View Full Version : Ranger Basics
Valerius
Jun 20, 2005, 09:50 PM
Yes 15-28 is max for any bow.....however you'll only be doing 64.8% (at level 20) of that because of your low Marksmanship.
This link shows the combat mechanics in case you haven't read it:
Combat Mechanics
i was asking if 14-27 is the max for any bow at req. 7 ..
as for damage tho... i only have two bow attacks = Distracting Shot and Poison Arrow
Swarnt Brightstar
Jun 23, 2005, 07:45 AM
I'm a R/Ele and for some reason, I usually the first-second one enemies target in PvP, GvG, and PvE. then I switched to R/Mo, and I never did any damage enough to even affect teh enemy in PvP, whereas in GvG I could semi-ly keep myself alive and at the same time do some damage.
I attributes are
10marksman.+minor rune
10expertise+1minor rune
2beastmastery
8healing prayers
8protection prayers
my skill set is
power shot-to deal out damage
dual shot-to use while power shot's charging
apply poison-to poison enemies
comfort animal-to rez my pet bear (named butt sniffer-it's an inside joke)
charm animal-to keep m'animal with me
vital blessing-for the health bonus
mending-for health regen
rebirth-to rez my healer w/o aggroeing
UsagiNoSenshi
Jun 23, 2005, 12:30 PM
too spread out, put some more points in marksmanship. You shouldn't bother with the pet if you only have 2 beast mastery, they are only good if you have at least 8 or more. Plus the lack of pet skills.
Tellani Artini
Jun 23, 2005, 01:07 PM
I attributes are
10marksman.+minor rune
10expertise+1minor rune
2beastmastery
8healing prayers
8protection prayers
my skill set is
power shot-to deal out damage
dual shot-to use while power shot's charging
apply poison-to poison enemies
comfort animal-to rez my pet bear (named butt sniffer-it's an inside joke)
charm animal-to keep m'animal with me
vital blessing-for the health bonus
mending-for health regen
rebirth-to rez my healer w/o aggroeing
Are you a ranger, or a monk with a 15-28 staff and a pet that doesn't do any damage? You've shoved yourself into the "support" stereotype that many people hold about rangers. Try taking a more active role in either the offense or defense. And by taking an active role in the defense, I don't mean whirling defense. Throw dirt, pin down, traps, and if you must use monk skills, pacifism. All skills that keep your teammates alive, not just yourself. Improve the offense with debilitating shot, distracting shot, pin down, scourge healing. Just some examples.
And yeah, about the pet: use it or lose it.
Rajamic
Jun 23, 2005, 02:38 PM
This is a reminder (that is probably been said many times already in this thread).
If you want to do good direct bow damage at level 20, just slapping on a bow attack or 2 won't cut it.
You will need 12+ Marksmanship, an absolute minimum of 9 Expertise for bow attack spamming (13+ would be best), Tiger's Fury (Beastmastery at 4+), and at least 1 bow attack to spam. Penetrating Shot is far superior to Power Shot; only bring Power Shot if you want to alternate between the two. Unless you are expecting to never have 2 targets next to each other, bring Ignite Arrows instead of Kindle Arrows (though you might be able to justify using a different prep than either of these). Bring a Res; you will more often than not be the last one standing.
Keep Tiger's Fury active as much as possible. Always activate your prep right before engaging a new group of enemies, but be conservative about re-activating a prep mid-battle.
Kishin
Jun 23, 2005, 03:59 PM
Are you a ranger, or a monk with a 15-28 staff and a pet that doesn't do any damage? You've shoved yourself into the "support" stereotype that many people hold about rangers. Try taking a more active role in either the offense or defense. And by taking an active role in the defense, I don't mean whirling defense. Throw dirt, pin down, traps, and if you must use monk skills, pacifism. All skills that keep your teammates alive, not just yourself. Improve the offense with debilitating shot, distracting shot, pin down, scourge healing. Just some examples.
And yeah, about the pet: use it or lose it.
I agree 100% with just about everything Tellani says. 2 beastmastery won't do your pet any good. Drop him. Furthermore, Penetrating Attack > Power Shot, due to Armor penetration. Poison Arrow is generally a better option for poisoning than Apply Poison because of spammability and low cost (And since you have no elite skill in your build, you may as well add one). You definitely need Tiger's Fury to do significant bow damage, as another poster mentioned.
You'll want to trash Vital Blessing, as well, because it impairs your energy regeneration.
Debilitating Shot is an amazing Ranger skill. I don't know why so many people neglect it. I'll pay 4 energy (14 expertise) to take 10 off my opponent with a 5 second recharge skill any day of the week.
Nidhogg
Jun 24, 2005, 07:12 PM
Well I got around to making and testing a Beastmaster build and I have to say I am absolutly amazed with how good it is.. never again will I listen to people who say certain builds are bad. Here is my setup..
Beast Mastery 12+3
Marksmanship 10+2
Expertise 8+1
Debilitating shot
Ferocious Strike {E}
Disrupting Lunge
Bestial Pounce
Pin Down
Call of Haste
Comfort Animal
Charm Animal
Notice anything? It's a Disruption build with the pet doing the disrupting instead of using marksmanship skills! Why? Well not only does the pet do MORE damage, but for less mana, AND more oftenly, you disable skills or knockdown with your interrupt attacks, plus Call of Haste, Ferocious Strike for damage + mana regen, and Pin Down if they try to run away :) Also to clear up some misinformation - lv 20 pets have 70 armor not 60. And they have 1600+ hp according to research done by Seth Oriath, so they dont "die in 1 hit" -_-.
Also I would like to say this build is not for everyone, but mainly for people who are confortable with a pet doing the damage and not the player. I very much enjoy this build and plan on playing with it for a long time :) Also I would like to thank Tellani Artini, Seth Oriath, and UsagiNoSenshi for their information and advice it has been very helpful :D
PippinTook
Jun 24, 2005, 09:21 PM
Anti-caster/AoE sort of build maybe working for PvP?
R/E
Exp 10+, 2 Rune,+1 Mask=13
Marks 10, +1 Rune=11
Wilderness Survival 6, +1 Rune=7
Beastmastery 3, +1 Rune=4
Elemental Magic 9
_________________
Barrage{E}
Distracting Shot
Debilitating Shot
Savage Shot OR Concussion Shot...
Tiger's Fury
Troll Ungent
Pin Down
Conjure Element
Plz Criticize as much as possible!
Another build to criticize Plz! (Illusianary Swordsman)
R/ME
11 Expertise, +1 Rune, +1 Hat=13
10 Beastmastery,+2 Rune=12
10 Illusion Magic
____________________
Illusionary Weaponry{E}
Conjure Phantasm
Imagined Burden
Whirling Defense
Charm Animal
Tiger's Fury
Feral Lunge
Brutal Strike
UsagiNoSenshi
Jun 24, 2005, 10:53 PM
Notice anything? It's a Disruption build with the pet doing the disrupting instead of using marksmanship skills! Why? Well not only does the pet do MORE damage, but for less mana, AND more oftenly, you disable skills or knockdown with your interrupts, plus the bleeding, Call of Haste, and Pin Down if they try to run away :) Also to clear up some misinformation - lv 20 pets have 70 armor not 60. And they have 1600+ hp according to research done by Seth Oriath, so they dont "die in 1 hit" -_-.
Also I would like to say this build is not for everyone, but mainly for people who are confortable with a pet doing the damage and not the player. I very much enjoy this build and plan on playing with it for a long time :) Also I would like to thank Tellani Artini, Seth Oriath, and UsagiNoSenshi for their information and advice it has been very helpful :D
yes! Good job! this is the theory i'm testing out in pvp. You can take down a monk pretty fast if you do it right. Pin um down so they can't run, send in the pet, hack away at um, and interupt their heals. Yay for more beast masters!
Nidhogg
Jun 25, 2005, 12:45 AM
Changed my build slightly, but I may switch Ferocious Strike for Crippleing Shot depending on a test to see if Feral Lunge will bleed people using attack spells as well as weapon attacks, unless anyone else knows for sure?
Rajamic
Jun 25, 2005, 03:04 AM
Team made of largely beastmasters with one of them having Call of Haste, Call of Protection, and Otyugh's Cry (these are all shouts, so could be applied to all pets!). A pack of pets with roughly normal bow damage, 1600HP, 25% faster attacks (almost Tiger's Fury caliber) and 33% faster movement, -15 damage recieved, and +20 AL. And most of the team would still have plenty of skill slots for attacks. Have a few bring Revive Animal (It's got an area effect too!)
That would be scary, and I may have to finish leveling my pet so I can try this out with some people. If only pet attacks could be used while moving...
Tellani Artini
Jun 25, 2005, 03:23 AM
Changed my build slightly, but I may switch Ferocious Strike for Crippleing Shot depending on a test to see if Feral Lunge will bleed people using attack spells as well as weapon attacks, unless anyone else knows for sure?
"Attacking" means with a weapon. "Casting" means with a spell, including attack spell.
Team made of largely beastmasters with one of them having Call of Haste, Call of Protection, and Otyugh's Cry (these are all shouts, so could be applied to all pets!). A pack of pets with roughly normal bow damage, 1600HP, 25% faster attacks (almost Tiger's Fury caliber) and 33% faster movement, -15 damage recieved, and +20 AL. And most of the team would still have plenty of skill slots for attacks. Have a few bring Revive Animal (It's got an area effect too!)
Call of Haste and Call of Protection don't affect other allied pets, it seems. Only Otyugh's helps the whole team.
I don't think revive animal is worth it, really. 6 second cast time, and it's only going to be useful when all the pets are dead. If this happens you're gone. If the owners all skipped comfort animal and one person brought revive, with monks healing the pets, it could save some skill slots. But comfort animal is, imo, too powerful a heal to leave behind. Any more than 4 pets on a team seems a bit far fetched, but we'll see.
Gydion
Jun 25, 2005, 05:24 AM
I've read through all of this thread and a couple others. I have a few questions yet; please keep in mind I'm fairly new (only level 6.5) and I'm playing a Ranger/Mesmer. I mainly play with my wife and early on we encountered way to many creatures that would cast healing on themselves so I switched from Illusion to Domination for the interupts and it's worked wonderfully. But now that I've read more it seems that there are great many Ranger interupts that work just as good if not better than the Mesmers. So... Help! Should I switch back to Illusion to get some more DoT effects (phantasm & poison arrows etc...) or stay with my current counter-healer build? FYI my wife is playing an Ele/Necro
My eventual build:
(I went with the four attribute build detailed in an article on this site)
Marksmenship: 10
Expertise: 10
Domination: 9
Wilderness: 7
I tend to use favorable winds and power shot when I can set the Winds up. I use power leak, that may be the wrong name though, for counter (such a long recharge time). I'll use Troll Ungent if really needed but I can generally hold my own. I've just gone to pulling targets after reading how to Call Target and that has really advanced our game quite a bit. It's much nicer to take critters one by one than 7 at a time.
Any and all thoughts are appreciated, thanks in advance.
burianek
Jun 25, 2005, 02:32 PM
Honestly, I think how you use your character will change again and again over the course of the game as you respond to the situations you find yourself in.
I started out with almost no ranger skills for my R/Me in the early game and now, in the late game, I have almost no mesmer skills. :)
You'll have to reinvent your character and how you use him many many times, so don't get too worked up over the late game build yet. It will come later.
Trying out different things lets you learn how to play in a variety of styles, which isn't a bad thing. :)
Cheers.
Kurow
Jun 27, 2005, 02:07 AM
Actually, through further exploring of this build via PVP, ive found it to be excelent. It really brings those warriors down to size, most of the time they dont get more than a couple seconds of actually hitting. :cool:
Stats are something like
Wilderness Survival: 12
Swordsmanship: 12
Tactics: as high as i can get it
Apply Poison
Seeking Blade
Sever Artery
Gash
Deadly Riposte (considering changing to normal riposte due to energy)
Gladiator's Defense [E]
Troll Unguent
Resurrection Signet
If you couldnt tell this build is based on health degeneration. The gladiator's defense and riposte skills are to elongate the life of my guy, seeing as hes not as tough as the warriors on the field. And seeking blade is just a bread and butter move to add damage, along with the no miss part. I dont know about the whole rune thing since i havent started using them, due to not having the armor i want yet, just assume that the starts are what they should be for this build, and then tell me them :P
IndyCC
Jun 27, 2005, 12:18 PM
Question/Curiosity:
Now I know that ranger pets aren't really used for pvp, but curiosity has gotten the best of me and I was wondering something.
So for chits and giggles say you make a pvp only ranger. So you start at lvl 20 and only have access to the pvp arenas. Say you put 16 points worth in beastmastery (and the rest in marksmanship or something, its not really relavant to the question). You equip your charm animal skill so that Pet X will join you in the fight. But, here is the question, how do you charm an animal for pvp when to my knowledge there are none around in the arenas to charm to take in?
PippinTook
Jun 27, 2005, 02:36 PM
Question/Curiosity:
Now I know that ranger pets aren't really used for pvp, but curiosity has gotten the best of me and I was wondering something.
So for chits and giggles say you make a pvp only ranger. So you start at lvl 20 and only have access to the pvp arenas. Say you put 16 points worth in beastmastery (and the rest in marksmanship or something, its not really relavant to the question). You equip your charm animal skill so that Pet X will join you in the fight. But, here is the question, how do you charm an animal for pvp when to my knowledge there are none around in the arenas to charm to take in?
It gives you a lvl 20 elder wolf for free
Enigmatics
Jun 30, 2005, 09:21 AM
Ensign, thanks for the awsome builds. I'm testing a shock sniper right now, and I wonder what type of bow should I'd be more effective with. I have a halfmoon and storm bow (long bow specs), both max damage. I believe the first one has shortest range and fastest speed, while the latter has longest range and slowest speed. Before, i've been using the halfmoon for barrage with a zealous upgrade, but i'm doubtful it would be as useful with such an upgrade in pvp. Anyone have suggestions as to which bow I should use?
Stormer
Jun 30, 2005, 04:20 PM
storm bow has the 2nd-highest critical out of all weapons ingame, the first place being taken by the hammers. storm bow is THE best bow ingame.
Enigmatics
Jun 30, 2005, 04:23 PM
Thanks, that was helpful. Can't find weapon critical info though, any sources on that?
knives
Jun 30, 2005, 04:43 PM
i would just like to say... I am a Beast Master...
:: prepares to be flamed::
So many people say how useless my build is T_T it makes me sad beacuse i think i've done rather well, i mean i've acended already. I've only had to take my pet out for fighting my mirror self, that's it. I'm not big on PvP so i'm not worried about that.
I have a pet strider, named Mr. Feathers.
Beast Mastery- 13
Marksmanship- 13
Expertise - 8
Wilderness Survival- 2
Power shot
Call of Haste
Feral Lunge
Predator's Pounce
Troll Ungent
Comfort Animal
Charm Animal
(random res or capture signet)
and no i have no clue why i have the random 2 Wilderness. Any suggestions? should i mess with some more runes?
I am really liking your build. ^^ But I was just wondering, wouldn't it be better if you just used read the wind instead of power shot? +10-18dmg for 10 energy and a 6sec recharge time for one shot, compared to faster moving arrows for 12 sec, for 5 energy, 12 sec recharge time (enough time for the spell to end, and start again), to variably do more damage? The only downside is the 2 sec casting time.
Enigmatics
Jun 30, 2005, 04:49 PM
Beastmasters are horribly underrated, because people just think the idea is ridiculous in its seriousness; without looking at the skills and damage they can do.
knives
Jun 30, 2005, 05:23 PM
Ok, I am having trouble with spending attribute points.
I want to do
Beast Mastery
Marks
For sure.
Now, I am torn between 3 things. Expertise, ele dmg, or smiting.
Expertise for obvious reasons, ele dmg if I want to use conjure + ele dmg bowstring, or smiting for judges insight + read the wind + a sundering bow upgrade. Which would you go for preferrably? I am leaning towards expertise or smiting, and I can't really decide.
This is for PvE btw. And my skillset will resemble..
Read the Wind
Call of Haste
Charm Animal
Comfort Animal
Feral Lunge
Predators Pounce
Bestial Pounce
Rez Sig (if I go expertise) / Judges Insight (if I go monk)
This is a beast mast build btw. I just wanted to see if expertise was all that important, and was wondering I drop it for judges insight, would it be more effective?
Enigmatics
Jun 30, 2005, 05:28 PM
Most all ranger builds level expertise to 11 and boost it to 14. Generally a conjure element is better for single targets. I have no idea why it isn't used with barrage though. Most rangers that use barrage use judge's insight.
SPARTACVS
Jun 30, 2005, 06:42 PM
Beastmasters are horribly underrated, because people just think the idea is ridiculous in its seriousness; without looking at the skills and damage they can do.
No, the problem with beastmaster is when your pet die. Losing your skills for 8 sec when you resurect pet is fine with me but when it dies it put you in a 2x bad situation (no more pets and no more skills). Don't let it die? Well if the healing skill was better...
