User talk:Isaiah Cartwright/Underpowered Skills/Ranger/Archive 4

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Beastmastery

Tiger's Fury Tiger's Fury

Is this skill skill needed at 25%, or can it be returned to 33% with the number of 33% IAS skills now out there? It was nerfed prior to the introduction of Burst of Aggression, Flail, Tiger's Stance etc., and the situation may have changed enough to allow it to return to 33%? --Epinephrine 15:39, 17 September 2007 (UTC)

Lol I can't beleive this was nerfed in the first place. Return it to normal, no-one even used it SP sins are their own problem, not a ranger problem. 58.110.142.117 08:35, 26 September 2007 (UTC)
Well it was a good nerf at the time, it hit two gimmicks with one stone. Ferocious Strike Thumpers and IWAY. If this was returned to 33% those would not return so I agree. --TimeToGetIntense 22:53, 8 January 2008 (UTC)
It would be epic on spear-chuckers then. — Skadiddly[슴Mc슴]Diddles 23:49, 30 January 2008 (UTC)
I agree with changing this skill back to 33%. In comparison to other IAS nowerdays, this skill sucks. -.- A. von Rin 16:55, 31 January 2008 (UTC)

Scavenger Strike Scavenger Strike

No reason to run this over Predator's Pounce or Brutal Strike. Basically it has 7 more conditional damage. --Life Infusion «T» 20:21, 3 February 2008 (UTC)

Bestial Pounce Bestial Pounce; Savage Pounce Savage Pounce

Beastmasters aren't as useful against Paragons. Maybe change to "spell or chant"? --Life Infusion «T» 17:16, 11 February 2008 (UTC)

Expertise

Expert Focus Expert Focus

I feel that this Preparation is not of much use as it is, and needs a buff. Explanatory statement: Expert Focus' 10 points Energy cost doesn't make it a viable e-management option for low Expertise levels, which is bad since the 'sweet spots' for 10e bow attack skills under this Preparation are at 8 and at 11 Expertise. At these Expertise levels, activating Expert Focus will cost 7e respectively 6e, and one has to use three to four 10e bow attack skills to actually regain that Energy investment. The full Energy management benefit occurs not until the fourth respectively fifth(!) 10e bow attack skill; using 5e bow attack skills it's even worse, because the Preparation saves them only 1e each. Since bow attack speed is pretty slow, Expert Focus will wear off in most instances before giving a noticeable Energy benefit. The damage bonus is however similar to Read the Wind and i.m.h.o. okay. Suggestion: Change the skill stats as follows: Expert Focus - Expertise, Preparation. 5e 2a 12r. For 24 seconds, your bow and pet attacks cost 1...2 less Energy, and you deal 1...8 extra damage with your bow. Besides the improved e-management for bow attack skills even at low Expertise levels, extending it's scope on pet attack skills too should give primary Rangers interesting options for hybrid builds, respectively gives pure beastmasters a non-elite e-management skill. OR: Expert Focus - Marksmanship, Preparation. 5e 2a 12r. For 24 seconds, your bow attacks cost 1...2 less Energy and deal 1...8 extra damage. By moving the skill to Marksmanship and reducing it's Energy cost, it would be RtW's 'sister skill', making bow attacks less expensive instead of increasing arrow speed. I personally feel that more non-primary Rangers (including me) would like to use a bow in some builds, but balk at the attack skill costs. Especially Warriors would benefit from this - i can see some interesting W/R builds focusing in Strength and Marksmanship... Zelda Gareth 11:20, 18 January 2008 (UTC)

Just make it apply after expertise. Prokiller88 01:18, 29 January 2008 (UTC)

Distracting Shot Distracting Shot

PLZ BUF HAS NOT ENUF DMG THX — Skadiddly[슴Mc슴]Diddles 20:26, 27 January 2008 (UTC)

