Talk:Rampage as One

Hmm...it's a "Skill", not a stance. With Serpent's Quickness it would be almost constant. Would this be useable in a Thumping context? Arshay Duskbrow 21:53, 24 September 2006 (CDT)

I looked at the Energy. Nevermind....Sigh, so many underpowered Ranger elites. Expert's Dexterity, Glass Arrows, Archer's Signet, Incendiary Arrows, this...I could go on and on. -_- Still, we did get Burning Arrow, Smoke Trap, and Magebane Shot. I just wonder if their power will last...Arshay Duskbrow 22:02, 24 September 2006 (CDT)


 * Don't rule out Serpents Quickness [[Image:Chuiu Me Icon.png]] (T/C) 23:14, 24 September 2006 (CDT)


 * Bleagh. Remember when call of haste used to be, well, this skill only longer lasting, non elite, and lest costly? (Not a fifty five 14:58, 26 September 2006 (CDT))
 * Yeah, I sure don't remember attacking and moving faster after using Call of Haste. [[Image:Chuiu Me Icon.png]] (T/C) 15:23, 26 September 2006 (CDT)
 * O.O Turns out you're right, I could've sworn in some ancient version of guild wars it gave the user some benefit (Not a fifty five 15:32, 26 September 2006 (CDT))

Looking again, it wouldn't be SO bad with high Expertise....12 at rank 13, that's somewhat doable. I'd like to see the progression on this. If it could be gotten to 15-16 seconds, and with, perhaps, Bonetti's Defense for extra energy.... Hmm. I'd like to do a build with this. Arshay Duskbrow 01:45, 28 September 2006 (CDT)

QZ+EW+SQ? EW is in BM, possibly that's 'intended' to be used with this Phool 06:06, 24 October 2006 (CDT)

With the buff from preview to release, this is a great skill. A constant IAS for you and your pet, constant run buff and it's non-removable. Even the costs are manageable for a primary ranger with decent levels of Expertise. 193.110.129.66 04:19, 31 October 2006 (CST)

[EW]'s current build is 2 of these on thumpers w/ poisonous bite and a spirit trap ranger with EW and brambles with 2 searing flames eles. Rampage and rodgort's works under EW and meteors and hammers provide bleeding. Lots of degen from fire, bleed and poison and v. heavy pressure &mdash; Skuld 04:26, 31 October 2006 (CST)

Quite possibly the most awesome buff ever. Well done Anet. The Tiger's/Bestial nerf is forgiven. ;) Arshay Duskbrow 16:34, 2 November 2006 (CST)

By the way, are you required to have a (live?) pet for this to work? Or is that a given for all "as One" skills? Arshay Duskbrow 23:16, 4 November 2006 (CST)
 * No, you don't need a pet for this one. No idea if that's intentional or not, of course.  --Fyren 02:20, 5 November 2006 (CST)


 * Better and better. Arshay Duskbrow 13:15, 6 November 2006 (CST)


 * Bah. I knew using it without a pet was too good to be true. Not that I didn't expect it, but this basically means three skill slots to harness RaO's power. :| Arshay Duskbrow 23:54, 8 November 2006 (CST)

I added a Notes section and put this skills bug. The last game update notes that you now need a live pet to use it, like Arshay noted above me, but it is bugged and you STILL do not need a pet to activate it Former Ruling 00:09, 9 November 2006 (CST)

FIX: You are no longer forced to stop running to use this skill.--Ninjatek 07:08, 21 December 2006 (CST)

Just noticed this isn't a stance... wow.. just wow.. most overpowered piece of **** ever. --Jngrow 02:21, 27 December 2006 (CST)


 * The reason it's not a stance is becuase if it was, one good Wild Blow and your entire build would fall apart. I do worry about a nerf...it doesn't need one...there are plenty of ways to stop this. Blind, Weakness, sustained energy denial (Spirit Shackles sucks, believe me), hexes, degen...I hope they'll leave it as is. Even with Expertise, it's an energy-hungry elite that basically takes up three skill slots to use. (Although I don't begrudge it; your pet contributes about 1/3 of the damage you do.) I think that's more than enough in terms of balance. Arshay Duskbrow 20:18, 1 January 2007 (CST)
 * All you did was mostly mention the standard melee counters. So basically you do the same things you do to normal melee, only you take 33% more attacks than before (more really, between the constant speed boost and the pet doing some of the damage). What makes the skill broken is that it itself has no counters. It can't be interrupted, can't be removed, and can't even be hit with Diversion unless the user manages to not notice the hex. Signet of Humility is the only thing that can do it reliably and it only takes a few moments of slip-up to get the boost for the next 20 seconds. It should be changed to a Shout and end whenever your pet dies.--Mysterial 17:58, 10 January 2007 (CST)
 * That would kill the skill. Some discussion here that might be interesting http://www.guildwarsguru.com/forum/showthread.php?t=10097924 &mdash; Skuld 18:04, 10 January 2007 (CST)


 * Yes. I took part in that discussion, and like others, Mysterial, you missed the point that an RaO thumper, being a R/W, has pretty much no way to remove hexes or conditions (outside of Antidote Signet, which is not that great), and not even a reliable self-heal. Warrior primaries can deal with these problems with an appropriate secondary, and Dervishes naturally have all kinds of defensive skills, but a thumper is all-out offense and very little else. A few good hexes and it's "gg". Arshay Duskbrow 02:45, 15 January 2007 (CST)

it mentions that your pet must be alive to activate, but if your pet dies while rao is already on you, will it end, or have no effect (possibly till your pet is ressed)???  :: Soqed Hozi :: 


 * The effect will not end if your pet dies, but you will not be able to reactivate it if your pet is currently dead. If it were made so that the effect ended upon pet death, RaO would be useless because pets die easily in PvP and build up death penalty, making them die even faster the next time. All an opposing team would have to do is keep trashing the pet and the thumper would be useless. Arshay Duskbrow 17:20, 16 January 2007 (CST)

Whoa the Nerf Stick showed no mercy on this one.. --Esqu 23:26, 19 January 2007 (CST)