Doof
Jun 30, 2005, 10:35 PM
Im kinda new here, and ive been working on a R/Mo build, tryign to read up on it and apply it to my ranger.
Still havent done the second 15pt attribute quest
Healing-7
smite-5
beast-1(rune)
expertise-13 (+2 rune +1mask)
Mark-12(+1 rune)
Sup vigor
so i have 504 health and with druids set i have 32 energy
Judges Insight
Barrage
Hunters Shot
Penetrating attack
debilitating shot
tiger's fury
whirling defense
Mending
I use mending because i have a 5:1 vamp ascalon bow with +24 health
the -1 degen is why i need to use mending.
the -1 energy from mending is killing me while trying to maintain judges.
i can manage to take on one hydra solo no problem, but my ranger has serious problem s with multiple creatures. Anyone have any suggestions on a bow i should be using and maybe a change in skills??
Enigmatics
Jul 01, 2005, 07:51 AM
Barrage is for multiple enemies, less effective against 1. You might want to get a zealous bow on switch, so you don't have to maintain mending. your skills seem okay.
One thing, is there a better elite then punishing shot to use for a shock sniper? Seems almost like power shot would be an easy replacement.
s0m31
Jul 04, 2005, 04:55 AM
Degen Ranger for 4v4 random
R/me- doesn't focus on immediate damage but instead on DOTs which kills of runners often ^_^.. Pls share ideas on how to improve this build
illusion- 9
inspi- 8
wild- 8+2
marks- 7+1+2
experise- 8+2
Skills:
poison arrow
conjure phantasm
pin down
spirit of failure
inspired enchantment
troll unguent
rez sig
distracting shot
how to use it:
Use spirit of failure on a warrior or ranger as soon as possible and as often as possible. If theres none then too bad.
Cast conjure phantasm and poison arrow on called target and try to keep it on him as much as possibe. If they try to run use pin down and if they have enchantments on them like healing breeze which cancels all your degen then use inpired enchantments.
If you are being attacked use troll unguent immediately to avoid serious damage and keep using it. Use pin down on a warrior attacking you also
Use distracting shot on anyone who tries to rez or a healing monk who heals himself too much.
PippinTook
Jul 04, 2005, 07:39 AM
Sounds good to me. Debilitating shot can drain energy fast so you might want to try it a little bit.
Enigmatics
Jul 04, 2005, 08:03 AM
Degen is different from energy denial. However since most all warriors pack mend ailment, you won't be doing much damage with poison arrow. And some monks have smite hex, so...
Valerius
Jul 04, 2005, 11:38 AM
how's this for an interupting Ranger....
Expertise : 12 + 3
Marksmanship : 12 + 3 + 1
- Read The Wind
- Concussion Shot
- Punishing Shot {E}
- Distracting Shot
- Savage Shot
- Pin Down
- Whirling Defence
- Rez Signet
PippinTook
Jul 04, 2005, 02:44 PM
how's this for an interupting Ranger....
Expertise : 12 + 3
Marksmanship : 12 + 3 + 1
- Read The Wind
- Concussion Shot
- Punishing Shot {E}
- Distracting Shot
- Savage Shot
- Pin Down
- Whirling Defence
- Rez Signet
Looks good to me. You might want to switch read the wind for Tiger's Fury, or maybe debilitating. But if your set on keeping it it wouldnt hurt at all.
PippinTook
Jul 04, 2005, 02:50 PM
Does this R/Mo Build look good? It will be used in the tombs mostly, and maybe some PVE
R/Mo
Expertise 11, +1 Hat, +2 Rune= 14 Total
Marksmanship 10, +1 Rune= 11 Total
Smiting Prayers 10
_______________________
Barrage{E}
Distracting Shot
Debilitating Shot
Tiger's Fury
Pin Down
Savage Shot
Judge's Insight
Resurect
I was also wondering should I maybe put some points into protection prayers for Rebirth instead of Resurect (spelling error?). I was thinking the 6 casting time instead of 8 would maybe help. Would it be worth the att. points?
arnansnow
Jul 04, 2005, 02:52 PM
In PvP, wouldn't quick shot be better than barrage?
DragonKnight
Jul 04, 2005, 02:57 PM
I a begging u not to laught at me can u plz tell me what does EXPERTISE upgrades and does MARKSMANSHIP upgrades atk power off up bow sorry ppl but I am new in the game
arnansnow
Jul 04, 2005, 02:58 PM
Please use good english, it is hard to understand what you mean.
Expertise - Lowers cost of all skills by 3(4?)% every level
PippinTook
Jul 04, 2005, 03:00 PM
I a begging u not to laught at me can u plz tell me what does EXPERTISE upgrades and does MARKSMANSHIP upgrades atk power off up bow sorry ppl but I am new in the game
Expertise guide link on the first post of the first page. It lowers energy cost for traps, attack skills,preparations and some more.
And im not sure about the second question.
PippinTook
Jul 04, 2005, 03:04 PM
In PvP, wouldn't quick shot be better than barrage?
Barrage has an AoE and b/c of attack skills being gone for 2 seconds w/ quick shot it makes tiger's fury useless. Barrage also recharges faster and I can use it with 1.33 attack speed (from tiger's fury). So Barrage is faster, and has an AOE to sum it up.
arnansnow
Jul 04, 2005, 03:23 PM
Barrage has an AoE and b/c of attack skills being gone for 2 seconds w/ quick shot it makes tiger's fury useless. Barrage also recharges faster and I can use it with 1.33 attack speed (from tiger's fury). So Barrage is faster, and has an AOE to sum it up.
I hear a lot about how quick shot is so good in PvP, so much better than barrage, so I was just wondering.
Epinephrine
Jul 04, 2005, 03:32 PM
I hear a lot about how quick shot is so good in PvP, so much better than barrage, so I was just wondering.
I think that's because barrage removes any preparation, while quick shot doesn't. Quick shot adds an extra attack in the cycle of things, and it's an attack that can carry a preparation, so it is a decent tool for upping the damage. Haven't capped it personally, but I can see how an extra arrow could be handy.
PippinTook
Jul 04, 2005, 04:18 PM
I hear a lot about how quick shot is so good in PvP, so much better than barrage, so I was just wondering.
You may be right, but I I dont have room for a preparation to put on it, and it just seems to me that barrage is better.
Moofoo Pork
Jul 04, 2005, 06:11 PM
Sorry to change the subject,
There was a study on the refire rates and distances of different types of bows, and i forgot to copy the link =(..... Anyone know where it is?
-Thanks
PippinTook
Jul 04, 2005, 09:54 PM
http://www.guildwarsguru.com/content/missile-weapon-properties-id1092.php
There ya go.
s0m31
Jul 05, 2005, 02:05 AM
Degen is different from energy denial. However since most all warriors pack mend ailment, you won't be doing much damage with poison arrow. And some monks have smite hex, so...
No one really removes phantasm in the games i play in since they save their hex removers for backfire and such. As for poison it has a fast recast time and low energy requirement especially with expertise so they can mend it all they want and I'll just keep poisoning them. Warriors run out of energy fast too so they will have to stop mending it eventually. If you really want to keep them poisoned then time your distracting shot and they will be unable to mend. Distracting shot also works for smite hex btw so its all about the person using this build. Degen is a nice way to kill people since it ignores armor can cancel healing like troll unguent and healing breeze.
DragonKnight
Jul 05, 2005, 07:29 AM
RANGER/MESMER
LVL:20
ATTRIBUTES
Expertise-11 (P)
Marksmanship-10
W.Survival-8
Inspiration-6
SKILLS:
Expertise:
No Skills
Marksmanship:
Hunter's Shot - Bow Attack Energy:3
If Hunter's Shot hits, you strike for +3-13 damage.
If this attack hits a moving foe,
that foe begins bleeding for 3-21 seconds.
Pin Down - Bow Attack Energy:8
If Pin Down hits,
your target is "Crippled" for 3-13 seconds
Power Shot - Bow Attack Energy:6
If Power Shot hits,
you strike for +10-18 damage.
W.Survival:
Kindle Arrows - Preparation Energy:3
For 24 seconds,
your arrows deal an additional 3-20 Fire damage
Poison Arrow {Elite} - Bow Attack Energy:3
If Poison Arrow hits,
your target becomes Poisoned for 5-17 seconds
Troll Unguent - Skill Energy:3
For 10 seconds,
you gain health regeneration +3-9.
Inspiration:
Energy Tap - Spell Energy:5
Steal 8-13 Energy from target foe.
Spirit of Failure - Hex Spell Energy:10
For 30 seconds,
target foe has a 25% chance to miss with attacks.
You gain 1-4 Energy for each miss.
Total energy usage 41
STRATEGY:
First I use Spirit of Failure on warriors and randers then Troll Unguent on me so ppl are missing and I have
health regeneration.Then use hunters shot and pin down on moving targets like Warriors they cant move or do
anything to you now.Try to use poison arrows on 3 or more offensive targets.If they are still on their legs
use Power Shut to bring them down.Enemy offensive is messed up bad.After this use Kindle Arrows and attack
casters with same metod.
If u ever need energy just use Energy Tap on casters.
THIS IS MY FIRST BUILD SO EVERY TIP IS WELCOME. PLZ TELL ME IF ANYTHING IS WRONG
P.S. THIS BUILD IS WITHOUT ANY ITEMS
arnansnow
Jul 05, 2005, 07:30 AM
Why Power shot? There are many better skills, even dual shot is better in later game.
Etaisella
Jul 05, 2005, 07:51 AM
I would go HEaling Spring other then Troll Unugent.
arnansnow
Jul 05, 2005, 07:56 AM
I would go HEaling Spring other then Troll Unugent.
problem with Healing spring is that it is interupted easily, so if you are being attacked, troll unguent is better.
Enigmatics
Jul 05, 2005, 08:04 AM
Hey, any hex works if it's in an arena. But try hoh with phantasm. Healing spring's more stationary then anything, if you don't have whirling defence, don't use it. And penetrating shot does more damage then power shot against tougher enemies.
arnansnow
Jul 05, 2005, 08:07 AM
Having both Hunter's shot and Pin down seems a little excessive, they both target fleeing enemies, so you should decide between one or the other, and lose the other one.
BokaSlayer
Jul 05, 2005, 08:14 AM
This is my Ranger/Elementalist Build
--łł--Atributes--łł--
Markmanship : 10
Survival : 9
Expertise : 8
Fire :9
--łł--Skills--łł--
--Dual Shot - Bow Attack--
Shoot two arrows at target foe. These arrows deal 25% less damage than normal.
-- Glyph of Lesser Energy - Glyph--
Your next spell costs 15 less Energy to cast.
--Marksman's Wager {Elite} - Preparation-- 5 Energy
For 12 seconds, you gain 5-9 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike.
--Hunter's Shot - Bow Attack--
If Hunter's Shot hits, you strike for +3-13 damage. If this attack hits a moving foe, that foe begins bleeding for 3-21 seconds.
--Kindle Arrows - Preparation--
For 24 seconds, your arrows deal an additional 3-20 Fire damage.
--Troll Unguent - Skill--
For 10 seconds, you gain health regeneration +3-9.
--Conjure Flame - Enchantment Spell--
Lose all enchantments. For 60 seconds, while wielding a fire weapon, your attacks strike for an additional 1-13 fire damage.
--Mark of Rodgort - Hex Spell--
For 8-18 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 1-3 seconds.
This is high damage build.The strategy is to cast Conjure Flame,then glyph of lesser energy followed by mark of rodgort and at last Kindle arrows and then just attack enemies.With all this buffs Dual shot seems preety good.
And I put there troll unguent for healing and hunter shot
The only problem is high cost of these skills and ranger has low energy
This is my first build so any tips are welcome :)
Enigmatics
Jul 05, 2005, 08:20 AM
Mmm.. get 14 expertise so your 10 energy skills cost 4 energy, it's a break point. Marksman's Wager is a debatable elite, because high enough expertise and a zealous bow string give you almost unlimited spamming. I suggest either getting tiger's fury or serpent's quickness (or both), and spamming quick shot (elite).
BokaSlayer
Jul 05, 2005, 08:27 AM
I put Marksman wager only cause I thought to have Expertise at 8
But if i put expertise to 14 then my other atributes will have to be very low :(
Enigmatics
Jul 05, 2005, 08:37 AM
That's why you use a hat and superior rune. The decrease in energy costs is worth it.
Valerius
Jul 05, 2005, 06:46 PM
this build any good for a Pure Damage Dealing Ranger? ... :rolleyes:
Expertise : 11 + 3
Beast Mastery : 8 + 1
Marksmanship : 8 + 3 + 1
Wilderness Survival : 9 + 1
- Quick Shot {E}
- Dual Shot
- Debilitating Shot
- Kindle Arrows
- Tiger's Fury
- Troll Unguent
- Favorable Winds
- Rez Sig
:o
Enigmatics
Jul 06, 2005, 08:51 AM
No secondary profession buff?
NiGht_HaWk
Jul 06, 2005, 11:38 AM
I have a question about my R/E.
Does Conjure Flame work if you have Kindle or Ignite Arrows on? Or do i have to get a firey bow string for conjure flame?
arnansnow
Jul 06, 2005, 11:40 AM
I have a question about my R/E.
Does Conjure Flame work if you have Kindle or Ignite Arrows on? Or do i have to get a firey bow string for conjure flame?
Conjure Flame only works if your weapon is fire-enchanted, not if you have kindle or ignite arrows no.
You have to get a firey equipment, or other fire weapons.
kuramaroze
Jul 06, 2005, 04:59 PM
Here's my R/W I've been having fun in the arena with. I never knew they were any good...
R/W
Swordsmanship - 12
Tactics - 10
Expertese - 8+1
Sever Artery
Savage Slash
Final Thrust
Throw Dirt
Lightning Reflexes
Gladiators Defence (Or shield stance)
Healing Singet
Res singet
The plan is to open up with sever artery, blind them (if they are a ranger, warrior, or any variant that uses physical dmg weapons) use savage slash to deal some nice early on damage to them when they cast any 1s or more cast spell, wait until they start hitting again (if they got conditions cured or when blind wears out) and then use gladiators defence. By now, they should be low enough of health to final thrust and you've killed them. If they are being healed, be a little more conservative with stances as they take a long time to recharge. If you are killing a caster class, or anything with low AR, and being attacked by a war or ranger, use lightning reflexes for an increased offensive boost and defensive. When you use healing singet, try to run away from combat and heal up so that the -40 ar doesnt kill ya.
Advantages over warrior:
Higher AR to elemental dmg
Use of expertese-based stances
Increased energy pool
Tends to trick tanks into focusing on you instead of mesmers and monks, and you can take a pretty big beating with your stances.
Disadvantages to warrior:
Lower AR to physical attacks
Lack of healing from secondary class
Pretty energy reliant
Don't use this in the tombs. Its for the arenas. It sucks in the tombs.
Mourjan
Jul 06, 2005, 11:37 PM
Hello,
I've been through all these 13 pages about being a ranger and building it.
I just hit lvl 20 R/N and I'm at Riverside Province, so very far of the end-game.
I'm an old everquest player and I used to think of optimising my character. But I play especially solo and actually I must rely on henchmen in order to succeed missions or just to survive when exploring areas or doing quests. I thought at first that rangers in GW would be the best non caster dpser but I figured out I was wrong.
Actually the skills that makes my life easier come from the necro curses. I already thought several times about efficient builds for soloing (ie without henchmen nor players) because challenging big mobs or big quantities of mobs of the same lvl or even higher than me. Alas it's way not possible the deeper you go into the game.
I tried as an example to solo in Lornar's Pass and I stopped as I died pretty quickly when I was hit 3 times in a row for 88 dmg by 3 mobs. You see my point ?
I read about all the kind of builds you people have thought about, experienced, and so on. I intend to put points (actually Expertise, Marksmanship and Survival) in 3 lines and not more so I wouldn't go for any combination with a caster class like R/E, R/Me or R/Mo. I would eventually drop the necro class for tha warrior one as I would switch marksmanship for Swordsmanship. Otherwise I will stick for being a pure ranger.
And my problem is in term of damage, I simply don't do enough damage and I have 13-25 bow (can't remember the type). If I wanted to take out 3 Jungle trolls lvl 18 that hit me for 50 each in a row I would have to deal them enough damage before their third hit in order to survive (troll unguent is 3s casting time so way too long).
I picked ranger as my first character because I imagined it's an in-between class that would be meant to be quite effective melee regarding and ranged combat regarding.
I noticed also that everything in the game when you solo is all about AoE (where Elem or Nec are good I guess). It's very rare to catch a solo mob. Most of the time mobs are packed by 3 or 4 (and I still can split them sometimes depending of the situation or using walls exploits). I have 11 expertise actually and barbed trap do only 43 dmg one time. Mobs must have about 300-400 hps so it's way not enough to drop them before they dropp me.
I am very undecided of the right build I should go for. I found poisonning very efficient, but I think bow attacks are not good enough for what I want to do (even with a short bow or half moon ?). Should I keep the ranger spirit of ranged attacks and wait til I get good equipment and all my skills without forgetting elite skills ? Or should I switch to Warrior secondary, and switch the bow for a sword and have Alisia as healer (I don't like much henchmen because I can't pilot them like with /pet attack /pet guard here command ;) ) ?