This should disable all skills on every foe with the same primary profession. Only then will it be balanced. Lord of all tyria 20:28, 27 January 2008 (UTC)
Or better yet, it should cast down the entire opposing party into hell, where they shall suffer day and night, for all time. 0E, 1/4CT, 0R Causes 100% exhaustion, to make it balanced.
And people wonder why none of the skills in these lists are ever buffed correctly, if at all. --Reklaw 01:45, 29 January 2008 (UTC)
I think izzy would realise that this is a joke and ignore it ^^ Lord of all tyria 14:46, 29 January 2008 (UTC)
"Jokes" like this make the page overly long and, finally, useless. Izzy will listen to good advise, but I am sure he has better ways to spend his time than reading bad jokes online. --Xeeron 16:30, 29 January 2008 (UTC)
Nerf so it does no dmg at all. Why should other professions be able to do 1 dmg with this skill? 66.25.22.44 16:01, 27 March 2008 (UTC)

Archer's Signet Archer's Signet

The only skill you want to use this on is Concussion Shot. Pin Down isn't that bad on energy and it doesn't recharge fast enough to warrant an elite to power it. Non attack skills probably shouldn't be disabled as well, it doesn't make sense. --Life Infusion «T» 20:31, 3 February 2008 (UTC)

seriously , put this into marksmanship , this and Amity are the most useless skills in the game--189.70.107.206 01:14, 5 February 2008 (UTC)

Expert's Dexterity Expert's Dexterity

basically relegates you to around 15 expertise and 5 energy skills only (since it has 1 to 1 relationship with the base cost and rangers have 3 pips of energy regen). The added energy cost should be a maximum of 75-100% (like quickening Zephyr) considering it is an elite. The recharge reduction has to exceed 33% to even be worth it and not many skills are worth using this with (body shot, volley, needling shot, dual shot, triple shot, determined shot, d-shot maybe). --Life Infusion «T» 20:31, 3 February 2008 (UTC)

Marksmanship

Pin Down Pin Down

This skill could be much better than it is and should be. Like Volley is to Barrage, this skill should be more similar to its elite counterpart Crippling Shot and would allow for variety of skills in Cripshot Ranger builds. Suggestion : 10Tango-energy.png 3Tango-recharge-darker.png Bow Attack. If Pin Down hits, your target becomes Crippled for 1...7...8 seconds. This attack cannot be blocked, but is easily interruptable. This way the elite can be opened up for Cripshot rangers that might want to use Magebane Shot or Burning Arrow and being easily interruptable will reduce its power in small scale battles (1v1 to 4v4) but will be stronger as party size increases. It can only be maintained on up to 3 targets if it isn't interrupted and if it is there's a recharge and a missed chance to snare your target for a kill. It would also be nice for PvE to keep those darn monsters in AoE without using up an elite. Ranger Underwood 03:13, 5 January 2008 (UTC)

I think your suggestion would just kill Cripshot, but I agree that this skill could use a small buff. I think a good recharge time would be 10 seconds and 10 energy would be nice as well, but 3 second recharge and 10 energy? Also the GvG archer NPCs use this skill so it's dangerous to buff it that much. It would be a huge problem if they could spam it. --TimeToGetIntense 22:33, 8 January 2008 (UTC)
Pin Down is fine. The recharge could be buffed to around 8-10seconds so you can cripple more than one target but there's nothing wrong with it. --Life Infusion «T» 20:32, 3 February 2008 (UTC)

Disrupting Shot Disrupting Shot

This skill was nerfed pre-release to balance it with an underpowered pre-buffed punishing shot. This skill in it's current form will never see play. The discussion in detail is on this skill's page but in summary. People don't take interrupts for damage so the additional damage of this when compared to savage shot is not that important. People take distracting shot cause it disables skills and savage shot cause it has a 5s recharge. This skill needs a niche in order to see play and giving it more damage isn't working out, at least not for it's current recharge. Perhaps needs a functionality reworking to make it competitive with savage/distracting. Suggestions are already in the discussion page for this skill.--Jaen 00:49, 3 October 2007 (UTC)

never see play? I use it when I'm running an interrupter, it's nice having a skill that can punish melee just like savage can punish spellcasting Dargon 02:26, 3 October 2007 (UTC)

