I used pet config, I used to deal at most 1500 dmg before my ennemies dies. So don't underestimate the power of a good pet (3 hit with bestial wrath is more than 1000dmg).
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Old 05-05-2008, 10:41 AM   #107
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Quote:
Originally Posted by Necrovarus
[...]Barbs and Knights can Mind squash the pet, Marksmen counter Skin of the Beast with DS and keeping their range, mages just go for the hunter's mana.
From my personal experience. Barbs try to kill my pet with SC or normal hits. I still have enough fire power to kill them if they kill pet. But i try to make it harder :] There is nothing more hilarious when someone need to use 3 SC just to kill pet :P or when someone die just after last hit on pet. Warlocks, well it they are good my pet don't die unless they need it but if my ambush work..... :> Knights always try to kill pet and they do. Marks? Show me a marks who care about 46dmg from 51lvl ignis orc :] conj well i try to kill them fast cause they are imo overpowered with ranged, strong pet and really good attack and healing (yes i know, i am crazy - overpowered conj).
After all i prefer to have pet even if he die from time to time.
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Old 05-05-2008, 10:47 AM   #108
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Quote:
Originally Posted by zielsk
or when someone die just after last hit on pet.
Grrr.

Well, knights have taunt, but still kill the pet slower than barbarians. Killing the pet is mostly enough to scare hunters away, which is weird since pet-hunters mostly have tricks too, which are perfect to keep warriors at range.
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Old 05-05-2008, 10:48 AM   #109
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In my experience it's a choice between pets and tricks.
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Old 05-05-2008, 10:59 AM   #110
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Quote:
Originally Posted by Necrovarus
In my experience it's a choice between pets and tricks.
With all the respect you are wrong honey.
I have 11lvl short bow, 19lvl scouting, 19lvlpets, 15lvl evasion and 17lvl tricks and rest in long bows. Distracting shot on zarkit is so so good
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