As you noticed, I'm completely new to GW (been 5 days since i got it) and your advices may help me a lot.
PS : As a pure ranger, I'd certainly go for trapper build (for AoE) but still undecided as I haven't the skills to test it.
By the way, I don't have a particular playing-style, I can adapt myself to a lot of them but I can't tell much without testing indeed. But soloing means tank mobs in your face and casters away so the good thing to do would be to manage mobs in your face as you would probably go into the middle of them if they were casters to manage them as well.
Regarding PvP I'll wait to finish the game and will certainly restart a character aimed for this purpose ;)
Thanks to all.
Izzy Izumi
Jul 07, 2005, 12:16 AM
If you don't have the traps for a better DPS, Tiger's Fury can up your arrow output by 33%. You usually won't need a longbow unless you're pulling mobs...so stick with a short or half-moon bow. This will net you sub 2.0sec RoT. Granted, it still won't be an AoE, but I make do with it. At a high enough Beast Mastery, you can spam this every 9 seconds.
But, as a Ranger, you can't be delegated to the melee role. At the LEAST, I always take one fighter hench (I prefer Thom...because he causes so much trouble!) and Alesia. Yes, the drops aren't as good, yes, the exp is split...but I stay alive. And that's the important thing!
Oh, my build at the moment is:
10 BM
9 Expertise
8 Wilderness
13 Marks
Tiger's Fury
Hunter's Shot
Dual Shot / Penetrating Attack
Ignite Arrows / Poison Arrows
Distracting Shot
Whirling Defense
Troll Unguent
Barbed Trap / Rez Sig / Storm Chaser
Traps
Jul 08, 2005, 12:58 AM
First off rangers are Rangers....not r/necro etc etc... if u want a good ranger use only ranger skills...example rangers depend on there preprations and summons to increse or cause some effect on the feild.
IE~Kindle arrows +12(depends on wilderness skill spread) and favorable winds +6(marksmen skill-depends on skill)
thats a 38+12+6 which is a big diffence from draining life and what not.
i understand that your and old EQ player but GW Is nothing like EQ. Im a diablo 2 VET and i cought on to this game very quickly (money is something this time). Im not going to tell you how to play but if u want to try and solo a ranger which you would need alot of time and skill to do go all ranger(im a ranger monk)
BTW playing with henchies isnt going to beat much after the ring of fire. Group with people more often. I try and overlook other peoples styles on playing there rangers. I dont see ANY rangers with pets around end game.(well not a great amount)
rangers have expertise so point spread Into that, IT HELPS!
world of warcraft was a more alike an EQ game and so is EQ2 :D
piercehead
Jul 08, 2005, 11:38 AM
I'd have to say 10 in BM for 1 skill is a waste. 4-6 will get you enough of a DPS increase and you could put the points into Wilderness for better preps or Expertise for better efficiency=more dmg
Edit: Traps, Favourable Winds is always +6 dmg regardless of Marks skill
burianek
Jul 08, 2005, 11:50 AM
Conjure Flame only works if your weapon is fire-enchanted, not if you have kindle or ignite arrows no.
You have to get a firey equipment, or other fire weapons.
Incorrect.
Conjure flame works with kindle, does not matter what type of bow you have. Try it in game. Also, if you have a shocking string and you conjure lightning and kindle, your kindle will remove the lightning property, rendering your conjure useless, does that make sense? Kindle turns your weapon into a fire weapon.
Conjure flame does not work with ignite. (unless you have a fiery string)
Cheers
Izzy Izumi
Jul 08, 2005, 01:35 PM
I'd have to say 10 in BM for 1 skill is a waste. 4-6 will get you enough of a DPS increase and you could put the points into Wilderness for better preps or Expertise for better efficiency=more dmg
Edit: Traps, Favourable Winds is always +6 dmg regardless of Marks skill
Yeah, I know it was a waste of skills. I'm just trying out this build now, and I like the 9sec Tiger's Fury. But, if anything, I'll probably remove that sup rune of BM and change it over to an Expertise Sup rune.
Then again, I might just have to bring my pet along again. It'd be nice to take out Bagheera out of the Xunlai Agent's chest again. =P
Enigmatics
Jul 08, 2005, 02:27 PM
You'd think it'd suffocate... no matter. To those who want to be self dependant -that's quite impossible in later stages of the game. No single class can solo lornars for example. Warriors can run through with the right skills; so can rangers, but a dozen more damage per second won't really help against a group of 20 attacking you. And as i've said before, pets are walking skill disablers unless you have a high bm; they're great for two seconds of disruption, then they die and you're left with 8 seconds of helplessness.
Traps
Jul 09, 2005, 01:57 PM
Edit: Traps, Favourable Winds is always +6 dmg regardless of Marks skill
yea i knoticed that sorry :D
theres many diffrent ranger builds....anti-warrior(shhh secrect) and anti-caster
i find the 2 to me more effencent
Katal
Jul 11, 2005, 12:07 AM
Doing a R/E for PvE concentrating on doing as much damage as possible.
A quick question about elemetnal conjuring skills. To use a skill like lets say conjure lightning, you need a lightning weapon for the bonus to be used (so the description says), are there any bows that do elemental damage (like how there is a fiery sword). Of course I have found a few fiery bow strings but I wonder if there are any way to make your bows do ice/light/ebon damage.
ps : does the storm bow do lightning damage?
Izzy Izumi
Jul 11, 2005, 12:19 AM
Yes, there are different bow strings to attach a different elemental attack to.
There is a shocking/icy/fiery bowstring in game.
In fact, if you find me a fiery, tell me. I'd like to buy it. =P
Traps
Jul 11, 2005, 12:56 AM
ive discovered that R/E are the best types of PvP rangers. try it. :D
Doof
Jul 13, 2005, 10:01 AM
Wondering if some people would like to tear my ranger build apart
R/E
Water-9
expert-10(hat + sup)-14
marks-11(+minor)-12
beast-1(+minor)-2
wilderness-4(+minor)5
Sup VIgor
1.Punishing Shot
2.Penetrating attack/Point blank shot
3.Tiger Fury
4.Apply Psn
5.Favorable Winds
6.Conjur Frost
7.Barbed Trap
8. Whirling Defense
i chose apply psn over poison arrow because apply psn lasts for 24 seconds with a 12 second recharge, which means you dont have to cast it much, whirling defense/barbed trap combo, punishing shot is the only elite skill ive seen thats really worth while, barrage is nice but it strips your preps so it really limits a ranger from its full capacity. Still trying to capture punishing shot, dude is a pain in the arse to get to :-/
piercehead
Jul 13, 2005, 01:39 PM
Well, it's only the poison that Barrage would strip, but...
You've got almost exactly the same attributes as me (I use a Major Rune for Marks and have BM at 4- so I get 7 seconds of Fury). Most people would say Punishing is one of the weaker Elites unless you're going for a disrupt-heavy build.
eg:Melandru's Arrows would work as a sort-of replacement to Apply Poison. Bleeding isn't quite as good but the extra dmg to enchanted can be very nice. Then sub Punishing for something else like Dual Shot (to make double-use of the prep and Conjure).
Also as you've only got 2 main bow shots, you'll be waiting for them to refresh after you've cast both of them.
I'd probably ditch Favourable for another bow shot- Hunter's, Debilitating, or Dual depending on your needs (don't need the extra speed of Favourable cause you ain't doing much interrupting, and your FPS would be better served by minimising the amount of "normal" shots)
Anthalas Woodshadow
Jul 13, 2005, 06:32 PM
How about this build for starters:
Pin down
Hunter's shot
Oath shot
Apply Poison
Dryder's defense/throw dirt
Whirling defense/throw dirt
Troll unguent
res signet
using an 11 10 10 build for expertise, marksmanship, and wilderness survival respectively and only using +1 runes for each of the 3
Arcador
Jul 13, 2005, 07:33 PM
Ok, about the shock sniper build I got following idea - use fast arrow bow with slow attack speed and attack speed stance (since you got expertise it MIGHT be the evade or 3-4 pts beast mastery and tirger fury) Apply dmg preparation (to make the use of the dual shot).
Atributes are a lot to your liking but keep in mind you MAY need to sacrfifice some max attrib points since you need 4 or 5 (if you want tiger fury) atribs in.
The tempalte is based on the Flame slinger template, but of course you have string to deal fire/lighting dmg wihtout the need to bring the Elite Conjure flame...thus another elite can make the place...oathshot do wonders with the evasion since it's dwarback is the long recharge time (and you save 3-4 attrib clicks which can be delivered as 1 pt on another)
Favorabale winds can do the trick - arrow speed and a little dmg (+6) boost. Kindle arrows ~20 fire dmg + 8-9 elemental dmg from the elementalist enchantment.
So when you use dual shot you deal a quite hight dmg output than any other shot skill, and while the dual is recharing you may use the oathshot or another skill...even the quickshot (this means no oathshot) + distracting shot can deliver very quick aditional fast placed shots.
GOOD sides: VS low armored targets with no anti elemental dmg spells you deliver around 40-50 per shot and 80-90 per dual shot. When the enemy is under 40% hp you may use the quickshot and immediatelly the distraction shot (or vica versa) for to deliver another 40-50 in a row and not giving him a recoil time. For this you may need at least ~5,6 mana left. Favorable winds give you fast arrow fly so you can use 100 ft bow. Tiger's furry can also increase the "death metter" but if you overdo you might be out of mana before your combo ends..thus you may try the Druid's armor.
BAD sides: vs fighters you are mostly laugable. Dual shot and you deal 8, 8, 9, 9 , 3, 3 dmg. WOW. A signe non boosted penetrationg shot deals around the same.
You have to place 1) enchantment 2) Spirit and stick around it 3) constanly preparing arrows (since 24 secs is their duration). You can try to take Practiced stance - which means NO furry and alos it is elite you our durationa will be boosted as the cooldown reduced. And of course all the other side effects that may occur in pvp can sieze your tactic to zero - you beeing blinded, knocked down, dispeled and etc.
I am quite fond on making good Choking gas user tempalte but...seems to be not that easy task...compared to making Warriors templates for example.
Kyle
Jul 14, 2005, 07:43 PM
I was wondering about a R/W. but for the warrior just use the shouts and what not that add armor or protect you from certain things. Would this be good.
Or R/E with earth magic as my ele. With armor of earth adding mucho armor i wouldnt take any damage.
Finaly i started on thinking i would be a R/Mo but I dont know if i would use healing on monk cuz of the rangers Troll Ugnet(sp) thing. Mite use protection for the monk. so again i dont take dmg. or not enough dmg. Would ageis and sumthing like dryders defense stack. that would be 75% + 50% of dodgeing attacks.
Any opinions/suggestions would be highly appreciated
Enigmatics
Jul 15, 2005, 07:52 AM
Anyone try quick shot? My ranger does around 75 dps (which is quite a lot) to enemy casters.
Shwitz
Jul 15, 2005, 08:33 AM
I just recently captured quick shot, but I'm unsure what else I could use with it for maximum effectiveness in a PvP situation. I'm using a pure ranger build as a R/Mo, attributes of 14 exp, 12 marks, 11 wilderness, and 2 beast mastery with my gear on. With quick shot as my elite, and a zealous string on my shortbow, what skills would all of you recommend to keep my bow firing? If possible, I'd like to keep my skills coming from expertise, marksmanship, and wilderness, since I don't have high or want higher beast mastery... tiger's fury only stays active for me for 6 seconds at this level though...
I was thinking of possibly this:
Quick Shot {E}
Hunter's Shot
Penetrating Attack
Called Shot
Kindle Arrows
Lightning Reflexes
Serpent's Quickness
Resurrect/Rebirth
My idea was to take as many short recharge bow attacks as possible so I can keep firing... I should be able to alternate Quick Shot with each of the other 3 arrows, right? And I'd use Serpent's while Lightning is recharging so I can get Lightning up again.
I read through this whole thread once, but to be honest, it's so long I've forgotten whether or not a build similar to this has all ready been posted. I apologize if a build like this was all ready addressed.
Maybe Dual Shot instead of Called Shot for increased damage + double energy gained from zealous string?
Ibanezgtrsst07
Jul 16, 2005, 09:48 AM
I posted a thread about my build but unfortunately received no replies. So I'll just simply post my ranger build here.
Sacrificed Son:
Marksmanship: 12+4
Expertise: 12+1
Beast Mastery: 3+1
1. Power Shot
2. Hunter's Shot
3. Distracting Shot
4. Tiger's Fury
5. Read The Wind
6. Penetrating Shot
7. Marksmans Wager
8. Rez Signet
Valerius
Jul 17, 2005, 11:15 AM
I posted a thread about my build but unfortunately received no replies. So I'll just simply post my ranger build here.
Sacrificed Son:
Marksmanship: 12+4
Expertise: 12+1
Wilderness Survival: 3+1
1. Power Shot
2. Hunter's Shot
3. Distracting Shot
4. Tiger's Fury
5. Read The Wind
6. Penetrating Shot
7. Marksmans Wager
8. Rez Signet
first off... why do u have WS at 4? u have no WS skills or anything...
u want ur Expertise to atleast 14... u have all those bow attacks but u will be running out of energy way to fast -- at 14 exp ur 10 energy attacks become 4 and ur 5 become 2
ur Tiger's Fury won't last long... i recommend taking the 4 out of WS and put it into BM...
other then that.. play around with ur attributes and skills for a while to see what u like ;)
Ibanezgtrsst07
Jul 17, 2005, 03:33 PM
first off... why do u have WS at 4? u have no WS skills or anything...
u want ur Expertise to atleast 14... u have all those bow attacks but u will be running out of energy way to fast -- at 14 exp ur 10 energy attacks become 4 and ur 5 become 2
ur Tiger's Fury won't last long... i recommend taking the 4 out of WS and put it into BM...
other then that.. play around with ur attributes and skills for a while to see what u like ;)
I rather have my expertise at 13, 10 becomes 5 and 5 beomes 2.
When your BM is 3 instead of 4, You only get 4-5 seconds. That one point adds about 3 more seconds.
Also, at 4 BM, you get 7 seconds of tigers fury. Every 10 seconds it recharges. In order to get 13 expertise, you need to have a maxed stat and at least 3 levels in another stat. So there you go.
Sorry about the wilderness survival, I meant to write Beast Mastery. Lol, sometimes I just dont know what I'm typing.
Valerius
Jul 17, 2005, 05:24 PM
well... 2 out of 3 of ur Damaging Bow Attacks take 10 ene... so i just thought u'd be spamming those ...
and Read the Wind won't stack with Marksman's Wager...
Enigmatics
Jul 17, 2005, 05:51 PM
For quick shot builds, you need 2+ buffs, and favorable winds. Quick shot, as said before, is basically an elite dual shot. If you want pure damage you'll probably want elementalist secondary so you don't keep having to cast judge's insight; you can just use conjure flame once a minute.
EDIT: ensign's said that serpent's quickness' benefit no longer works on quick shot, so you'll want to trash that.
Valerius
Jul 17, 2005, 06:05 PM
i don know... i never really liked Conjure....
i use a Quick Shot build and i find that if i take the Conjure + Kindle + Tigers route my attributes are too spread out and i do less damage then i do with just Kindle + Tigers... plus i get to use a 5:1 Vamp instead of a XX string and i get to bring along 1 more skill
Ibanezgtrsst07
Jul 17, 2005, 06:29 PM
well... 2 out of 3 of ur Damaging Bow Attacks take 10 ene... so i just thought u'd be spamming those ...
and Read the Wind won't stack with Marksman's Wager...
Yeah I know RTW doesnt stack with MW, I just use Marksman's Wager when I'm out of energy to gain it all back.I can spam those skills for a long time, but I do understand what you're saying. I just find that getting those extra seconds of Tigers Fury helps out more becuase Marksmans Wager is a great energy management preparation, although it can be interupted.
Enigmatics
Jul 18, 2005, 06:23 AM
Do you use Read The Wind for the speed increase of your arrows hitting? Because you could easily take kindle arrows and favorable winds and not piss your party off. 13 expertise won't make a difference from 12 expertise; they both round to 50%. You need 14 expertise for the break point of 60%.
FeuerFrei
Jul 18, 2005, 07:11 AM
i thought that tiger's fury lasts from 5-10s??? is it not? i thought that 2 BM is enough for tigers to last for about 6 s...??
Enigmatics
Jul 18, 2005, 07:20 AM
Exactly. But most rangers level it up because TF takes 10 seconds to recharge, and 3 or 4 seconds of waiting can get irritating.
Ibanezgtrsst07
Jul 18, 2005, 09:32 AM
Do you use Read The Wind for the speed increase of your arrows hitting? Because you could easily take kindle arrows and favorable winds and not piss your party off. 13 expertise won't make a difference from 12 expertise; they both round to 50%. You need 14 expertise for the break point of 60%.