In the 15 seconds it takes for disrupting shot to recharge I could fire 3 savage shots. I'll leave it to you to decide which is more effective, interrupting melee(mostly with low recharge skills) to 'punish' them for ~+35dmg or interrupt 3 skills or 3 spells(with ~+29 dmg each). No offense, but if you're throwing interrupts against melee you have a lot more to worry about than ~6 extra damage (every 15 seconds).--Jaen 06:03, 3 October 2007 (UTC)

Does using Clumsiness or Wail of Doom count as "throwing interrupts against melee"? :D -- Gordon Ecker 06:50, 3 October 2007 (UTC)
This and Savage should have 8 recharge, and Distracting should have 15... IMO. THat way, there'd actually be a reason to use Punishing and this, 'cause Savage is really all you ever need to spam without trying to get skills. 71.179.85.164 21:20, 28 October 2007 (UTC)
Backwards thinking. Don't nerf useful skills to make crappy skills "better." Not to mention that the "balance" you suggested is completely unbalanced. It would make Savage Shot absolutely inferior to Disrupting; there would be NO incentives to taking Savage over Disrupting if they had the same recharge. - Anon
At least this skill should have a 10 recharge, 15 is just too much.68.20.178.14 18:55, 1 December 2007 (UTC)
This needs to do something besides interrupt. It doesn't matter if the recharge time is 10 or 15 or 30 or 60, it's not 5, so Savage Shot is superior. --TimeToGetIntense 23:08, 8 January 2008 (UTC)
It should have a requisite function that causes it to have the same recharge as Savage under the right conditions. For example, if the interrupted skill was a spell, the recharge is set to the same as Savage Shot. Make this a sort of clone of Savage Shot, but with drawbacks for using it exactly the same as you might use Savage. --Reklaw 01:49, 29 January 2008 (UTC)
That's one possibility, or simply give it a decent recharge of 7 or 8. Not as fast as Savage, a bit more damage though. People will mostly still take Savage Shot, since really the availability is key. Or we ignore it, and everyone just uses Savage Shot anyway. --Epinephrine 16:57, 29 January 2008 (UTC)

Power Shot Power Shot

Explicitly worse than Screaming Shot and various others. +4 max damage or 3 second recharge, please. -- 00:51, 26 July 2007 (UTC)

What this needs is 5 energy or somthing--Diddy Bow 20:59, 28 July 2007 (UTC)
Even that wouldn't make it worth a skill slot. Honestly, there's simply nothing to be done with this skill. It's basically an early-PvE skill that gets eclipsed by better skills later on, and that's probably all it will ever be. Arshay Duskbrow 20:18, 29 July 2007 (UTC)
It suffers the same problem as most bow skills. A ranger needs utility room, which leaves only a few spots for bow attacks. Distracting Shot is super glued here. That leaves room for 1-2 more attacks. Savage Shot is an interrupt which outclasses most pure damage attacks. That doesn't leave much more room. You don't really take rangers for their high damage. --Deathwing 21:36, 29 July 2007 (UTC)

Just make it a clone of Power Attack, except at a range (and maybe cap damage slightly less)... Besides, most Rangers run elite/distracting/savage, so you won't be seeing this much anyway. 68.45.201.243 17:23, 30 July 2007 (UTC)

Sloth Hunter's Shot This is the replacement for Power Shot. Done25 19:38, 31 July 2007 (UTC)
Hi, I just got power shotted by the Guild Lord/Ghostly Hero. HOLY CRAP, WHERE'D HALF MY HEALTH GO!?!?!Samcobra
How much health and armor did you have? Done25 19:30, 2 August 2007 (UTC)

Are you a 55 monk without prot spirit up? Sword.wind. 23:45, 3 August 2007 (UTC)

