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HeadshotFollow

#1 Jan 13 2011 at 7:46 AM Rating: Decent
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Check out the headshot threads at EQOutrider for more information.

But the basic gist of the deal is this:

1) Gather yourself a train of mobs that are both rootable AND headshot'able

2) Bunch em up into a tight little group. Running in circles and through narrow zone features like doors can help this.

3) Vinelash the lot of them. (level 73 TBS spell, need faction and orum for better ranks).

4) Turn on /autofire and cast *Hail of Arrows and Vinelash every time they refresh. *HoA is the lowest spell in our "... of Arrows" line. It uses up less mana and for headshot purposes every version of the spell has the same chance to fire headshots.

I know it sounds like "Ranger EZ-Mode", but trust me it takes practice. You will eat many deaths and waste a lot of "xp time" learning things like pathing of the mobs (in each zone is different) and how to better aim your HoA.

You can also use single roots for the ones that break vinelash early. Elddar's Grasp is a good one to get because of the knockback component (vinelash also has a small knockback).

If someone is around level 62 they can always go to Nurga (the original headshot sweetspot).
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With patch notes today saying that Headshot affects only the targeted mob, what happens to this routine?
#2 Jan 13 2011 at 8:37 AM Rating: Decent
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It means that Hail of Arrows or Arc of Arrows or Barrage of Arrows will no longer perform multiple headshots when you fire it into the swarm of mobs you just gathered, only the mob that you have in your target window can be Headshot via HoA, AoA or BoA.
These spells will still fire off a swarm of arrows and damage multiple mobs in your train, but only your current target will have a chance of being Headshot by it, instead of 3 or 4 at once.

Another ability passes into legend, joining the tales of AE Mistmoor groups.
(although I think that change was worse and shouldn't have been done, I mean it's like pouring boiling oil over the ramparts onto the hundreds of pikers laying seige to your castle and no matter how big the pot of oil, it only hits 4... )

Sure it was fun to hose down multiple minotaurs in Dragonscale Hills or drachnids in some festering Depths of Darkhollow zone, but I'm actually getting more xp (for more work) soloing in Feerrott the old fashioned ranger way, bow kiting and root rotting.

Headshot is still a good powerleveling tool, I've been dragging level 70-ish alts to Old Blackburrow and the aa's and levels are rolling in nicely.
I don't use Barrage of Arrows there because of the higher hitpoints on the mobs, I use Focused Storm of Arrows so that one mob takes all the damage and dies quickly, even if I've pulled 7 or 8 and AE rooted them.

I'll have to check how this change affects FSoA, hopefully that still has a chance of performing multiple headshots on a single target.

/ramble off

Obviously it's a slow day at work!
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Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
#3 Jan 13 2011 at 9:11 AM Rating: Decent
2 posts
sony just cant leave the game alone ,i played ranger to learn the head shot an to use it the way i saw it used .I put time into my ranger to get him to the lvl needed an used many aa an now for what . just another sony takeing away what i play the game for . this ,just plain sucks
#4 Jan 14 2011 at 7:46 AM Rating: Good
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Well I'm certainly not in favor of the change, but I can see why it needed to be changed. It was massively imbalanced that my ranger could pull 250 AA's in a day while any other class couldn't even come close. (Well, at the time. They probably could now with a good HoT or Grounds group)
#5 Jan 14 2011 at 12:09 PM Rating: Good
The only time I really used AE headshots anymore was to clear trash in lower level raid zones. Like Don said- there are better ways to get exp as a L90 Ranger. /mourn another end of an era just the same though...

The change that affects end-game rangers much more however, is the Called Shots nerf. One of the rangers in IL (Ronthornx) posted a comparison of the old and new on our forums, as follows:

The archery damage before patch

1: Archery Attack for 144 with 400% Accuracy Mod
2: Archery Attack for 144 with 450% Accuracy Mod
3: Archery Attack for 117 with 500% Accuracy Mod
4: Archery Attack for 117 with 600% Accuracy Mod

[25412/11332] Called Shots Rk. II
1: Archery Attack for 180 with 400% Accuracy Mod
2: Archery Attack for 180 with 450% Accuracy Mod
3: Archery Attack for 153 with 500% Accuracy Mod
4: Archery Attack for 153 with 600% Accuracy Mod

[25413/11332] Called Shots Rk. III
1: Archery Attack for 216 with 400% Accuracy Mod
2: Archery Attack for 216 with 450% Accuracy Mod
3: Archery Attack for 189 with 500% Accuracy Mod
4: Archery Attack for 189 with 600% Accuracy Mod

After patch

[25411/11332] Called Shots
1: Archery Attack for 130 with 400% Accuracy Mod
2: Archery Attack for 130 with 450% Accuracy Mod
3: Archery Attack for 105 with 500% Accuracy Mod
4: Archery Attack for 105 with 600% Accuracy Mod

[25412/11332] Called Shots Rk. II
1: Archery Attack for 162 with 400% Accuracy Mod
2: Archery Attack for 162 with 450% Accuracy Mod
3: Archery Attack for 138 with 500% Accuracy Mod
4: Archery Attack for 138 with 600% Accuracy Mod

[25413/11332] Called Shots Rk. III
1: Archery Attack for 194 with 400% Accuracy Mod
2: Archery Attack for 194 with 450% Accuracy Mod
3: Archery Attack for 170 with 500% Accuracy Mod
4: Archery Attack for 170 with 600% Accuracy Mod

Looking at the numbers, it seems like this could have a noticeable effect on ranged burns. I have to admit however, that we were still pulling 25-30k bursts on shorter raid fights last night. *shrug*
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