I understand about Favorable Winds, but why kindle arrows? Is it just to get the elemental damage in there?
Enigmatics
Jul 18, 2005, 09:44 AM
Kindle Arrows lasts 24 seconds. That in itself saves you 2 seconds of preparation and the hassle of recasting it. This is, of course, in my perspective; my ranger uses quick shot, and a few seconds really do make a difference to me.
Sofia Sofia Sofia
Jul 18, 2005, 01:34 PM
Okay, quick build idea based on Mark of Rodgort:
Mark of Rodgort
Ignite Arrows
Poison Arrow (E)
Dual Shot
Assorted Stances and defensive buffs
Equipment: fire damage bow (flatbow or halfmoon), preferrably a poisoner's bow
Pretty basic concept: Ignite arrows (optional), mark, poison shot. about 5 seconds in and you've already dealt out one shot's worth of damage but, the opponent is on fire and poisoned. Both conditions are easy to renew so that the person will almost constantly be on fire and poisoned.
Weakness: reliance on one hex, never a terribly good idea of course, but might work in PVP if the opponent is not a secondary monk.
BTW, what is better for this kind of build, a flatbow or a halfmoon, and why?
Enigmatics
Jul 19, 2005, 11:20 AM
You'll find that incendiary arrows and fragility do more damage in arenas. And you don't need a fire damage bow to get conjure flame to work, as long as you use kindle or ignite arrows.
Shwitz
Jul 19, 2005, 11:23 AM
I'd say use a half moon/shortbow. Flatbows have a tendency to miss at range because of the long flight time of the arrows. Causing damage usually depends on your arrows hitting their mark.
Enigmatics
Jul 19, 2005, 11:31 AM
Actually flatbows miss because of the broad arch they cause arrows to fly.
Sofia Sofia Sofia
Jul 19, 2005, 12:59 PM
Conjure flames? I don't need that if my bow is already fire damage. That's the whole point. If there's one thing that is common in well... everything, it's the need for simplicity. All I need is to pull off Mark of Rodgort, a 2 second opener spell. Not a huge chance they are even going to be targeting you if you use it as an opener. Mark them, poison shot. So now they have 2 conditions and a hex on them. Unless they are a mesmer they can't be immune to the hex (or at least it would be hard for them to be) if they are a monk, then you can interrupt their hex removal spell (and set them on fire again in the process).
They whole point is to keep the guy on fire and poisoned continually and to renew both conditions constantly so that condition removal spells are pointless. They'll probably try to run, but then it's Hunter's Shot... poisoned, bleeding, and on fire.
Oh and if I use ignite arrows, I don't have to worry about missing, the AoE will still set the person on fire.
My big question is, how do I keep that one hex from being stripped? Besides interrupting personal hex removers and layering on cover hexes, is there anything else I can do?
Shwitz
Jul 19, 2005, 01:19 PM
Conjure flames REQUIRES you to do fire damage to work. If you've got points in fire magic, why would you not use it? It'll add about 10 fire dmg to every arrow if you've got around 10 in your fire magic. I assume you've got some points in fire magic since you'll be using mark of trogdor... I mean rodgort. If you plan on using this for PvP, I'd recommend using kindle arrows. Enemies tend to spread out some in arena play, and kindle will do more damage than ignite. Even if they do block/evade your arrow, the fire damage from kindle still gets through. Believe me, I've seen it happen.
Epinephrine
Jul 19, 2005, 01:25 PM
I'd say use a half moon/shortbow. Flatbows have a tendency to miss at range because of the long flight time of the arrows. Causing damage usually depends on your arrows hitting their mark.
Actually flatbows miss because of the broad arch they cause arrows to fly.
These are equivalent statements, just so you know. Given the 100 foot range, taking a longer time to reach your target (flight time) means that the arrow travels slower. Travelling slower requires that you arc the arrow more. A higher arc to reach the same distance is equivalent to a longer flight time, and either way the target is less likely to be where the arrow ends up as a result of this. Run Favourable Winds and this problem is largely solved.
The funny bit is that in real life two bows can't have the same range and have different flight times; the arrows will be affected by gravity either way, and thus accelerate downwards at ~9.8m/s^2. This acceleration, and the fact that they only have an initial velocity limits the parabola that can be drawn. At maximum range there is only one such parabola for any point, and at less than that range there are two - an optimal (low arc) and a non-optimal (high arc). Given that the only difference in the parameters is the initial velocity of the arrow (we'll ignore arrow lift as it isn't a significant factor, and varies according to arrow, not bow specifications) two bows can't optimally shoot the same maximum range and have differing flight times.
Sofia Sofia Sofia
Jul 19, 2005, 02:33 PM
I never said I don't use conjure flames, I pack it certainly. I just don't like to have to spit out too many spells before I engage. As for the ignite versus kindle debate... I'm sure kindle can still do the damage despite the "block" or "evade", but I was talking more about "dodge" or "stray". This actually means that your arrows missed horribly cause your enemy was going so fast, this happens a lot with slower arrows. In these situations where your arrows lands feet away from your target, ignite arrows will still light them up, kindle will not. And people DO bunch up a little at times even when they don't mean to. I hit multiple people with energy surge all the time.
Oh yeah, Mark of Rodgort is 25 mana (though only 2 sec cast time). Not smart to use it in conjunction with another spell if you are a ranger. Thus the fire damage bow, no need for conjure flames.
opiuman
Jul 19, 2005, 02:39 PM
What would probably be best for doing a single target high damage? I still don't see the practicality of Quick Shot as an elite, can someone explain it? I think I missed something along the way...
Izzy Izumi
Jul 19, 2005, 03:27 PM
Quick Shot as an Elite would be because it's spammable, and gives the Ranger a higher RoT. I don't think TF makes the cut only because you have to put so much into BM (which is rarely used as is) to make it effective.
Valerius
Jul 19, 2005, 03:30 PM
i kinda like to use Frenzy + Fav. Winds + QZ for very fast RoF
u can have higher marksman for more damage since u don't need points in BM
one downside.... ur defence sux lol :P
Shwitz
Jul 19, 2005, 03:45 PM
I never said I don't use conjure flames, I pack it certainly. I just don't like to have to spit out too many spells before I engage. As for the ignite versus kindle debate... I'm sure kindle can still do the damage despite the "block" or "evade", but I was talking more about "dodge" or "stray". This actually means that your arrows missed horribly cause your enemy was going so fast, this happens a lot with slower arrows. In these situations where your arrows lands feet away from your target, ignite arrows will still light them up, kindle will not. And people DO bunch up a little at times even when they don't mean to. I hit multiple people with energy surge all the time.
Oh yeah, Mark of Rodgort is 25 mana (though only 2 sec cast time). Not smart to use it in conjunction with another spell if you are a ranger. Thus the fire damage bow, no need for conjure flames.
Touche, Sofia, touche... I yield to your ranger-ness
Enigmatics
Jul 19, 2005, 03:54 PM
Mark of rodgort is used with a 12 energy supply wand/foci on switch. Kindle arrows is used for cheapness of energy and singleminded higher damage output. You can counter strafing by using favorable winds, or by simply packing a halfmoon and going closer.
opiuman
Jul 19, 2005, 08:00 PM
Ah ok, what is the basis behind a Quick Shot build and does anyone have one? I looked through the thread and found the fragility build so that answers that.
Nick The Nicker
Jul 20, 2005, 02:56 AM
Expertise 10(+1 Hat +3 Rune)
Markmanship11(+1 Rune)
Air Magic10
this build would be for PvE and i really have no idea what to do for skill set. But this is what i have come up with thusfar:
Penetrating Attack
Hunter's Shot
Barrage{E}
Pin Down
Conjure Lightning
Throw Dirt
Lightning Reflexes
Determined Shot
Any suggestions would be most welcome
Oh and this is my frist post ever!
Rajamic
Jul 20, 2005, 05:24 AM
Looks pretty good for PvE. I'm not a fan of Hunter's Shot or Determined Shot, though. Replace at least one of them with Res Signet (as Rangers rarely aren't the last ones alive in PvE).
Might want to switch out Pin Down, too. Great PvP skill, not really worth a skill slot on AI enemies that you can easily get to switch targets, though.
Sofia Sofia Sofia
Jul 20, 2005, 09:27 AM
I'm thinking about a R/Me build but I was wondering, what skills/spells are covered by expertise and what are not? Can anyone give a detailed description on the expertise coverage policy?
piercehead
Jul 20, 2005, 12:13 PM
Expertise:
http://www.guildwarsguru.com/content/expertise-costs-id1154.php
It also works on plain old "Skills". So for a Mesmer it only works for Stances, of which there are LOADS in Inspiration.
Enigmatics
Jul 20, 2005, 01:53 PM
Ah ok, what is the basis behind a Quick Shot build and does anyone have one? I looked through the thread and found the fragility build so that answers that.
You need quick shot, level 3, 5, or 12 bm (I find 5 is suitable), dual shot, kindle arrows and conjure element, and preferably favorable winds. If you really want the dps, throw in quickening zypher and take out dual shot -you'll be able to use quick shot instead of normal attacks.
You only really need 13 expertise, and 1 zealous bowstring for the 2 energy quick shot, and 1 energy regain.
loc87
Jul 22, 2005, 07:09 PM
Hi, I'm new to Guild Wars and am interested in building a PvP ranger ... I was wondering if it was possible to make a build that can deal impressive DPS while still having respectable defensive capabilities (maybe like whirling defense?) Also, I'm not sure what secondary profession to choose, maybe a monk for judge's insight or elementalist for conjure damage and maybe water skills like armor of mist ... Thanks in advance for your help!
cdepue79
Jul 23, 2005, 09:28 PM
Judges insight is very nice but to get good damage with it you'll probably want to use a prep like kindle arrows and tigers fury....all 3 of those need to be recasted quite a bit. The duration on J I isn't too long and costs 10 energy which isn't affected by expertise. 10 doesn't seem like much until you get in mid battle and have to keep casting it, it's hard to keep casting. Conj element lasts 60 seconds and works pretty well. The only 2 bad things are it can be removed then you have to wait forever to recast it and if someone has high elemental or fire resist you don't do a lot of damage.
loc87
Jul 23, 2005, 09:43 PM
hmmm i see ... what kind of build do you suggest for a versatile damage dealer, that stills leaves room for some defensive skills? quick shot? barrage? something like the shocking sniper?
Shwitz
Jul 24, 2005, 02:16 AM
What I do for "versatile damage" is I have 4 bows on my weapon switch: A shortbow, a longbow, a composite bow, and another one. All of them have different strings on them (one shocking, one fiery, one icey, one poisoner's). Now I have an element or range for any situation. The skills I use depend on my mood... I usually prefer to use Poison Arrow, Penetrating Attack, Hunter's Shot, and Pin Down for PvP random arena. The rest of my bar usually has Kindle Arrow, Lightning Reflexes or Whirling Defense, Throw Dirt, and Ressurect. This way I have throw dirt for sticky situations, lightning reflexes for when I need a little defense and want to boost my damage, and a good variety of bow attacks. Pin Down can protect the casters or myself from that annoying warrior chasing us down. Hunter's and Poison and add some nasty health degen. Penetrating is just strong and has a low recharge. I use those skills, and change my bow according the situation. Pull out the longbow for the intial charge, comp bow for when I'm having trouble hitting that fast moving warrior who keeps running and dodging my arrows, and shortbow when the battle is joined at close range. If I've got a problem with a player that has some high resistance to, say, lightning damage, I avoid using my shocking shortbow when targetting that player. That's what I do, and I have fun with that in the random arena... haven't ever tried that in team or the Tombs...
Enigmatics
Jul 24, 2005, 08:59 AM
The most powerful rangers carry 2 bows; a long range a short range one. The short range one will almost always have a zealous upgrade, and the long range one may or may not have a single elemental upgrade. You'll find that conjure element (ice or fire) requires a certain elemental upgrade, however kindle arrows sets off conjure flame, so most rangers use that combination with a zealous upgrade. Any ranger build can be made to last longer with whirling defence, throw dirt, and healing sprint/troll unguent. Those are great skills for the arena, but when it comes to GvG and HoH, most enemies won't target you and you'll be more effective using one defensive skill and concentrating more on the offensive. The best ranger build for taking out casters is a quick shot build (unless you specifically spec yourself to have interrupts and energy denial); most casters who can't think fast enough to heal die in 4 or 5 seconds, but you'll hardly be denting the warriors. The other power build would be a melandru's arrows/enchantment stripping ranger; those demolish almost all people with enchantments on. Some elites to consider for defense are Melandru's Resiliance and Escape, but if you want the damage, you won't be using those.
loc87
Jul 24, 2005, 01:37 PM
cool, thanks for the help! :)
Right now, I'm deciding b/w a quick shot build and a melandru's arrow build. However, i'm not too sure about the finer points of the skill set of each, and especially need help on the blasted attribute distribution of each build :confused:
here's what i'm thinking about atm:
-Quick Shot:
Ranger/Monk vs. Ranger/Elem
1. Quick Shot
2. Tiger's Fury
3. Quickening Zephyr
4. Pin Down
5,6. Judge's Insight, Read the Wind (R/M) OR 5,6,7: Kindle Arrows, Conjure Fire, Favorable Winds (R/E)
7. (R/M) Iono .. Whirling D?
8. Iono .. Rez Signet?
Iono how exactly to distribute the attribute points ... and I'm not sure which bows are best ... which bow has the most inherent armor penetration? Also, how do you calculate DPS for quick shot? I'm still not too clear on how QZ, TF, and QS work together :-\
-Melandru's Arrow:
Ranger/Monk
1. Melandru's Arrow
2. Tiger's Fury
3. Whirling Defense
4. Penetrating Attack
5. Pin Down
6. Dual Shot
7. Judge's Insight
8. Iono .. Rez Signet? Favorable Winds?
Is this even how you make a melandru's arrows build? In any case, I'm not sure how to balance attributes here, even if it is right ... (which i doubt)
Any help is greatly appreciated! :D
PippinTook
Jul 24, 2005, 01:44 PM
Can someone help me w/ a R/W axe-mastery/beastmaster build? Or should i do swords instead of axe-mastery?
opiuman
Jul 25, 2005, 01:42 AM
The most powerful rangers carry 2 bows; a long range a short range one. The short range one will almost always have a zealous upgrade, and the long range one may or may not have a single elemental upgrade. You'll find that conjure element (ice or fire) requires a certain elemental upgrade, however kindle arrows sets off conjure flame, so most rangers use that combination with a zealous upgrade. Any ranger build can be made to last longer with whirling defence, throw dirt, and healing sprint/troll unguent. Those are great skills for the arena, but when it comes to GvG and HoH, most enemies won't target you and you'll be more effective using one defensive skill and concentrating more on the offensive. The best ranger build for taking out casters is a quick shot build (unless you specifically spec yourself to have interrupts and energy denial); most casters who can't think fast enough to heal die in 4 or 5 seconds, but you'll hardly be denting the warriors. The other power build would be a melandru's arrows/enchantment stripping ranger; those demolish almost all people with enchantments on. Some elites to consider for defense are Melandru's Resiliance and Escape, but if you want the damage, you won't be using those.
What is this monk demolishing build you speak of? I must know! :D
Sofia Sofia Sofia
Jul 25, 2005, 12:09 PM
I was brainstorming the other day and I got this idea for a R/Me build. If the stats for mind wrack are still correct, this is a devastating skill. Any strategy that attempts to make use of it is likely to be equally devastating because it would have to involve putting the enemy at 0 energy, and thus wholly impotent.
The problem with the mesmer using mind wrack is that it for a mesmer to drain energy, it needs to use spells that have casting times long enough to warrant a casting bar. Also these energy drains are not terribly effective at JUST draining energy.
The ranger's debilitating shot is much better, it has no casting time, it is not a spell and it recharges quickly, with 14 expertise, you can fire it continuously.
Really the only way to break out of this is to have someone else do a hex removal on you, even if someone brings out nature's renewal, all you have to do it cast mind wrack again.
The benefits of this strategy is that it is univeral, everyone needs energy. Even though an elementalist might have a lot to burn, they have to use it up to retaliate so in the end, they don't have that much. And since they have low HP they die faster, so it'll take just as long to kill an elementalist as it will to kill a warrior.
Also the build relies on two easily renewable, cheap and fast casting skills. It also leaves you 6 slots for whatever else you want.
Rajamic
Jul 25, 2005, 02:37 PM
Can someone help me w/ a R/W axe-mastery/beastmaster build? Or should i do swords instead of axe-mastery?
Neither. Pets are weapons, just like bows, swords, axes, and hammers. To have any success with one type, you have to use only one type. Pets really emphasize this, as just to bring one and have it attack at a good speed, you need 3 skills (Call of Haste, Charm Animal, and Comfort Animal)
I was brainstorming the other day and I got this idea for a R/Me build. If the stats for mind wrack are still correct, this is a devastating skill. Any strategy that attempts to make use of it is likely to be equally devastating because it would have to involve putting the enemy at 0 energy, and thus wholly impotent.