That's clearly the level difference and his Warrior's strength bonus making it painful for you more than the + damage of this skill. It still costed the Ghostly hero a big chunk of his energy Since we knoe from distracting shot that he doesn't have any ranks in expertise.) --Ckal Ktak 14:19, 6 August 2007 (UTC)
Plus he is a warrior, probably with high strength, which made Power Shot penetrate some armor. --Deathwing 14:23, 6 August 2007 (UTC)
I did mention that. --Ckal Ktak 11:06, 9 August 2007 (UTC)
Huukd un Fonicks werked fer meh. --Deathwing 11:32, 9 August 2007 (UTC)
Give this "moves faster", "unblockable" and "25% AP" and it'll be useful. 74.14.106.67 01:40, 17 August 2007 (UTC)
VoD inorite? Readem Promote My Ban Here 06:40, 3 September 2007 (UTC)
Imo, reduce recharge to 3 or 4, raise energy cost to 15 and change the damage to match Power Attack's. --Santax (talk · contribs) 19:30, 6 September 2007 (UTC)
Look at precision shot, exactly the same damage and recharge but with an added effect, sure it's interuptable but that's not a big drawback on a ranger. Increase the damage on this one, Sloth Hunter's Shot owns this and Precision Shot. Dancing Gnome 05:04, 15 September 2007 (UTC)

It sure needs a boost. Compare it to Point Blank Shot. PBS has half the range, half the cost, half the recharge time and better damage progression. Reduse Power Shot cost to 5 and increase the damage to at least +2/skill point. --CJNyfalt 14:09, 28 October 2007 (UTC)

everyone is forgetting one part about this skill, even while the ghostly hero was brought up. it adds to the damage of the weapon, it does NOT deal pure dmg like other bow attacks. don't think its a big issue in PvP, but its important in PvE (instakill the aloe seed) Rhydeble 19:48, 16 November 2007 (UTC)
Um, what? --Deathwing 19:50, 16 November 2007 (UTC)
NPC skills shouldn't do more damage. =| 5 energy would be OK. I don't think energy is a concern for Guild Lord/Ghostly Hero. --TimeToGetIntense 22:58, 8 January 2008 (UTC)

Barrage Barrage

Seriously drop the remove all preperations and it might be used in HA for spreading poison. Not like it's gonna unbalance pve, I mean it already is. Antiarchangel 07:12, 27 January 2008 (UTC)

uhhm hello? go r/mes and take Arcane Mimicry. Half the team has Barrage and half has Incendiary Arrows. Oh look, a team of rangers all with Barrages that set you on fire and interrupt every action you are doing, just a little unbalanced don't you think? Dargon 18:34, 27 January 2008 (UTC)
Umm, hello, Cry of Frustration says hi. Barrage happens to be adjacent range. the perfect counter for it is to spread out. Plus Arcane Mimicry forces you to R/Me, meaning no mending touch, and wastes 15 energy, has an easy to interrupt 2 sec cast, and a 40 sec downtime. Antiarchangel 20:20, 27 January 2008 (UTC)
Barrage + Splinter Weapon + Ignite Arrows = gg. 66.25.22.44 15:53, 27 March 2008 (UTC)

Determined Shot Determined Shot

This is a very underused bow attack, and while it has some weird uses (self-blinding to recharge attack skills?, firing at obstructed enemies/blocking enemies to recharge Oath Shot?) it doesn't really fill a niche in game. It could be re-written as (5 Tango-energy.png ½Tango-activation-darker.png 6Tango-recharge-darker.png (or less- fast recharge is important or Savage/Distracting are better)) "Arrow flies faster than normal. If target foe was using a skill this attack strikes for a critical hit, otherwise it deals only 1..13..16 damage". This would allow it to be used with Disrupting Accuracy to interrupt, and as a fast, cheap bow skill for combination with Choking Gas or Incendiary Arrows. It doesn't directly step on Savage Shot, Distracting Shot, or Disrupting Shot's toes, as it doesn't interrupt, but it allows a user of one of the interrupting preparations to target a given skill, more cheaply than Savage Shot or more often than Disrupting Shot. Probably needs tweaking, but the idea is there - an option other than carrying an interrupt to interrupt, and it's not a great spiking skill due to the low damage if the target isn't casting. --Epinephrine 17:11, 29 January 2008 (UTC)

