Double Debilitator
Originally Published by Inde
Profession: R/Me
Name: Double Debilitator
Type: Energy Denial, General PvP
Attributes:
14 Expertise (10+3+1)
11 Marksmanship (10+1)
12 Wilderness Survival (11+1)
Skills:
1. Apply Poison/Kindle Arrows
2. Serpent's Quickness
3. Echo {Elite} (Unlinked)
4. Debilitating Shot
5. Distracting Shot
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]
Summary:
This build is not designed to deal damage. Instead, it is designed to keep a single target low on energy for an extended period of time. How this is achieved is as follows - use your preparation, whether it be Apply Poison or Kindle Arrows, and then start Serpent's Quickness and cast Echo. After Echo is complete, you should fire a Debilitating Shot. You should now have 2 Debilitating Shot's on your skill bar because of Echo. With Serpent's Quickness bringing their recharges down, Expertise bringing their costs down to 4, and your zealous bowstring (if you chose a zealous bow) sapping an energy with each arrow strike, you should be able to fire off a Debilitating Shot with almost every attack. If they do manage to get enough energy to cast, you have Distracting Shot to interrupt them. Pin Down is used to keep the target from fleeing your energy-denial assault. Throw Dirt is used when under pressure from melee, or to protect teammates.
Substitutions that can be made in this build are Savage or Concussion Shot for Distracting Shot (according to personal preference), Point Blank Shot for Pin Down or Throw Dirt (if the user desires an avenue of damage-dealing), and Quickening Zephyr makes a nice addition to the build, providing the rest of the team is okay with it. It increases energy costs and decreases recharge, making it harder for everyone to cast spells and use energy skills, but with Expertise reduction that doesn't bother you *too* much, and the decreased recharge allows you to fire Debilitating Shot *every* attack.
Notes and Concerns:
The Double Debilitator does not deal a lot of damage. He/she cannot kill a target alone - this is a support character build, designed to shut down a caster-type, not kill him/her. All of the Double Debilitator's efforts can be countered by a simple block/evade stance or enchantment, so a necromancer with Rigor Mortis and enchantment removal would be a big plus to have on the team. This build flourishes most in 8v8 settings, as in 4v4 the team needs most of its members to be able to deal damage.
Credits:
Special thanks to my guild buddy Flint Ironoak for showing me the merits of the elite Echo on a ranger. This build was tested by Daeron Shadowsong in the Competition Arenas and the Tomb of Primeval Kings.
http://www.guildwarsguru.com/forum/showthread.php?t=88798
Name: Double Debilitator
Type: Energy Denial, General PvP
Attributes:
14 Expertise (10+3+1)
11 Marksmanship (10+1)
12 Wilderness Survival (11+1)
Skills:
1. Apply Poison/Kindle Arrows
2. Serpent's Quickness
3. Echo {Elite} (Unlinked)
4. Debilitating Shot
5. Distracting Shot
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]
Summary:
This build is not designed to deal damage. Instead, it is designed to keep a single target low on energy for an extended period of time. How this is achieved is as follows - use your preparation, whether it be Apply Poison or Kindle Arrows, and then start Serpent's Quickness and cast Echo. After Echo is complete, you should fire a Debilitating Shot. You should now have 2 Debilitating Shot's on your skill bar because of Echo. With Serpent's Quickness bringing their recharges down, Expertise bringing their costs down to 4, and your zealous bowstring (if you chose a zealous bow) sapping an energy with each arrow strike, you should be able to fire off a Debilitating Shot with almost every attack. If they do manage to get enough energy to cast, you have Distracting Shot to interrupt them. Pin Down is used to keep the target from fleeing your energy-denial assault. Throw Dirt is used when under pressure from melee, or to protect teammates.
Substitutions that can be made in this build are Savage or Concussion Shot for Distracting Shot (according to personal preference), Point Blank Shot for Pin Down or Throw Dirt (if the user desires an avenue of damage-dealing), and Quickening Zephyr makes a nice addition to the build, providing the rest of the team is okay with it. It increases energy costs and decreases recharge, making it harder for everyone to cast spells and use energy skills, but with Expertise reduction that doesn't bother you *too* much, and the decreased recharge allows you to fire Debilitating Shot *every* attack.
Notes and Concerns:
The Double Debilitator does not deal a lot of damage. He/she cannot kill a target alone - this is a support character build, designed to shut down a caster-type, not kill him/her. All of the Double Debilitator's efforts can be countered by a simple block/evade stance or enchantment, so a necromancer with Rigor Mortis and enchantment removal would be a big plus to have on the team. This build flourishes most in 8v8 settings, as in 4v4 the team needs most of its members to be able to deal damage.
Credits:
Special thanks to my guild buddy Flint Ironoak for showing me the merits of the elite Echo on a ranger. This build was tested by Daeron Shadowsong in the Competition Arenas and the Tomb of Primeval Kings.
http://www.guildwarsguru.com/forum/showthread.php?t=88798


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