The problem with the mesmer using mind wrack is that it for a mesmer to drain energy, it needs to use spells that have casting times long enough to warrant a casting bar. Also these energy drains are not terribly effective at JUST draining energy.
The ranger's debilitating shot is much better, it has no casting time, it is not a spell and it recharges quickly, with 14 expertise, you can fire it continuously.
Really the only way to break out of this is to have someone else do a hex removal on you, even if someone brings out nature's renewal, all you have to do it cast mind wrack again.
The benefits of this strategy is that it is univeral, everyone needs energy. Even though an elementalist might have a lot to burn, they have to use it up to retaliate so in the end, they don't have that much. And since they have low HP they die faster, so it'll take just as long to kill an elementalist as it will to kill a warrior.
Also the build relies on two easily renewable, cheap and fast casting skills. It also leaves you 6 slots for whatever else you want.
But how much damage will you be doing? At best, you are looking at about 25DPS from MW, and that would depend on the use of QZ or Serpent's to speed up the recharge of MW, since MW ends when it deals damage. That is completely meaningless, particularly compared to the fact that you just completely drained someone of their energy! You'd be better off draining that one person, then moving on to drain another.
Sofia Sofia Sofia
Jul 25, 2005, 02:55 PM
Mind wrack does not need to be constantly recast. By the time the enemy has gained back 10 energy, mind wrack will already have been ready for a while. Damage is not the biggest thing here, it's the energy drain.
Seroki Bowman
Jul 26, 2005, 10:40 AM
i tried it out, i am a machine gun haha :D
The Furry Ranger
Can the Warrios furry be mixed then with Tiger's Fury of the ranger or used at the same time to max out the speed of the ranger and kill all who are in line of sight?
pyth0n
Jul 26, 2005, 12:26 PM
The Furry Ranger
Can the Warrios furry be mixed then with Tiger's Fury of the ranger or used at the same time to max out the speed of the ranger and kill all who are in line of sight?
no, tiger's fury and flurry are both stances and cannot stack.
Pyro Master
Jul 30, 2005, 12:23 PM
you posted builds of Ranger/Everything but Mesmer. Why is that? IMO R/Me is one opf the best ranger builds
Longasc
Jul 30, 2005, 04:32 PM
Feel free to post one of the supposedly best ranger builds based on a mesmer secondary.
SCOTTYBONES
Jul 30, 2005, 07:13 PM
Pyro, there are two great builds that I use for my r/me (see previos posts).
One uses fragility with incindiary arrows and conjure phantasm and the second uses echo, mind wrack and debilataing shot. I use a variation of both of the builds which have been posted in this thread and they are both very effective.
Bones
Sofia Sofia Sofia
Aug 03, 2005, 10:37 AM
I've tried the mind wrack build, but it doesn't seem to work all too well. I just can't seem to drain his energy fast enough with debilitating shot. The person always has more energy left to pull off some spell. It's odd really cause I use the skill as often as possible on a guy who's already pinned down! I guess it has trouble against those casters who are huge on energy regen speed.
Enigmatics
Aug 03, 2005, 11:08 AM
The most náive R/Me will carry mostly ranger skills and a few pointless mesmer skills like conjure phantasm. The experienced ones will use things like Echo and Fragility with their ranger primary, instead of throwing together a salvo of unrelated skills.
Oh about the Mind Wrack/Debil Shot build, are you using Echo with your Debilitating Shot?
Sofia Sofia Sofia
Aug 03, 2005, 12:43 PM
I've always been hesitant about the whole Fragility build idea. I just don't like the idea of having Wilderness Survival at 1. It makes a lot of supporting ranger skills useless. But the Mind Wrack build is giving me problems as well. So... my sketch for a Fragility build:
Fragility
Incendiary Arrows (E)
Distracting Shot
Pin Down
Phantom Pain
Whirling Defense
Conjure Phantoms
Resurrection Signet
One big problem: no healing at all!
Conjure Phantoms is the skill I am the least sure about. Sure it's nice cause combined with Phantom Pain it's like putting the person on fire! But energy-wise it doesn't fit well. If I can replace this with a more energy efficient skill...
I was thinking about dumping points into Beast Mastery so I can get Tiger's Fury for loads of extra damage while I have Incendiary Arrows on. Or is it better to just keep Conjure P. for the extra damage and abandon Beast Mastery?
Distracting Shot is a bit tricky to use if you are not focused on interruption. I put in because Incendiary Arrows have a long recharge time during which your target can heal real well. What's a better skill to deny the target healing?
Sofia Sofia Sofia
Aug 04, 2005, 07:32 AM
Wow, I am posting a lot these days...
R/Me builds are just so fun!
Anyway some reflections and questions about the two major R/Me builds.
Mind Wrack does damage but it is not reported! I am a stickler for evidence and I could never get any that Mind Wrack was actually working. Using the Mind Wrack + Echo + Debilitating Shot setup, I trageted a shield carrying warrior and hit him with 3 debilitating Shots in 5 seconds. There is no way that his energy did not hit zero. I noticed on my 2nd shot that his health dropped by about the 70 points of damage that Mind Wrack is supposed to do. I guess that since the spell ends and does damage at the same time, the damage is not reported. You just have to watch their health to know when Mind Wrack needs to be cast again.
With the Fragility build all the damage is reported and you do get off a lot. But since the build is useless during the 16 seconds during which you have no Incendiary Arrows, there is a huge window for healing. Best way to counter this is Phantom Pain and Tiger's Fury. Start by casting Pain and then Fragility and Incendiary + Fury. Done with a halfmoon, you can put out almost 450 points of damage including the degen from pain and your arrow damage.
My question is about the exact rules to Fragility. If I have Apply Poison on, does that mean that the target takes Fragility damage everytime he gets hit with poison again, even if he is already suffering from it? On Wilderness Survival 1, poison lasts 3 seconds. Let's say the target continually suffers from poison, does he still "recover" from the condition with each successive re-poisoning? I just need a skill to fill the gap left by Incendiary Arrows.
AzaToth
Aug 04, 2005, 11:45 AM
This is how to do a spammer-ranger:
Have 14 in expertis, and as high as possible in Markmanship.
You need some in beast mastery, but you only need 6-7, just so that tigers fury works.
The Bow: I'm using for this a Zelaous Shortbow of Markmanship, zelaous is most important here.
Skills to use:
Barrage and Tigers Fury.
This build never runs out of energy, unless anyone drains it. At expertis lvl 14 barrage cost approx 2, zelaous gives at least 1 per shot (up to 6), and regen of 2 fills up the rest. tigers fury is for the spamming.
tomm0
Aug 05, 2005, 10:40 PM
do you think an ele/R trapper is viable?
Stack fully onto enrgy storage and wilderness survival.
Energising winds
Barbed Trap
Spike Trap
Flame Trap
Dust Trap
Quickening zephyr
Troll Unguent
Rez signet.
Extra nrg + fast trapping for the win?
knives
Aug 06, 2005, 01:06 AM
do you think an ele/R trapper is viable?
Stack fully onto enrgy storage and wilderness survival.
Energising winds
Barbed Trap
Spike Trap
Flame Trap
Dust Trap
Quickening zephyr
Troll Unguent
Rez signet.
Extra nrg + fast trapping for the win?
See how fast you get targeted. See how fast they cancel your traps. Bye bye. :(
ICURADik
Aug 06, 2005, 01:25 AM
Traps are two second cast time, and can only be interrupted with SKILL interrupts, which removes 90% of mesmer interrupts. That's half the problem with Spirits now...
All in all traps RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing suck anyway.
Edit: Are you RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing kidding me with this RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO shit.
loc87
Aug 06, 2005, 02:48 PM
can r/me builds solo pve? or own with one other dude and the rest henchmen?
Sofia Sofia Sofia
Aug 06, 2005, 06:08 PM
R/Me can go PvE with Domination magic, namely empathy and chaos storm.
Here's a quick tested build, gone through many pickup games with this one and it seems to work well, particularly for killing warriors and rangers. Casters are not killed as easily but their casting is hampered.
Mind Wrack
Debilitating Shot
Poison Arrow
Kindle Arrows
Empathy
Troll U.
Hex Breaker
Resurrection Signet
I had Echo in place of Poison arrow for a while but the energy cost was prohibitive! And really, there arn't a lot of people who can gain back 10 energy in 5 seconds.
Of course this is not a build for GvG just quick pickup games with randoms.
Enigmatics
Aug 08, 2005, 03:53 PM
...Why would you use specialized builds for PUGs? No one likes a hypocrite.
octaviancmb
Aug 08, 2005, 06:28 PM
My question is about the exact rules to Fragility. If I have Apply Poison on, does that mean that the target takes Fragility damage everytime he gets hit with poison again, even if he is already suffering from it? On Wilderness Survival 1, poison lasts 3 seconds. Let's say the target continually suffers from poison, does he still "recover" from the condition with each successive re-poisoning? I just need a skill to fill the gap left by Incendiary Arrows.
Fragility will inflict damage each time the hexed opponent receives a new condition or loses one. Inflicting poison over and over is good for the poison duration, but not for extra fragility damage. It would be ideal, from a pure Fragility POV to inflict lots of short-duration conditions that are spammable (ex: Immolate). It is ideal from a pure condition POV to inflict long-duration conditions on multiple opponents (the Fragility damage is just a bonus in this case).
Sofia Sofia Sofia
Aug 09, 2005, 01:35 PM
Yeah, I do use incendiary arrows as a main offense, but IA wears off so fast, much longer than the duration of Fragility. So I was thinking of something to throw in to fill the gap. I mean, it does often get removed after I've run through IA, but by that time the target's health is so low it doesn't even matter. It when it gets removed in the 2 seconds before IA comes in that gets annoying. But this is rare, at least in PUG.
Engimatics... I mean no offense, I'm just confused... how am I a hypocrite?
The mind wrack build I posted is nice for PUG because it can work really well or just fairly well. Unlike with a fragility build which either kills or gets you killed.
Enigmatics
Aug 09, 2005, 01:41 PM
My apologies, I didn't see Mind Wrack with your other skills. Even though it was the first one. A somewhat devoted build to energy denial came to mind. Now, I just wonder if you're getting Mind Wrack to work at all, because of Debilitating Shot's long cool down time.
Sofia Sofia Sofia
Aug 09, 2005, 06:27 PM
Actually, between those long incubation is lab (which is when I do my best thinking LOL) I figured out a quick build idea for energy denial.
Attributes can vary but basically across:
Marksmanship (just enough for bow req, which is 8 for me. BTW if I go above the req. does that mean I do more damage with bow on average?)
Expertise 9
Domination
Inspiration
For the longest time I had overlooked Energy Drain because I always thought it just dropped the target's energy by 8-18, now I know it STEALS that much... well then!
Here it is:
Mind Wrack
Debilitating Shot
Distracting Shot (a little overrated IMO but still worth it)
Spirit Shackles (not sure about this one, I want energy burn in place of it for the quick out of pocket damage but... shackles SEEMS better)
Energy Drain (awesome is this build IMO cause even though the build is not extremely energy intensive, having this great energy steal makes energy a non-issue, it's also a surefire way to trigger mind wrack)
Whirling Defense
Hex Breaker (part of me wants Ether Feast here)
Resurrection Signet
Mind Wrack is kind of funny actually. As one of the few people who sees it as something other than a garbage skill, I have had to do all my own experimentation with it. For a while now I've had this suspicion that it does not always work.
Take this situation: I mana burn a W/R and it deals 56 damage out of the 72 max, this means that his energy should now be at 0. I cast Mind Wrack, then Debilitating, even though the damage from Mind Wrack is not directly displayed, there should have been a substantial drop (75 HP), but there wasn't. I saw the arrow hit and do damage too.
Even without Echo, you can trigger Mind Wrack... relatively frequently. Most people ignore it when it comes to hex removal. Even if they do, they've spent more time and energy on getting it off than you invested to put it on!
How do you all think this build can be improved?
Myrr Wingfoot
Aug 22, 2005, 02:14 PM
Questions - which element is best to use with the shock sniper build and where can I find the particular skill?? By that I mean conjure flame, lightning, frost or..... earth? Also, I notice that in the build for the shock sniper there are no elites (I think), is that right?
Any help would be much appreciated.
PS I know my profile says my 2nd prof is monk, but I'm planning to switch to ele as soon as poss.
SCOTTYBONES
Aug 24, 2005, 11:55 PM
Wingfoot,
I would use either fire or frost. Most players use armor with lightning resistance. The elite skill you should use is definately quick shot.
Better yet, use Greater conflagration and turn all your damage into fire damage.
You could also stay with the monk and use barrage with judges insight but this will not work in PvP. Hope this helps.
Rajamic
Aug 25, 2005, 04:42 AM
Use a Zealous bow + Kindle Arrows + Conjure Flame
Eet GnomeSmasher
Aug 28, 2005, 01:02 AM
Use a Zealous bow + Kindle Arrows + Conjure Flame
Zealous bow with Conjure Flame? Dont you need a Fiery Bow in order to use Conjure Flame?
Banebow
Aug 28, 2005, 01:14 AM
Take this situation: I mana burn a W/R and it deals 56 damage out of the 72 max, this means that his energy should now be at 0. I cast Mind Wrack, then Debilitating, even though the damage from Mind Wrack is not directly displayed, there should have been a substantial drop (75 HP), but there wasn't. I saw the arrow hit and do damage too. I am fairly certain that if you put mind wrack on a foe, his energy has to be above 0 before it will trigger. So, if you drop a warrior to 0, slapped MW on, then hit with debilitating (I am assuming he was a paladine, so he was maintaining atleast one enchant) then MW would not trigger because that 1 pip probably was not enough to give him 1 energy before you tried to drain him again.
If you have one, take a warrior in PvE and fight the mergoyls that use mind wrack and spirit shackles(sp?). You can find some in the gates of kryta mission, but they are also around other areas of LA. If you attack while you have MW and spirit shackles on you, and you also have 0 energy, MW does not trigger.
Rajamic
Aug 30, 2005, 01:10 AM
Zealous bow with Conjure Flame? Dont you need a Fiery Bow in order to use Conjure Flame?
Strangely no. Something involved in Kindle Arrows confuses the Conjure spells into thinking it is a fiery bow, even though it isn't. So Zealous + Kindle + Conjure Flame works, but Shocking + Kindle + Conjure Lightning doesn't.
I consider this a bug, but it works, they haven't changed it yet, and it is fairly well known.
Bugeater
Aug 30, 2005, 09:16 AM
I am fairly certain that if you put mind wrack on a foe, his energy has to be above 0 before it will trigger. ... If you attack while you have MW and spirit shackles on you, and you also have 0 energy, MW does not trigger.
That is correct. Yet another reason why Mind Wrack blows.
riflex
Sep 01, 2005, 08:40 PM
My favorite R/N build (4v4 PvP):
>Attributes<
Curses: 10
Beast Mastery: 9
Expertise: 11
Marksmanship: 12
>Runes<
Minor Beast Mastery
Major Expertise
Major Marksmanship
Superior Vigor
>Equipment<
Druid's Armor Set
Vampiric Short Bow of Fortitude +15% in stance
20/20 Insightful staff of Fortitude. 9 curses req is recommended, not required.
Parasitic Bond OR Res Sig, if you're in team arena and have a monk.
Rigor Mortis
Weaken Armor OR Mark of Pain
Marksman's Wager {E}
Tiger's Fury
Power Shot
Penetrating Attack
Savage Shot
>Strategy<
1) Cast Weaken Armor and Parasitic Bond on your victim while holding the staff.
2) Grab your bow.
3) Cast Marksman's Wager {E}
4) Hit Tiger's Fury
5) SPAM Power Shot, Penetrating Attack, and Savage Shot
6) While Marksman's Wager is recharging, recast bond (or put it on someone else) and weaken if need be, hit TF again and do a power shot occasionally.
NOTE: If your target is blocking and/or evading, hit em with Rigor Mortis.
>Weaknesses<
Little Self-healing, can't run/block/evade, rather low health. Relies on hexes which can be removed/interrupted/blocked.
>Strengths<
Excellent damage to warriors and casters alike, fun and original. Never runs out of energy. Occasional interruption.
Tak-Hunter
Sep 03, 2005, 02:28 PM
Hey I wanna make a R/W but I didnt realized good skills yet.
This char would be for running and monster killing at quests with team(I dont care about forge running, I do know that for that I need a tank).
I like to play alone sometimes, so runnig for other cities is just perfect hehe, making money of it is good too.
I wanna know if there is a good way to make him use a sword/shield and bow? or it is just better use only one weapon?
And about attributes, what to do?
thanks
superauron
Sep 03, 2005, 06:54 PM
Don't know if this was mentioned yet, but this is a fairly good interruption build I picked up from a different site.
Basics:
Spinal Shivers
Markmanship's Wager [E]
Tiger's Fury
Cold String (item)
You can add other interruption elements for a plus and work your way around these three skills.
