User:The Gates Assassin/Why a Cripshot is Great

First off: Go Here. It describes what makes a build GREAT. In short: A great build is one that focuses on 1 or 2 jobs and does them well with good skills. The thing about Cripshot is, it has the ability to take on a LOT of jobs and do them all well.


 * Snare with the elite, both defensive snares for melee on the monks and offensive to snare people for the melee on your team.
 * Degen Pressure with apply poison when used right. If you have a good ranger, they are switching between targets to try to get poison on as many people as possible.
 * Interruption that both disables and has the ability to do damage. BOTH of these skills have short recharge times. All the mesmer interrupts which you probably have said are better have longer recharge times and don't disable AND can't interrupt everything (Just spells and chants).
 * Self Defense with Troll Unguent, Mending Touch, and Natural Stride, which in GvG gives this build the ability to be invisible to Eles (Yes, invisible), and easily gank all on its own.

Tell me another skill that can spam 50% snares that can't be blocked. Tell me another 7 energy unstrippable -4 degen skill. Tell me a better interrupt than D Shot. Tell what can beat this solo.

That is four categories it fits into, and well. Now a lot of people say this fails because it can't do any damage. SO WHAT!? It takes over the job of 3-4 character slots in one person. What this is is called utility: The degree of usefulness. Damage can be put into other characters. If we try to fit damage into this build we lose the overall value of the build, since ever single skill is needed in there.

Why nothing can ever kill this solo
You have 100 armor to elemental damage which is equal to HALF DAMAGE! Then you have regeneration to heal up, but then you also have interrupts to make it so they can't get as many casts out. Any burning damage is gone through the use of mending touch, and that also heals them for ~15. So ele's don't stand a chance, not even blind bots.

Sins, warriors and dervishes can't hit you in three ways: Blocking, kiting and snaring. So something that can't get to use can't kill you. You can remove that cripple, but 1 second later it is back on them. You can't block that attack either.

Anti melee like necros and mesmers all have 1-2 cast times so a good ranger won't let anything get out, and in fact disable those skills for an EXTRA 20 seconds. So they can't do anything besides staff...which is less damage than your regeneration.

Recap

 * It takes over so many roles in a team and does them well.
 * This is a great ganker and is very splittable
 * A good ranger can get an entire team poisoned
 * A good ranger can interrupt 3/4 cast time skills with both interrupts, a good mesmer can do the same, but only interrupt spells
 * Nothing can solo this.
 * Many people think this sucks because they play it, don't understand how to play it and then miss the purpose of the build. This takes a lot of skill to play, and not everyone can play it perfectly.