Well it has its merits under blind/block/miss. You could hit somebody that's blocking and have d-shot instantly recharged, mending touch the blind (or ask for hex removal), then d-shot and savage someone else. If anything the damage could be upped a bit but the effect is nothing to scoff at (like Spear of Redemption but better).--Life Infusion «T» 20:35, 3 February 2008 (UTC)
Seriously? Has it ever been used for anything except recharging Oath Shot? I don't think this skill sees skillbars. Not finding your d-shot recharge scenario very convincing. --Epinephrine 20:59, 10 February 2008 (UTC)

Concussion Shot Concussion Shot; Broad Head Arrow Broad Head Arrow

change to "spell or chant"? Right now they only interrupts spells. Granted daze doesn't affect shouts/chants. --Life Infusion «T» 17:21, 11 February 2008 (UTC)

Punishing Shot Punishing Shot

Make it cause exhaustion on spell interruption, or maybe KD on interrupting a skill. Probably would have to change the recharge. Mesmer ints got a buff, now it's time for rangers :). 66.25.22.44 15:59, 27 March 2008 (UTC)

Wilderness Survival

Equinox Equinox

It only affect Elementalists... (Without "Arcane Languor") I think for an elite skill there should be more then double exhaustion (it has no use in TA or RA), maybe something like "+50% longer casttime" would be much better (interrupting is easier then AND it depends on your Teambuild... [no Elementarists in 8vs8 e.g.]) --Kali Shin Shivara 21:46, 12 September 2008 (UTC)

Ignite Arrows Ignite Arrows

Very low dmg which is reduced by armor, often I hit mobs for only 6 dmg with it. Not even worth using with dual or tripple shot. Mark of rodgort doesn't make it much better.

Did you notice that you're doing AoE damage? Get better at balling things up IMO. This is a strong skill in PvE provided A: you know how to ball up enemies to take advantage of the AoE, B: you shoot as many arrows as fast as you can (Hint: Try Quick Shot) and C: you spec 15 or 16 in Wilderness Survival. --Pork soldier 03:05, 2 August 2007 (UTC)
Or, you use Barrage. Or Volley. The damage you're dealing in AoE isn't worth all the points you need to stick into Wilderness Survival... you'll kill a mob faster if you use a different prep and simply kill the foes one-by-one. -- Jioruji Derako.> 03:15, 2 August 2007 (UTC)
This is only good for nostalgia now. I remember Dual Shot-ing Charr with this in the old days of Prophecies. Ah, memories... Arshay Duskbrow 05:19, 2 August 2007 (UTC)
Power Shot.jpg
Power Shot
Dual Shot.jpg
Dual Shot
Troll Unguent.jpg
Troll Unguent
Ignite Arrows.jpg
Ignite Arrows
Conjure Flame.jpg
Conjure Flame
Glyph of Lesser Energy.jpg
Glyph of Lesser Energy
Fire Storm.jpg
Fire Storm
Phoenix.jpg
Phoenix

Oh the nostalgia xD. Seriously though, needs a damage buff (or a fixed 1s burning?) :/ –Ichigo724 14:27, 3 August 2007 (UTC)