Rajamic
Sep 04, 2005, 05:11 AM
The problem with Spinal Shivers is how quickly it drains your own energy supplies. I think even at 18 in its attribute, it takes 2 energy for each successful hit. You'd have more energy and the same effect (at least if you are the only one attacking with cold weapons) by using Choking Gas with either Practiced Stance or Incendiary Arrows.
superauron
Sep 04, 2005, 04:07 PM
Yes, energy management is key for a ranger, but with 12 in curses and even 0 in Expertise (using Markmanship's Wager), you can pull off losing 1 energy for each attack you make. It's even better when you have more points into Expertise and level out the net mana you are gaining/losing.
Alternatively, you can have 0 in Curses and leave the hex duration close to Markmanship's Wager's duration (12 seconds). By doing this, you would need to maximize Expertise or possibly exceed 12.
It's for a R/N by the way, you can't use runes from a different class, sorry if I didn't mention this.
riflex
Sep 04, 2005, 06:25 PM
Spinal shivers also interrupts skills/attacks, not just spells like chocknig gas, even though chocking gas has approximately the same duration as Marksman's Wager and a small AoE. Incendiary Arrows lasts only 8 seconds and has a long cooldown, yet with serpent's quickness and maybe Mimicry+Echo it could be better than superauron's spinal shivers build. The only problem I see with this build is that it relies on maintaining Spinal Shivers - a hex - on your target, and nowadays hexes are easily removed. :(
Arrow-bow
Sep 10, 2005, 04:28 AM
tell me some good ranger/monk basicks whoh keeps me alive long and do good dmg? :mad:
SALESMAN
Sep 13, 2005, 07:40 AM
Hi, was looking for some help im ra/el and wanting to farm. I know that warr/mon the best for this as well as running but feel that it prob can be done. Would be very interested in hereing some builds for both of the above... They cant be the only build to be able to do these so well...
Thanks in advance.
Anybody need anything im in Ascalon City most evenings UK time.
SALESMAN
Sep 13, 2005, 09:59 AM
Also while im here, anyone know if its possible to trade characters? I do doubt it but worth asking..
Arrow-bow
Sep 15, 2005, 12:38 AM
Ranger/elementalist basick
expertise 9+1 minor
fire magig 9
beats mastery 0
wildrennes survival 9+minor
marksmanship 11+1 minor and hat
dual shot/penetratking(dmg)
kidnle arrows(fire dmg)
greater gonflugator(elite)8
conjure flame(fire dmg
troll unuguement
antidonte signet(cleans u for blidness)
whirling defense/lighting reflexes(block atatcks if ranger or warrioror mage trys to interrupt u)
distartkign shot (interrupts target)
and u need to be fire weapon then u get over 100 dmg whit ranger/elementalist.
Serps
Sep 15, 2005, 01:09 AM
You're lucky you're from Finland, otherwise I'd be shocked at your poor spelling.
Rajamic
Sep 15, 2005, 03:52 AM
Ranger/elementalist basick
expertise 9+1 minor
fire magig 9
beats mastery 0
wildrennes survival 9+minor
marksmanship 11+1 minor and hat
dual shot/penetratking(dmg)
kidnle arrows(fire dmg)
greater gonflugator(elite)8
conjure flame(fire dmg
troll unuguement
antidonte signet(cleans u for blidness)
whirling defense/lighting reflexes(block atatcks if ranger or warrioror mage trys to interrupt u)
distartkign shot (interrupts target)
and u need to be fire weapon then u get over 100 dmg whit ranger/elementalist.
Why Greater Conflagration? Why, dear God, why Antidote Signet? And how can a bow-based damage build not bring Tiger's Fury?
rugal nuker
Sep 15, 2005, 05:56 AM
Can anyone pls post me a nice ranger/mesmer build pls... i don't know what attribute of the mesmer should i use and what skills.
Btw,im going for PvE,anyone have any nice build of a ranger/mesmer that works well?
Thanks very much.
Shwitz
Sep 15, 2005, 09:07 AM
I know its long, but browse through this thread and you will find several builds.
Arrow-bow
Sep 15, 2005, 12:55 PM
Why Greater Conflagration? Why, dear God, why Antidote Signet? And how can a bow-based damage build not bring Tiger's Fury?
Antidonte because can get blidnign away or do u thinks that u are good for shooting u opponet if u are blid? and greater thtahs why because its do more dmg too i thinks so but i not use thtah build and tigers fury is for ashh really :o :mad:
smedge
Sep 16, 2005, 11:04 AM
and u need to be fire weapon then u get over 100 dmg whit ranger/elementalist.
Maybe you will get 100 damage in the whole match with that build, certainly not per shot. Problem is each enemy has 500+.
100 damage per shot is the realm of the fragility ranger.
Seriously, if you want to max out your r/e you need to look not only at conjure X but also look for a skill that does something when you hit with your damage type. Glimmering Mark for instance group blinds when someone is hit with lightning damage. The fire tree has a similar skill that allows you to do sick sick things.
Arrow-bow
Sep 16, 2005, 12:21 PM
Maybe you will get 100 damage in the whole match with that build, certainly not per shot. Problem is each enemy has 500+.
100 damage per shot is the realm of the fragility ranger.
Seriously, if you want to max out your r/e you need to look not only at conjure X but also look for a skill that does something when you hit with your damage type. Glimmering Mark for instance group blinds when someone is hit with lightning damage. The fire tree has a similar skill that allows you to do sick sick things.
yeah but lighting reflexkses will help about if enemy uses gillerign mark but its not help so match but its helps same thinkg whit ghoking gas and ranger can allways disapled skills whit distratking shot so glimermin marks is the biggest problem but then its easy if its disabled.
wsmcasey
Sep 16, 2005, 12:28 PM
yeah but lighting reflexkses will help about if enemy uses gillerign mark but its not help so match but its helps same thinkg whit ghoking gas and ranger can allways disapled skills whit distratking shot so glimermin marks is the biggest problem but then its easy if its disabled.
Are you speaking english? Your spelling is atrocious! Can you please edit your post. :confused:
Rajamic
Sep 16, 2005, 09:36 PM
Antidonte because can get blidnign away or do u thinks that u are good for shooting u opponet if u are blid?
Maybe have some faith in your healers? They should have at least one of hex or condition removal, even if you only have one healer/protector in your party.
and greater thtahs why because its do more dmg too i thinks
Only against people with armor that has +AL to physical or piercing.
and tigers fury is for ashh really
An increase of about 25% DPS for the cost of 4 Attribute levels and 6-10 energy every 10 seconds is bad....how?
Arrow-bow
Sep 17, 2005, 12:37 AM
Are you speaking english? Your spelling is atrocious! Can you please edit your post. :confused:
im speaking english :)
Arrow-bow
Sep 17, 2005, 12:40 AM
Maybe have some faith in your healers? They should have at least one of hex or condition removal, even if you only have one healer/protector in your party.
Only against people with armor that has +AL to physical or piercing.
An increase of about 25% DPS for the cost of 4 Attribute levels and 6-10 energy every 10 seconds is bad....how?
disabled all non-atatcking skills for 5 seconds and u atatck 33% faster? i mean this
Shwitz
Sep 17, 2005, 02:29 PM
I use Tiger's Fury, and while the disabling of all non-attack skills is inconvenient at times (especially when I'm under attack and want to use Throw Dirt to give myself a moment of respite), it is hardly a problem in most cases. On my skill bar I have both Lightning Reflexes and Tiger's Fury, so when I come under heavy fire I can switch it up to Lightning Reflexes and evade while still keeping my rate of fire high. When Lightning Reflexes runs out, I use Throw Dirt on any melee attackers currently in range and then hit Tiger's Fury. As long as you don't absolutely need a non-attack skill available at all times, TF is a great skill.
Arrow-bow
Sep 18, 2005, 12:49 AM
Hmm my guy is ranger/elementalist whath magig should i train?
Shwitz
Sep 18, 2005, 08:58 AM
Depends on what you want to do. Fire, water, and air are all good for their "Conjure [Element]" skills, which add a nice amount of damage to your attacks. If you wanted monks in your party to love you, you could train Earth magic and bring wards to protect your party. There's also a few little gimmicks you could do with each of the elements. Read through the skill listing for each skill line and see what appeals to you more.
jst
Sep 18, 2005, 02:44 PM
what kind of bow would you guys reccomend for a shock sniper? I'd like to have a long and short bowset if possible. I want to use a shadow bow just because I love the way it looks, but I'm sure that doesn't fire fast enough for a shock build. maybe I should just get a good shortbow with dmg mods and shock string it? all suggestions welcome! :D
EDIT: looking at bows I was thinking boulderbeard's short bow might be the perfect shock sniper bow :confused:
Shwitz
Sep 18, 2005, 03:14 PM
Your bow should fit your needs and skills. If you will be using Favorable Winds or Read the Wind, I would highly recommend a flatbow-type. They have the best range (equal to longbows) and refire rate (equal to shortbows). The only drawbacks are they don't look as nice as most, and the flight time on the arrows is incredibly long... which is why using Favorable Winds or RtW makes a flatbow an excellent choice. If you don't care about the range, then a shortbow/half moon is great for the refire rate. For more info on bow choice and usage, go to these threads:
http://www.guildwarsguru.com/forum/showthread.php?t=4332&page=1&pp=25
http://www.guildwarsguru.com/forum/showthread.php?t=34376
jst
Sep 18, 2005, 04:25 PM
well the reason I suggested boulderbeards is because to shock snipe you have to have a lightning damage weapon, correct? I would really love to use a shadow bow but the charts say that it sacrafices everything for 10% armor penetration and I don't know if I believe that completely. I just love the way they look, best looking bow in the game if you ask me.... or at least better than the stupid non-matching anything storm bows :D
Shwitz
Sep 18, 2005, 07:46 PM
Shadow bows do sacrifice a lot for the damage they do. However, there are ways to compensate for the slow refire if that is your bow of choice. There are many different ways to speed up your attacks (Tiger's Fury, Lightning Reflexes from Ranger skills, Flurry and Frenzy from Warrior skills). Most rangers that I know swear by Tiger's Fury, so a few points into Beast Mastery would most likely make a Shadow Bow usable. I've never tried using the "slow" (Shadow, Ivory, Horn) bows in concert with Tiger's Fury, but it probably makes the slow refire bearable. If you try it out, let me know how it works :)
Arrow-bow
Sep 19, 2005, 06:26 AM
Shadow bows do sacrifice a lot for the damage they do. However, there are ways to compensate for the slow refire if that is your bow of choice. There are many different ways to speed up your attacks (Tiger's Fury, Lightning Reflexes from Ranger skills, Flurry and Frenzy from Warrior skills). Most rangers that I know swear by Tiger's Fury, so a few points into Beast Mastery would most likely make a Shadow Bow usable. I've never tried using the "slow" (Shadow, Ivory, Horn) bows in concert with Tiger's Fury, but it probably makes the slow refire bearable. If you try it out, let me know how it works :)
Lol i dont understand thath tigers furry why most of rangers use it? its disabled skills and im thinking its for ashh i mean thtah tigers furry can u just tell why most of rangers use it?(read thw wind rules tigers furry sucks!) :mad: :confused:
Shwitz
Sep 19, 2005, 07:45 AM
Most rangers use Tiger's Fury because they can keep it going most of the time. Yes, it does disable your non-attack skills for 5 seconds, but if you find yourself in a situation in which you, as a ranger (who is supposed to keep your distance), need one of your defensive skills in the first 5 seconds of a battle, you're in deep trouble anyway. Tiger's Fury allows you to pump arrows out at a great speed for 7-8 seconds with only 2-3 seconds of downtime when your Beast Mastery is in the 4-8 range. Sure, Lightning Reflexes doesn't disable your skills, but it has a 60 second recharge, which means it can't be used that often. I find that I don't need all of my skills at the ready all of the time in my build, so I can afford to disable my non-attacks for 5 second intervals.
Arrow-bow, have you ever tried using Tiger's Fury for an extended period? If you have, I guess we'll just have to agree to disagree. If not, give it a try. Bring your Beast Mastery up to 4 so you can have a 7 second duration on Tiger's Fury and test it out. If you really don't like it, stick to whatever stance you're using, no harm done.
brobster
Sep 19, 2005, 12:52 PM
i got a r/n and i cant decide which build to use from it can someone help me out?
Arrow-bow
Sep 20, 2005, 06:23 AM
Most rangers use Tiger's Fury because they can keep it going most of the time. Yes, it does disable your non-attack skills for 5 seconds, but if you find yourself in a situation in which you, as a ranger (who is supposed to keep your distance), need one of your defensive skills in the first 5 seconds of a battle, you're in deep trouble anyway. Tiger's Fury allows you to pump arrows out at a great speed for 7-8 seconds with only 2-3 seconds of downtime when your Beast Mastery is in the 4-8 range. Sure, Lightning Reflexes doesn't disable your skills, but it has a 60 second recharge, which means it can't be used that often. I find that I don't need all of my skills at the ready all of the time in my build, so I can afford to disable my non-attacks for 5 second intervals.
Arrow-bow, have you ever tried using Tiger's Fury for an extended period? If you have, I guess we'll just have to agree to disagree. If not, give it a try. Bring your Beast Mastery up to 4 so you can have a 7 second duration on Tiger's Fury and test it out. If you really don't like it, stick to whatever stance you're using, no harm done.
aargghh beastmastery 4 ok i try.
Tak-Hunter
Sep 24, 2005, 02:43 PM
Hey
I was wondering what is the best armor for a ranger.
I'm using the Forge DrakeScale right now, but I dont really know if those +15 armor against fire, cold, lighting really helps, the druid armor is better?
Or there is even better armors in others places of the game?
thanks
Shwitz
Sep 24, 2005, 03:30 PM
Hey
I was wondering what is the best armor for a ranger.
I'm using the Forge DrakeScale right now, but I dont really know if those +15 armor against fire, cold, lighting really helps, the druid armor is better?
Or there is even better armors in others places of the game?
thanks
Depends on where you are, what you're doing, and what your opponents are using. If you plan to use either the Greater Conflagration {E} or Winter nature rituals at all, I'd use the appropriate armor for the conditions (Drakescale for Conflag, Fur-lined for Winter). The extra 15 armor vs that type of damage is helpful. However, full Druid's armor does offer energy, and many types of damage just aren't elemental (like shadow, chaos, light, holy, etc). I personally use Druid's, its never a bad thing to have higher max energy.
Arrow-bow
Sep 25, 2005, 11:28 AM
Hey you guys know some good ranger farming for ranger, unlike using only ranger skills because i just which my secondary for monk to mesmer and i need much of money for skills and very much of experience for skill points now i have only 5 mesmer skills, so please tell some good framing build for me at ranger for using mostely only ranger skills plz. :(
Arrow-bow
Sep 25, 2005, 11:48 AM
Can some1 tell some good Ranger/mesmer build for PvP unlike caster killer or something about it.
Dont Look At My
Sep 27, 2005, 01:52 PM
...
there isnt really one for farming ...
you need a monk as second profession for farming and with ranger its not very ideal
Lag Hell
Sep 29, 2005, 11:01 AM
Can some1 tell some good Ranger/mesmer build for PvP unlike caster killer or something about it.
Frag ranger build, sum1 posted it on pg 2 of this thread
Arrow-bow
Sep 30, 2005, 06:22 AM
What is the best second profession ranger? i mean thtah whath u thinks thtah what is the best secondary ranger? and tell why? hmm im thinking about it the elementalist would be best because of earth magig and water magig or mesmer because of some hexes unlike spirit of failure. :D
Arrow-bow
Oct 13, 2005, 07:46 AM
Hmm eny1 canna tell good ranger/monk framing build which way it takes good exp and good money?
Watmonster
Oct 14, 2005, 07:31 PM
What is the best second profession ranger? i mean thtah whath u thinks thtah what is the best secondary ranger? and tell why? hmm im thinking about it the elementalist would be best because of earth magig and water magig or mesmer because of some hexes unlike spirit of failure. :D
pleaze learn to type
neoflame
Oct 14, 2005, 08:41 PM
pleaze learn to type
See where it says "Location: Finland", dumbass?
By the way, you spelled "please" wrong.
(reature111
Oct 16, 2005, 08:05 AM
No one has really touched upon a Ranger Tank Build. It is Quite useful for Team Support in PvE with players and with henches. Can solo, but not too effectively (hey its still a ranger). Awesome tanking capabilities.
Secondary Profession Does not Matter, I have Mes and Nec as secondary for Trapper and Fragility builds, but you can use anything.
12 Expertise
16 Wilderness Survival (+1 Helm,+3 Superior Rune)
4 Marksmanship, or Beast Mastery, or Whatever
Oath Shot [E]
Ignite Arrows (Any Skill can be Substituted Here)
Whirling Defense
Throw Dirt
Barbed Trap
Flame Trap
Dust Trap
Troll ungent
This is a very fun build, and you will be surprised how effective it is. Those attributes are with only one Attribute quest completed as well.. First of all, its aimed more towards warrior-heavy enemy groups, rather then caster-heavy groups.
