blindfired
Apr 27, 2009, 10:18 PM
^^ says all.
One of these i found on the GWG but i didnt want to necro the post. im unsure of the actual post actually, as i copied and pasted the info to word and saved it.
BEASTMASTER:
Ranger/who cares, not used anyways
Marksmanship 14 (11 base +3 superior rune)
Beast Mastery 13 (11 base +1 rune +1 mask)
Expertise 9 (8 base +1 rune)
Wilderness Survival 4 (3 base +1 rune)
Health +41 (Major Vigor rune)
Droknar's Forge Druid Armor
Skills:
[Penetrating Attack]
[Precision Shot]
[Tiger's Fury]
[Ferocious Strike]
[Feral Lunge]
[Troll Ungent]
[Comfort Animal]
[Charm Animal]
The 3 points in WS were mainly because I couldn't put them anywhere else, but having a +5 regen on TU is better than the base +3. Having an expertise of 9 seemed optimal for me, my 5 energy skills cost 3, and 10 energy skills cost 6, I couldn't really justify the AP to raise it to 13 for the next significant drop.
Some of the skills are variable. I will sometimes swap my attack skills (PA and PS) for others, such as [Savage Shot] for interrupting, etc, depending on what task I need to accomplish. I like [Feral Lunge] for the low energy cost and bleeding damage, it's always nice to watch an enemy's health start dropping suddenly. [Troll Ungent] is very optional, depending on if there's a competent healer in the group, and on how busy they're likely to get healing others. If I can keep myself going in some tight situations, one less person for the healer to worry about, but if it's not going to be that much extra stress, I'll grab something else. Other skills I'm likely to use, [Favorable Winds] for one, it's done well for me, but I generally only use it when alone or with a couple rl friends, since mission groups never seem to want to slow down long enough for me to cast it. Also, I've toyed with [Symbiotic Bond], but I've seen a few threads claiming it is broken, and I've noticed that when used, there is no icon to indicate if it's active, so until that issue is cleared up, I'll probably avoid it.
Now for the meat of the build: [Ferocious Strike] and [Tiger's Fury]. Spamming FS nets me 6 energy (9 energy-3 to use skill), so when I use it right, I hardly ever run out. Yes, TF disables nonattack skills for 5 seconds, so what? FS has an 8 second recharge, and FL is 10 seconds. It's all about timing. I activate TF when I first attack a target, joined with my attack skills. During this time, my pet is still closing the distance to the target, so no real time loss there. By the time my pet reaches the target, I can hit FS for some energy, followed by FL to bleed my prey, at the same time continuing my bow attacks - that's one thing I love about the build, damage from two sources at once. As energy permits, I follow FS and FL with another TF, get it right and there's no downtime on my skills. I keep comfort animal handy so I can keep my little energy mine going, and res him if needed. However, even if my pet is taken out, between TF and two attack skills, I'm not exactly helpess. Definetely less effective, but not helpless.
I THINK THIS IS A DPS BUILD
Originally Posted by Marveric
Why not just run Prepared Shot with 15-16 Marksmanship? It's sufficient for energy management and you don't have to take points away from damage.
First, because running that much in Marksmanship detracts too much from Expertise...and second, because Prepared Shot
First, because running that much in Marksmanship detracts too much from Expertise...and second, because [[Prepared Shot] can't keep up with that kind of energy drain. Also, the lack of an IAS makes Prepared take far too long to shoot for far too little payoff (and thirdly, in the case of 16 Marksmanship, because running superiors makes me fear for my character's life).
Tops, you're getting a +9 return from Prepared if you're not running a ridiculous amount of Marksmanship and you're using a Zealous bowstring. That's not even two [[Asuran Scan] casts. And smacking things with [penetrating attack] and [sundering attack] while under [asuran scan] makes things drop fast enough that you're going to be casting Scan really, really often.
On another Spike-ish PvE note, I've been running this on Frostmaw's runs lately:
[triple shot]
[dual shot]
[needling shot]
[asuran scan]
[glass arrows]
[I am the strongest]
[ether signet]
[mantra of inscriptions]
Expertise: 11+2+1
Marksmanship: 11+1
Inspiration Magic: 8
You can probably get by with a different skill substituted for [mantra of inscriptions], but it definitely makes life easier in general usage. I do like taking [[inspired hex] or [[revealed hex] in Frostmaw's though, just in case Gwen doesn't take care of Wurm Bile quickly enough.
And it's just funny hitting with Needling for 103 Armor-Ignoring DPS on those big wurms...