"Did you notice that you're doing AoE damage" I tried every possible build, quick shot, really anything before I posted this skill, but this definitely sucks and was always horrible, the worst thing is it causes monsters to flee/spread out more, I hope this answers your question
Misread. Sword.wind. 23:38, 3 August 2007 (UTC)
A good way to buff this skill without making it something like a guaranteed splinter-arrow-machinegun is to lower the energy cost, recharge, and increasing its duration (no boosts to damage, or a very small boost to damage, nothing like splinter weapon). It wouldn't make it overpowered in PvP, but it would work properly in PvE. 76.64.59.41 05:54, 5 August 2007 (UTC)
I like the 1 second burning suggestion. This skill just isn't worth the extra 6 damage you do late game. --Deathwing 21:33, 17 August 2007 (UTC)
Add more dmg or burning or add IAS. 87.189.199.129 20:33, 2 December 2007 (UTC)
I personally never understood why they didn't just buff the AoE a bit; nearby would not be OPed, maybe not even enough to force Apply of the bars yet probably be fun in places like PvE. Akirai Annuvil 16:30, 6 December 2007 (UTC)
Contrary to popular belief, this skill isn't a problem in hard mode pve. Lvl 24 charr only deal 30 dmg with this in hard mode, the reason why people die is, charr ranger also deal 170 dmg with their normal attacks. 87.189.233.105 13:11, 14 December 2007 (UTC)
needs burning like Incendiary arrows without interrupt instead of mediocre fire damage... --Life Infusion «T» 04:16, 17 December 2007 (UTC)
I actually use this all the time in PvE. IT has potential in PvP if you don't think about everything in terms of yellow numbers. For example, load up Dual Shot + Called Shot on a couple of targets standing next to each other. You won't be dealing loads of damage, but you will be dealing lots of small packets of damage, which can help against some Prot. Still, not all the useful without your bar being kitted towards it. Maybe an extra coupleof damage points? --Mularc 06:49, 23 December 2007 (UTC)
If Volley could be used with this, it would be pretty good. --TimeToGetIntense 23:02, 8 January 2008 (UTC)
If you think about the amount of yellow numbers, yes. If you think about the amount of each of the yellow numbers, no. Shielding Hands just to name one skill would totally eat the damage from this skill. — Galil Talk page 21:13, 10 February 2008 (UTC)
I was thinking in terms of PvE. PvP Rangers have no use for AoE skills in the first place. --TimeToGetIntense 08:16, 11 February 2008 (UTC)
That reply wasn't to you, it was to Mularc (note the indentation). :P I just noticed I misread his comment though, so it may seem kind of out of place.... — Galil Talk page 12:20, 11 February 2008 (UTC)

Muddy Terrain Muddy Terrain

one of those skills you forget even exists. Far from it's status as elite in the old beta days. Muddy terrain has simply fallen into disuse. It would be nice to see this changed back into an elite and given a new use. such as...

10e/3c/10r

Elite Nature Ritual. For 10...74...90 seconds all creatures move 5...13...15% slower than normal, if they are in a stance they move an additional 5...29...35% slower than normal. When this spirit dies all creatures lose their current stance.

The way this would work it to slow everyone down, to the point of forcing them to fight as retreat is too costly and slow to do. And any attempt to use a running stance would further disable you. Not only would this function as a massive snare, it would discourage the use of any stance at all, this includes mantras and the likes. By giving this skill the ability to remove stances it would cause stances as a whole (especially the longer lasting kinds) to be more of a burden then a blessing.

Any thoughts? --Lou-SaydusHow dare you put that damned dirty thing on me! 22:50, 8 February 2008 (UTC)

It's worse than the current one, where it cancels out all speed boosts. Just add this one: "When the spirit get summoned, all creature moving faster than normal is knocked down." Lightblade 02:01, 9 February 2008 (UTC)
no it isn't, it would turn it into a passive anti-stance skill where people may consider not activate stances at all, u should make it like:
Nature Ritual. For 10...50...60 seconds all creatures move 10% slower than normal, if they are in a stance they move an additional 5...13...15% slower than normal and speed boosts have no effect.
this way u keep the speed boost cancellation and punnish people for using stances at the same time, and this skill maybe needs a shorter recharge. btw it was elite under the beta :D --78.82.75.44 02:46, 9 February 2008 (UTC)

I've never really understood what this skill is for exactly. Normally spirits are there to ensure a properly prepared team has an advantage, but if speed boosts don't have any effect, then how in the world does slowing everyone down do anything? The only thing I can say this might do is make kiting arrows more difficult (not like people do this much anyway) and make getting out of AoE slightly more difficult. Really, with that concept in mind, it's not a useful skill, and it never will be useful. For me, a skill like this would be useful as a sort of universal cripple that can allow my frontliners a chance to add even more pressure to the enemy backline. But, since speed boosts don't work, this is just a cast and arrow skill, and neither of those gains a real advantage, especially when you have other skills that will do what Muddy Terrain is doing, but much better. The only viable use a skill like this has is in making speed buffs worthless. Any I wouldn't call that an advantage. "Create a level 1...8...10 spirit. Non-spirit creatures within its range move 10% slower than normal, and 25% slower than normal if they are in a stance. This spirit dies after 30...78...90 seconds." There's my suggestion. It would basically allow a team to have a speed advantage if their stance-users were relying on 33% faster skills, and even if using 25% faster, they would have that 10% advantage over their targets. Things like Storm Djinn's Haste would not be affected much. You could also add the line "if affected by an enchantment, speed boosts have no effect." --Reklaw 06:15, 9 February 2008 (UTC)