Starting off,throw on whirling Defense and pull/aggro the enemies into as tight of a cluster as possible. Then when they are hacking away, hit Throw Dirt on the enemy in the middle of the group (who has the most amount of enemies adjacent to him). This will Blind them for 13 seconds and combined with the remaining time on whirling defense (lasts a while), will result in you not being touched at all. Next, quickly hit Flame Trap and Barbed Trap to do some damage. By the time ur done Laying those two traps, throw dirt and whirling Defense will be soon wearing out, but they will still giv you enuf time to lay down Dust Trap, Blinding them again for...10 Seconds each Second for the next 5 Seconds (Which is Ultimately, 15 seconds Total from time they are struck). Then Guess what, you hit Oath Shot, and Start all over again. Troll Ungent isnt necessary very often, but +10 regen is pretty nice to have around. I recommend Troll Ungent if going solo, and Healing Spring if goin in a group, to further support the warrior tank(s). Energy isnt really a problem with full Druids gear and 12 Expertise, but if need to recharge, just hit Ignite Arrows and shoot away while you recharge with Rangers' +3 energy regen (even with 0-4 Marksmanship the +19 Fire Dmg from Ignite is respectable), or even better have a nec Secondary. And also this build is great for when Everything hits the fan and the battle is chaotic, just run around throwing dirt, laying dust traps, etc on everything attacking ur team, to help keep them alive while you get control of the situation.
All in all an Extemely useful team support build and very underappreciated (whats new for Rangers?).
beginners_luck
Oct 18, 2005, 07:16 AM
That's actually a pretty useful build if your armor's high enough. I've tried something like that, and unless you sneak in after the warriors already started fighting, you could be taking some unexpected spike damage.
Davion
Oct 21, 2005, 04:13 AM
Arrow Bow..... I have had a ranger/monk since betas...still have her. :)
Pure ranger skills with restore life to rezz party if need be. Barrage/hunter's/determined/distracting shot/savage shot/kindle arrows/troll/restore life....(shoot holes in it all you want)...very little survives her and very few will doubt her if run with me. If i take her farming it with a warrior monk partner (good friend)...and about 75% of the time there's nothing left for him to attack by the time he reaches them.
Mark 15....expertise 11...wilderness 11 (runes included..+3 mark..rest are minor with major vigor for offset).
Former Ruling
Oct 21, 2005, 08:41 AM
As for Basic Pure Rangers (one that doesn't use secondary) which ends up being better for PvE.
A Trapper type (that blinds and sits traps to dmg) or a more bow attack using ranger (that spams the bow attacks and conditions - this type can also Interrupt decently).
I sort of need to know cause I'm to the point where I'm buying runes for my armor and want to know which skill to devote the highest rune too (wilderness or mark) .
kawaii_bat
Oct 21, 2005, 01:47 PM
i got a r/n and i cant decide which build to use from it can someone help me out?
This is my BeastMaster mini-nuker build for PvE.
You have to try and keep your creature alive if possible. So please remind the monk that the pet is also important to heal :p
I have *no* Idea how this would fair in PvP but I'd guess really badly since it requires many foes in 1 place.
Shadowfire Beastmaster
R/N
Beast.12(8+3+1)
Curse.11(11)
Marks.10(9+1)
Wildn.12(8+2)
OMG! :eek: No Expertise! ***Use Druids armor***
------------------------------------------------
Mark of pain -Hex
(10e/last 30 secs/2 sec cast/30 sec recharge)
You will deal 34 damage to all adjacent creature.
Since this is shadow damage it passes through most creatures armor. The best thing is whenever your pet attacks this hex will deal it's damage, whenever you use dual shot it will deal it twice.
In addition to the damage you deal with Ignite arrow this will cause alot of damage. Mark of pain+Ignite+Dual shot = 66+30dmg :cool: <(BBq)
To *all* adjacent foes 0_o-Twitches
Tip* Choose your target wisely, since Mark of pain takes 30 seconds to recharge. Oh and cast Parasitic Bond on him too so he has a chance of removing that instead of the Mark.
Ignite arows -Prep
(10e/last 24 secs/2 sec cast/12 sec recharge)
You will deal 15 fire dmg (depending on the armor resistance) To all adjacent foes. When using dual shot you can deal up to 30 damage to all adjacent per dual shot at a time.
Dual shot - Bow Atk
(10e/Instant/0/5 sec recharge)
Even though the cost for this skill is steep you get to
basically attack twice in one attack.
You also get to deal +50% dmg with it.
If you attack the creature with Mark of pain, you will deal a total of (without taking foes' armor) 66 shadow + 30 firedmg to all adjacent and 2 x 17-28(75% of both their dmg) +30 fire dmg to the creature you hit.
All in all I think it's a good trade.
Parasitic Bond -Hex
Hmm -1 degeneration on your foes and +96 health after 20 seconds
Really this skill has been a life savor for me in the past. It also costs only 5! If you cast it on the same guy with mark of pain, you have chances that if he removes hexes he'll remove it instead of mark.
Troll Unguent-skill
5e/last 10 sec/3 sec cast/ 10 sec recharge)
Pretty self explanatory... +9 health regen.
Ferocious strike-pet attack
This is a free +3 energy since it costs 5 and will give
you back 3. In addition, your creature deals +25dmg on it's next attack which is also sweet.
Comfort animal
Yup.....+87 points, +48% health when raised
Charm animal
:rolleyes:
---------------------------------------------------
This is really a nuking ranger that uses his pet to further speed up the damage.
You can always replace Dual shot with something else(Hunters shot usually) and Ferocious strike with Beastial pounce.
Whenever the guy starts to cast a spell you can not only interupt+dmg but cause bleeding+dmg too if you use both skills in quick succession and time it right.
dry
Oct 24, 2005, 12:50 PM
I'm in a dilemmea of choosing an interrupter or a quickshot-er w/ my ranger. currently i use interrupt because it seems that i actually do more damage w/ interruptor simply due to my previous experience and easiness of the build.
my current build is
tigger's fury
distracting shot
punishing E
savage
dual
kindle
fav wind
rez sig
15mark
14expertise
4beast
9/10 can't remember wild
dual is really optional; i had 1 spot and i preferred the damage to throw dirt or other skills but i'll see if there's better one ;/ 4 arrow skils seem like an overkill.
I tried judge's insight and it really makes a diff in the damage but it's reallly short and heavy on energy.
Suggestions?
Also, when i try QS i use
tigger
dual
qs E
something
something
kindle
fav
rez
I can't remember but i make sure to have 16 mark and 13/14 expertise
suggestions also?
I use 2 sup runes and have 3xx life, and many ppl would criticize that. but i just prefer damage over more life, since if a noncrap warrior came at me i'd die anyways.
Marti
Oct 25, 2005, 08:17 AM
I see a lot of builds that are ranger/something but y not just ranger? They have good skills on thier own if u mix them right.
I came up with this:
Class: Ranger
Assumed items:
+2 to Expertise
+2 to Marksmanship
+2 to Wilderness Survival
Attributes: (cost)
Expertise: 11+2 (77)
Marksmanship: 10+2 (61)
Wilderness Survival: 10+2 (61)
Total attribute points used: 199/200
Skills:
1) Power Shot - (10,0,6) If Power Shot hits, you strike for +18 damage.
2) Precision Shot - (10,0,6) If Precision Shot hits, you strike for +18 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.
3) Hunter's Shot - (5,0,5) If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
4) Read the Wind - (5,2,12) For 12 seconds, your arrows move twice as fast as normal and deal 9 extra damage.
5) Kindle Arrows - (5,2,12) For 12 seconds, your arrows deal an additional 20 fire damage.
6) Incendiary Arrows (elite) - (5,2,24) For 8 seconds, targets struck by your arrows are interrupted and set on fire for 3 seconds. This is an elite skill.
7) Ignite Arrows - (10,2,12) For 12 seconds, your arrows explode on contact, dealing 15 fire damage.
8) Troll Unguent - (5,3,10) For 10 seconds, you gain health regeneration +9.
A little costly on health but you can do a lot of damage plus youve got a pretty bad ass heal which u can keep puttin on yourself and its cheap.
Basically use a prep then go through your 3 moves then move to a different prep, simle but effective.
Question: Ŕll preps. are stacking, right?
mr_boo
Oct 25, 2005, 02:31 PM
Question: Ŕll preps. are stacking, right?
No, preparations do not stack...just like stances, activating one prep will remove your current prep.
Marti
Oct 25, 2005, 04:19 PM
No, preparations do not stack...just like stances, activating one prep will remove your current prep.
Well, as far as i have learned, stacking is when things cant work together. Like you cant have KA and IA at the same time.
MSecorsky
Oct 25, 2005, 04:20 PM
Well, as far as i have learned, stacking is when things cant work together. Like you cant have KA and IA at the same time.
Stacking = 'works in addition to'.
Marti
Oct 26, 2005, 12:58 AM
Well, in that case...
Rajamic
Oct 26, 2005, 03:37 AM
I see a lot of builds that are ranger/something but y not just ranger? They have good skills on thier own if u mix them right.
I came up with this:
Class: Ranger
Assumed items:
+2 to Expertise
+2 to Marksmanship
+2 to Wilderness Survival
Attributes: (cost)
Expertise: 11+2 (77)
Marksmanship: 10+2 (61)
Wilderness Survival: 10+2 (61)
Total attribute points used: 199/200
Skills:
1) Power Shot - (10,0,6) If Power Shot hits, you strike for +18 damage.
2) Precision Shot - (10,0,6) If Precision Shot hits, you strike for +18 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.
3) Hunter's Shot - (5,0,5) If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
4) Read the Wind - (5,2,12) For 12 seconds, your arrows move twice as fast as normal and deal 9 extra damage.
5) Kindle Arrows - (5,2,12) For 12 seconds, your arrows deal an additional 20 fire damage.
6) Incendiary Arrows (elite) - (5,2,24) For 8 seconds, targets struck by your arrows are interrupted and set on fire for 3 seconds. This is an elite skill.
7) Ignite Arrows - (10,2,12) For 12 seconds, your arrows explode on contact, dealing 15 fire damage.
8) Troll Unguent - (5,3,10) For 10 seconds, you gain health regeneration +9.
A little costly on health but you can do a lot of damage plus youve got a pretty bad ass heal which u can keep puttin on yourself and its cheap.
Basically use a prep then go through your 3 moves then move to a different prep, simle but effective.
This is a joke build. I'm not sure it was meant to be one, but it is. Pretty much everything is wrong with it.
The attribute points can be spent differently to give you the same end stats with only -75 HP from a superior rune, not -100 HP from 2 Majors.
Expertise: 10+3
Marksmaship: 10+1+1
Wilderness: 11+1
Bringing 4 preps is a waste. The only time bringing even 2 preps makes sense is if they are Incendiary Arrows and Choking Gas (because they don't last anywhere near their recharge times).
And the 3 bow attacks aren't good at all. Penetrating, Determined, and Power or Point-Blank will do better.
Ordinarily, I wouldn't even comment on this, but this thread is most definitely not the place to be posting crap builds.
Former Ruling
Oct 26, 2005, 07:57 AM
That many preps is funny...2 is just fine...And thats only because Incen. Arrows doesn't last long so You can have Kindle/ignite on during the down time..
I think he just didn't realize preps dont stack. Not a huge problem.
The attacks he picked aren't horrible, but penetrating, or some other things workbetter IMO.
The space opened up by taking out the preps that are useless..can be spent on other useful things.
Marti
Oct 31, 2005, 04:13 PM
Someone got a good nuker build for R/E? Im looking around, but thought, "Why not post here to see if i get any response while im looking around in the meantime.".
Batou of Nine
Nov 02, 2005, 07:55 PM
Well, i am disappointed. Too many typical ranger builds offered in this thread. I do realize it is called the "Ranger Basics" thread, however as the OP said, it is supposed to be a compendium of many different ranger builds.
So many pure ranger, r/mo, and r/n builds that are all nearly teh same with slight variations. The reason i criticise is mainly cause i have now spent 2 hours researching in this whole forum for varients of Ranger/Mesmers. Through this whole post itself there was a total of 3 in the first 12 pages. (i skipped through pages 12-18) thats nearly 300 posts.
And throughout the entire forum i found like half of 3 offered R/me builds. What gives? There are so many creative AND effective R/me builds with which i have been experienting with, and i have only had my ranger for 2 weeks! All i've seen is teh basic fragility build an interrupter and a IW melee build. All of which are fun...
Sorry for the rant, just kinda at loss for words. So anyone wanna tell me why no one is willing to experiement more with a R/me? oh, and ill offer some of my builds down the line... =P
Droven
Nov 03, 2005, 01:58 AM
I don't know where to post this, and frankly, I don't even know what is the classification of this build (lol). I just stuck it here because it's ranger primary.
R/W
Throw Dirt
Determined Shot
Apply Poison
Debiliating Shot
Pure Strike
Frenzy
Escape {E}
Resurrection Signet/Antidote Signet
Expertise 11 +3 (14)
Marksmanship 8 +1 +1 (10)
Swordsmanship 11 (11)
I would use:
Zealous Sword of Defense
Vampiric Sword of Fortitude
Zealous Bow of Defense
Vampiric Bow of Warding
And:
R/E
Choking Gas
Apply Poison
Conjure Frost
Glyph of Elemental Power
Quick Shot
Lightning Reflexes
Troll Unguent
Resurrection Signet/Armor of Mist
Expertise 8 +1 (9)
Wilderness Survival 10 +1 +1 (12)
Marksmanship 8 +1 (9)
Water Magic 10 +2 (Glyph) (10+Glyph = 12)
Please, comment.
They aren't perfect. They're nowhere close to perfect.
-----
I dunno what to call this but i'm a damage dealer ranger (in PvE)
Fire Magic 10
Ws 11
Marksmanship 15
Kindle Arrows
Troll Unugent
Poison Arrow {e}
Power Shot
Penetrating Attack
Fire Storm
Immolate
Ressuraction Signet
I don't have any build in PvP (i mean i choose it depending on my mood at that time :) )
jibikao
Nov 03, 2005, 07:03 PM
I am not sure this has been posted before or not (tired of reading through all the pages), but this build is highly effective in both PvP and PvE.
Blood 11
Beast Mastery 12-13
Expertise 10-13
-----
Call of Haste
Ferocious Strike
Disrupting Lunge
Whirling Defense
Vampiric Touch (the bomb!)
Comfort
Charm
Rez Sig
-----
There is really nothing you can't kill with this build. It owns in so many ways. You just need to learn how to control your pet better to truly make this build shines. You need to learn how to distract with Disrupting Lunge. Trust me, it takes patience, skill and practice to really make your pet AWESOME. Of course it's not invincible, NOTHING is. IW Me/W will give you a tough time.
-----
As for PvE, a mini-fire beast master is very effective:
Fire 12
Beast Mastery 12 (at least)
Expertise (up to you)
----
Call of Haste
Ferocious Strike
Predator's Pounce / Disrupting Lunge / Call of Protection
Immolate / Fireball
Firestorm
----
I've used this build to finish the game. Very versatile and damaging. You don't run out of energy easily. :D
Manfred
Nov 09, 2005, 10:03 PM
My r/me pve build is just yer basic marksmanship-based ranger build.
RTW, lightning reflexes, hunter's shot, penetrating shot, rez sig, and that one elite interrupting shot :).
From mesmer, either dom for hex breaker and shatter enchant, insp for ether lord and drain enchant, or illusion for arcane conundrum and ethereal burden/conjure phantasm.
AuronLore
Nov 10, 2005, 01:22 AM
Wat about a build with <<BEAST MASTERY SKILLS>>
ive been trying to think of a build with beast mastery skills and got a fair idea of wat i want to use but...
i just wanna no wat beast skills are best to use...and if there is a "top"
build for a ranger with beast mastery skills
Shaun
Nov 10, 2005, 01:28 AM
For BM on my ranger I run
Ferocious Strike(E)
Feral Lunge
Preadtors Pounce
Call of Protection
Charm
Comfort
Unguent
Tigers Fury(so I can do some bow dmg)
At 16bm,it runs very well for me,and can output alot of dmg.
Ra Kal
Nov 20, 2005, 04:16 PM
I like to Interupt the enemy so this is my build:
R/Anything
Distracting shot
Tiger's Fury
punishing shot(E)/Incendiary arrows(E)
choking gas
....
Anything that could be very usefull in my mission
Maika Boila Radovu
Nov 21, 2005, 09:59 AM
Wingfoot,
I would use either fire or frost. Most players use armor with lightning resistance. The elite skill you should use is definately quick shot.
Better yet, use Greater conflagration and turn all your damage into fire damage.
You could also stay with the monk and use barrage with judges insight but this will not work in PvP. Hope this helps.
Can I ask why Judges Insight wont work in PvP?
dargon
Nov 21, 2005, 12:40 PM
To high a cost for to short a life span on the spell
batou
Nov 21, 2005, 11:47 PM
i was reading the 1st post about the shocking sniper and i have a question
how much damage would a lvl 10 kindle arrows compare with a lvl 10 conjure lightning
cause then i wouldnt have troll ungent or other winderness spells, if i went with shock sniper
Manfred
Nov 22, 2005, 02:41 PM
judges insight overrides orders, as does kindle, that's why on real ranger spike teams they run under straight RTW.