One of these i found on the GWG but i didnt want to necro the post. im unsure of the actual post actually, as i copied and pasted the info to word and saved it.
BEASTMASTER:
Ranger/who cares, not used anyways
Marksmanship 14 (11 base +3 superior rune)
Beast Mastery 13 (11 base +1 rune +1 mask)
Expertise 9 (8 base +1 rune)
Wilderness Survival 4 (3 base +1 rune)
Health +41 (Major Vigor rune)
Droknar's Forge Druid Armor
Skills:
[Penetrating Attack]
[Precision Shot]
[Tiger's Fury]
[Ferocious Strike]
[Feral Lunge]
[Troll Ungent]
[Comfort Animal]
[Charm Animal]
The 3 points in WS were mainly because I couldn't put them anywhere else, but having a +5 regen on TU is better than the base +3. Having an expertise of 9 seemed optimal for me, my 5 energy skills cost 3, and 10 energy skills cost 6, I couldn't really justify the AP to raise it to 13 for the next significant drop.
Some of the skills are variable. I will sometimes swap my attack skills (PA and PS) for others, such as [Savage Shot] for interrupting, etc, depending on what task I need to accomplish. I like [Feral Lunge] for the low energy cost and bleeding damage, it's always nice to watch an enemy's health start dropping suddenly. [Troll Ungent] is very optional, depending on if there's a competent healer in the group, and on how busy they're likely to get healing others. If I can keep myself going in some tight situations, one less person for the healer to worry about, but if it's not going to be that much extra stress, I'll grab something else. Other skills I'm likely to use, [Favorable Winds] for one, it's done well for me, but I generally only use it when alone or with a couple rl friends, since mission groups never seem to want to slow down long enough for me to cast it. Also, I've toyed with [Symbiotic Bond], but I've seen a few threads claiming it is broken, and I've noticed that when used, there is no icon to indicate if it's active, so until that issue is cleared up, I'll probably avoid it.
Now for the meat of the build: [Ferocious Strike] and [Tiger's Fury]. Spamming FS nets me 6 energy (9 energy-3 to use skill), so when I use it right, I hardly ever run out. Yes, TF disables nonattack skills for 5 seconds, so what? FS has an 8 second recharge, and FL is 10 seconds. It's all about timing. I activate TF when I first attack a target, joined with my attack skills. During this time, my pet is still closing the distance to the target, so no real time loss there. By the time my pet reaches the target, I can hit FS for some energy, followed by FL to bleed my prey, at the same time continuing my bow attacks - that's one thing I love about the build, damage from two sources at once. As energy permits, I follow FS and FL with another TF, get it right and there's no downtime on my skills. I keep comfort animal handy so I can keep my little energy mine going, and res him if needed. However, even if my pet is taken out, between TF and two attack skills, I'm not exactly helpess. Definetely less effective, but not helpless.
I THINK THIS IS A DPS BUILD
Originally Posted by Marveric
Why not just run Prepared Shot with 15-16 Marksmanship? It's sufficient for energy management and you don't have to take points away from damage.
First, because running that much in Marksmanship detracts too much from Expertise...and second, because Prepared Shot
First, because running that much in Marksmanship detracts too much from Expertise...and second, because [[Prepared Shot] can't keep up with that kind of energy drain. Also, the lack of an IAS makes Prepared take far too long to shoot for far too little payoff (and thirdly, in the case of 16 Marksmanship, because running superiors makes me fear for my character's life).
Tops, you're getting a +9 return from Prepared if you're not running a ridiculous amount of Marksmanship and you're using a Zealous bowstring. That's not even two [[Asuran Scan] casts. And smacking things with [penetrating attack] and [sundering attack] while under [asuran scan] makes things drop fast enough that you're going to be casting Scan really, really often.
On another Spike-ish PvE note, I've been running this on Frostmaw's runs lately:
[triple shot]
[dual shot]
[needling shot]
[asuran scan]
[glass arrows]
[I am the strongest]
[ether signet]
[mantra of inscriptions]
Expertise: 11+2+1
Marksmanship: 11+1
Inspiration Magic: 8
You can probably get by with a different skill substituted for [mantra of inscriptions], but it definitely makes life easier in general usage. I do like taking [[inspired hex] or [[revealed hex] in Frostmaw's though, just in case Gwen doesn't take care of Wurm Bile quickly enough.
And it's just funny hitting with Needling for 103 Armor-Ignoring DPS on those big wurms...