What about making it cripple anyone who gets knocked down? -- Gordon Ecker 06:38, 9 February 2008 (UTC)
What, sort of like Brambles? No one uses that, either. You can cripple or bleed (in Brambles' case) someone a lot easier than you can knock them down. --Reklaw 18:24, 9 February 2008 (UTC)

Choking Gas Choking Gas

add chants? You can't chant if you're choking. --Life Infusion «T» 17:17, 11 February 2008 (UTC)

make sense with the name and that mesmer skills interupt chants now --Cursed Angel talk 21:22, 15 February 2008 (UTC)
Ever used with "Practiced Stance" ? It also interrupte chants if you are blind... so I see no problem with it. :)

No attribute

Dual Shot Dual Shot

Forked Arrow puts this to shame with its 5 second recharge. Done25 22:33, 26 October 2007 (UTC)

Forked Arrow has problems if you're fighting anything with a hex, or if you have a monk with a single enchantment. It's not a huge deal, though. I do think that having Dual Shot at 10 energy is unnecessary, though. --Reklaw 23:25, 27 October 2007 (UTC)
Forked Arrow is the NF skill that was added to force the members of [DeeR] to buy NF. The power creep skills should be nerfed rather than old skills being buffed imo... Dual Shot is still useful if you want to run the Conjure Prepshot bar. =\ --TimeToGetIntense 22:48, 8 January 2008 (UTC)

Quick Shot Quick Shot

Wtb plus damage. Antiarchangel 05:09, 25 November 2007 (UTC)

Agreed, this one is a bit outdated in comparison to other elite bow attacks. The gimmicky builds that benefit from this skill aren't too effective in comparison to other skill combinations. I also really hate that Barrage was buffed simply because of the nerf to Splinter Weapon. C'mon, I hope A-net didn't do that because of all the complaining people must have done. There are plenty of other elites far more deserving of a buff... - Anon --The preceding unsigned comment was added by User:147.226.224.53 .

Now that Power Shot and others are 1s cast time, this skill goes even further down the list of good skills. >_< To make this more in line with being "Quick" Perhaps a 3/4 cast time? Or 1/2? It's pretty much a useless Elite right now. --69.157.55.74 16:17, 23 January 2008 (UTC) This skill WAS fine but not its 100% useless i would suggest making it unblockable or adding + dmg Oh and in response to the guy above me it fires in 1/2 or 1/4 secs (not sure which) dunno why but its the same with needling and probably all other 1 sec attack time bow attacks

After the last buffs of bow attacks, as mentioned, this one belongs to the worst elites for rangers...

It should become unblockable and get a 1/2 sec. attack time. This could make it interesting. A. von Rin 16:51, 31 January 2008 (UTC)

Unblockable 1 second recharge time...what? --Life Infusion «T» 20:37, 3 February 2008 (UTC)
No +damage, elite spot wasted, seems pretty balanced to me if it was unblockable. Antiarchangel 14:20, 4 February 2008 (UTC)
I still wouldn't use it. It doesn't really DO anything. If it was unblockable it would just be a very awkward method to make all of your normal attacks unblockable. Really, the only thing this skill is for is following up other attack skills for a mediocre spike, or for quickly covering the previous attack in some way. IMO, it's never been elite-worthy, and it likely never will. --Reklaw 20:36, 4 February 2008 (UTC)
Add knock down if foe is using a speed boost. --Andavigorn 23 August 2008.