Peewee
Nov 24, 2005, 07:34 AM
i have had some fun with conjure builds in pvp, and just messing around with skills that require a certain condition. heres a couple of ideas i played around with:
ranger with flame bow/ kindle arrows +conjure flame +mark of rodgort,
arrows set pp on fire for however long mark stays arounf for. might want to take glyth of nrg or lesser nrg, as mark is 25nrg.
ranger with lightning bow/ ignite arrows/RtW + glimmering mark/thunder clap.
i had some gr8 fun really annoying warriors with this. they all ganged up on a caster, and suddenly they were blinded :) thunder clap works well, but it leaves u completely drained of nrg.
ranger/nec with cold dmg bow and spinal shivers. much like the thuner clap one, but it leaves an elite open. it doesnt knoc the enemy down tho, which is a shame, but constant interupt, plus a RoF buff makes short work of eles.
ranger/nec with pin down + hunters shot + virulence. pin em down, make sure their running, hunter shot, and then hit em with Virulence. that can really knock warriors out of service for a little bit, and the degen can be added to by a mesmer or a necro on the team.
just a few ideas, which have proberbly been done b4, but i hope to spark some more imagination hehe
Guild Terror
Nov 27, 2005, 10:27 AM
i was reading the 1st post about the shocking sniper and i have a question
how much damage would a lvl 10 kindle arrows compare with a lvl 10 conjure lightning
cause then i wouldnt have troll ungent or other winderness spells, if i went with shock sniper
kindle does more dmg than conjure lightning now, im guessing it didnt when the post was made
Arrow-bow
Nov 27, 2005, 12:09 PM
ok here is ranger/(anything) interupt build
atributes :
beatsmastery 4
expertise (high)
wildrennes survival(not high)
marksmanship(medium)
skills
iccendary arrows(e)
distartking shot
savage shot
tigers fury
pin down
whirlign defense
troll unuguement
res sig
bow:must be shortbow!
dargon
Nov 27, 2005, 01:37 PM
at 4 beastmastery, tigers fury isn't helping you all that much and on it's own as a loan prep neither is incendiary arrows, for this build I'd drop tigers and throw in choking gas, that way while incend is recharging, you can use the gas and you don't need to use distracting or savage to interrupt casters spells.
Yamat
Nov 28, 2005, 07:42 PM
Something involved in Kindle Arrows confuses the Conjure spells into thinking it is a fiery bow, even though it isn't. So Zealous + Kindle + Conjure Flame works, but Shocking + Kindle + Conjure Lightning doesn't.
I consider this a bug, but it works, they haven't changed it yet, and it is fairly well known.
Does ayone know if this is still the case?
Thanks! :)
K.Ichigo
Nov 29, 2005, 04:58 PM
Kindle Arrows description SAYS it turns bow damage into fire.
imaginary friend
Nov 29, 2005, 05:14 PM
my armor penetration build
marksmanship 12+3+1
expertise 9+1
wilderness survival 9+1
Bow: Sundering Horn Bow of Fortitude
skills
penetrating attack
poison arrow (E)
distracting shot
whirling defense
pin down
troll unguent
favorable winds
rez sig
my anti tank build
Marksmanship 12+3+1
expertise 9+1
wilderness survival 9+1
bow: poisoners horn bow of fortitude
skills
crippling shot (E)
apply poison
hunters shot
whirling defense
favorable winds
troll unguent
penetrating attack
rez sig
4runner
Nov 29, 2005, 05:28 PM
heres my build
15marks
10 wilderness
13 expertise
1.poison (e)/crippling/barrage/
2.savage
3.kindle
4.hunters/distracting
5.fw/rtw
6.barbed(for my monk she never leaves myside)/dust
7.whirling/throw dirt/dodge
8.rez(for my monk)
Works pretty much everywhere, and does nice overall damage and to slow down warriors coming for my monk!! (i give u life)
BOW: zealous half moon of Fortitude
poisoners short bow of fortitude
gargash recurve bow
Zealous long bow of fortitude
with this set up hunters has hit targets for +85 damage very sick!!!
Adambomb
Nov 30, 2005, 05:35 AM
For PvP spike I keep swapping from Punishing and Quickshot... which is best to use?
pkodyssey
Nov 30, 2005, 11:35 AM
I have read and absorbed 19 pages of Ranger build information and a lot of extraneous information that doesn't even belong here. Please forgive me if I ask any redundant questions here. I primarily have been playing a Necromancer Minion Master. I just started a new Ranger and have not yet chosen a secondary. I have accumulated the following equipment for my character to have once he is post searing. I would like opinions, backed with examples of possible routes to take this character. I do plan on running through all the pre-searing quests and reach about lvl 8-10 before going through the searing.
My initial thoughts are to work up to the following R/Mo build to include:
Marksmanship 16
Healing 11
Expertise 9
Wilderness Survival 3
Kindle Arrow
Barrage
Rebirth
Vigorous Spirit
Live Vicariously
Essence Bond
Mending
Divine Boon
Armor to be --- 1st Ascalon Leather, then Druids at Amnoon Oasis, and finally Druids from Droknar’s
I will be using this as a PVE character.
Current status:
Lvl 3
BM: 1
Expertise: 3
Wilderness: 0
Marksmanship: 2
Current Pre-Searing Skills:
Orson of Healing
Power Shot
Bane Signet
Troll Unguent
Resurrection Signet
Equipment available Post-Searing
1. Gold - Ivory Bow of Enchanting: Piercing Dmg:15-26 (Req 8 Mark), Dmg +14^50%, Enchant last 17% longer
2. Gold – Icy Half Moon of Warding: Cold Dmg:15-28 (Req 13 Mark), Dmg +13% while in stance, Armor +7 vs Elemental attack
3. Gold – Fiery Longbow of Skeletonslaying: Dmg:11-19 (Req 6 Mark), Dmg +16% vs skeletons
4. Blue – Longbow of Fortitude: Piercing Dmg: 11-18 (req 3 Mark), Dmg +10% while in stance. Health +20
mr_boo
Nov 30, 2005, 05:59 PM
I have read and absorbed 19 pages of Ranger build information and a lot of extraneous information that doesn't even belong here. Please forgive me if I ask any redundant questions here. I primarily have been playing a Necromancer Minion Master. I just started a new Ranger and have not yet chosen a secondary. I have accumulated the following equipment for my character to have once he is post searing. I would like opinions, backed with examples of possible routes to take this character. I do plan on running through all the pre-searing quests and reach about lvl 8-10 before going through the searing.
My initial thoughts are to work up to the following R/Mo build to include:
Marksmanship 16
Healing 11
Expertise 9
Wilderness Survival 3
Kindle Arrow
Barrage
Rebirth
Vigorous Spirit
Live Vicariously
Essence Bond
Mending
Divine Boon
Armor to be --- 1st Ascalon Leather, then Druids at Amnoon Oasis, and finally Druids from Droknar’s
I will be using this as a PVE character.
Current status:
Lvl 3
BM: 1
Expertise: 3
Wilderness: 0
Marksmanship: 2
Current Pre-Searing Skills:
Orson of Healing
Power Shot
Bane Signet
Troll Unguent
Resurrection Signet
Equipment available Post-Searing
1. Gold - Ivory Bow of Enchanting: Piercing Dmg:15-26 (Req 8 Mark), Dmg +14^50%, Enchant last 17% longer
2. Gold – Icy Half Moon of Warding: Cold Dmg:15-28 (Req 13 Mark), Dmg +13% while in stance, Armor +7 vs Elemental attack
3. Gold – Fiery Longbow of Skeletonslaying: Dmg:11-19 (Req 6 Mark), Dmg +16% vs skeletons
4. Blue – Longbow of Fortitude: Piercing Dmg: 11-18 (req 3 Mark), Dmg +10% while in stance. Health +20
To be honest pkodyssey, your dumping too many energy intensive skills onto your Ranger. Remember, the Ranger's Energy regen rate is not that of a caster, and to be able to maintain those enchants is simply not ideal at all. You need to tinker again with your build and ask yourself whether or not you'd be better off creating a Monk instead.
pkodyssey
Dec 01, 2005, 01:56 PM
I have decided on the R/E. I am pre-searing at this point and using a Longbow of Fortitude
Dmg 7-10
Health +10
Damage +15%, (while Health above 50%)
Damage +20% (Customized)
Lvl 7
Expertise: 4
Marksmanship: 5
Wilderness Survival: 2
Beast Mastery: 1
Fire Magic: 1
Current selected skill on Bar:
1. Dual Shot
2. Power Shot
3. Ignite Arrows
4. Glyph of Lesser Energy
5. Fire Storm
6. Comfort Animal
7. Charm Animal
8. Resurrection Signet
Other available skills:
Auro of Restoration
Troll Unguent
I have been travelling with a dedicated healer so far and it has been working out well. He arrgos the monsters and I Firestorm them, then lay down fire with the longbow. I really don't plan on taking the pet out once I am through the searing unless there is a real good reason. I will be traveling with the dedicated healer, a tank, and an elementalist primary, not sure of secondary on her yet.
Using this new info; First what can I do to speed up rate of fire ealier on and how do I speed up energy and spell recharge times. ( I know about the glyph of lesser energy)
mightyzap
Dec 01, 2005, 02:47 PM
isnt it just so sad there is nearly no beast mastery builds ?
heres mine for a 4 man UW/FoW (VERY succesfull)
R/Mo
monk attributes ALL 0
beastmastery: 15
expertise: 7
wilderness: 9
marksmanship: 9
skills equiped:
1: res (can be sig or /Mo res skills)
2: vital blessing
3: kindle arrows (work better as ignite arrows)
4: barrage
5: savage shot (less energy and faster recharge as disrupting shot)
6: whirling defense (for those who think "its just a ranger")
7: edge of extinction
8: symbiosis
and the key for success: protection monk
pkodyssey
Dec 02, 2005, 07:56 AM
ok here is ranger/(anything) interupt build
atributes :
beatsmastery 4
expertise (high)
wildrennes survival(not high)
marksmanship(medium)
skills
iccendary arrows(e)
distartking shot
savage shot
tigers fury
pin down
whirlign defense
troll unuguement
res sig
bow:must be shortbow!
What would you change to use longbow and more interrupting/degenerating attacks?
pkodyssey
Dec 02, 2005, 07:58 AM
Settled on Interrupting/Degenerating Ranger. I like the idea of long range damage and interrupts. How does energy managment come into play with these type of skills?
It seems that Wilderness Survival would best support conditions and interrupts?
I know Expertise is important, but do I need to pour attribute points into Marksmanship too.
I don't want to spead the points to thin early on and decress effectiveness later on in a specialized skill. How would you allocate points here.
Just for review
Currently:
Lvl 7
Expertise: 4
Marksmanship: 5
Wilderness Survival: 2
Beast Mastery: 1
Fire Magic: 1
I only have 2 missions left pre-searing;
- Across the Wall
- Test of Marksmanship (Skills: Point Blank Shot and Read the Wind)
Current selected skill on Bar:
1. Dual Shot
2. Power Shot
3. Ignite Arrows
4. Glyph of Lesser Energy
5. Fire Storm
6. Comfort Animal
7. Charm Animal
8. Resurrection Signet
Other available skills:
Auro of Restoration
Troll Unguent
Thanks for the ongoing input!
Mjollnir of Eitri
Dec 02, 2005, 08:16 PM
I was all but cursed out for using the following trap build in an IWAY today (Not to mention, I had just used to get to the Hall of Heroes, this afternoon. And we could have won had we not lost 2 men):
R/Me
WS 16
Expertise 13
Inspiration 3
446 Health, 46 Energy
Barbed Trap
Spike Trap (Elite)
Dust Trap
Whirling Defense
Resurrection Signet
Energy Tap
Troll Unguent
Quickening Zephyr- (I find other trappers love this, but the necros complain)
Was my group overreacting, or do I need to make some serious changes to my trapper build?
Thanks
Manfred
Dec 02, 2005, 10:14 PM
yeah, i would personally take off the QZ, since it's a pain in the butt for teammates. Loking good other than that.. oh wait, you're vulnerable to interrupt. The basic gimmick I enjoy is to use oath shot to keep whirling defence up constantly, and recharge traps more quickly. try using the search button (upper right corner) for the 3 classic trap builds.
TheAnnihilator
Dec 06, 2005, 10:05 PM
im thinking of making a r/ele pls help, what do i put att points into? i want them in beast mastery,marksmenship,and some other thing leave your suggesstions here
chris_nin00
Dec 06, 2005, 10:07 PM
im thinking of making a r/ele pls help, what do i put att points into? i want them in beast mastery,marksmenship,and some other thing leave your suggesstions here
Steps:
1. Use the search button
2. Make your own thread :)
3. http://www.guildwarsguru.com/forum/showthread.php?t=89472
Check it out :)
heist23
Dec 17, 2005, 02:54 AM
My Hammer Ranger screwaround build:
Skills
Devastating Hammer [e]
Irresistable Blow
Crushing Blow
Mighty Blow
Tiger's Fury
Troll Unguent
Whirling Defense
Res Signet
Attributes
hammer mastery 12
Beast Mastery 9
Expertise 7+1+2
Wilderness Survival 6+2
Tips
as stated, this is merely for kicks and grins. you run around with a bloody hammer and TF knocking soft targets around. use Devastating Hammer as an interrupt where possible, and try to use it with Crushing Blow.
have fun! :D
heist23
Dec 17, 2005, 04:06 PM
Anti-Caster Shutdown build:
R/whatever you want
Skills
Punishing Shot [e]
Savage Shot
Hunter's Shot
Debilitating Shot
Read the Wind
Troll Unguent
Whirling Defense
Res Signet
Attributes
Marksmanship: 12+3
Expertise: 11+1+2
WS: 8+1
General Information and Tips
basically a general interrupt build. use Read the Wind to get your interrupts in as quickly as possible. use Debilitating shot whenever you can to lower your target's energy, but keep a watch on your own, since Punishing Shot, Debilitating Shot and Savage Shot all cost 4 energy. spamming these out as often as you can will leave you grasping for energy. a Zealous bowstring would be advisable.
Use Hunter's Shot as much as possible and other interrupts less; the pause after the shot leaves you quite vulnerable. for about 2 seconds you can't do JACK. not even move.
i haven't found a good healing skill in the ranger primary or a good healing skill in any other possible secondary for that matter. any possible suggestions would be appreciated.
this is my build, i hope it works!
Mister Someone
Jan 09, 2006, 10:00 PM
Someone please comment on the build that works for me in rpg.
Ranger/Monk 15(in desert almost done gettin ascended)
Iginite Arrows
Dual Shot
Posion Shot(elite)
Hunter's Shot
Healing breeze
Troll Ungunt
Resurrect
Cant remember other one
Caged Fury
Jan 10, 2006, 08:57 AM
Mister Someone :
Personally, I would consider dropping one of the two healing - preferably Healing Breeze and if you have attribute points in Healing Prayers, reassign them to increase other ranger attrib.
In it's place I would put another ranger skill - there are quite afew useful ones to choose from. Consider taking skills like Lightning Reflexes to stop/reduce damage. If you're not taking damage then you won't need as much healing. Also useful if you want to avoid a fight and just want to run past a mob - works even better along with Storm Chase.
My two pence. :)
Former Ruling
Jan 10, 2006, 09:52 AM
Someone please comment on the build that works for me in rpg.
Ranger/Monk 15(in desert almost done gettin ascended)
Iginite Arrows
Dual Shot
Posion Shot(elite)
Hunter's Shot
Healing breeze
Troll Ungunt
Resurrect
Cant remember other one
Dont bring Resurrect. Bring Rez Sig - or atleast just bring Rebirth, not definately not Resurrect.
r a m e n x 1
Jan 10, 2006, 07:56 PM
My r/me pve build is just yer basic marksmanship-based ranger build.
RTW, lightning reflexes, hunter's shot, penetrating shot, rez sig, and that one elite interrupting shot :).
From mesmer, either dom for hex breaker and shatter enchant, insp for ether lord and drain enchant, or illusion for arcane conundrum and ethereal burden/conjure phantasm.
can you put that into like those build formats?
i've been looking for a good r/me build too but most are just inturrupting builds or trapping builds
that build sounds like the kind i want so can you help me?
Syther
Jan 22, 2006, 09:01 PM
Ok, I am a R/Mo and am currently trying to fight through the new UW mission and my current setup is as follows. Please give me any tips, comments, suggestions you may have :D
Expertise: 10
Wilderness Survival: 10
Marksmanship: 13
Power Shot
Precision Shot
Pin Down
Point Blank Shot
Barrage (elite)
Savage Shot
Troll Unguent
Resurrect
Thank you :D
Soul Shaker
Jan 31, 2006, 10:57 PM
My build...seems to work better in PvE than PvP, but still a very strong contender.
R/(if pve, i suggest monk for the res or ele for the advancement to 20, then switch)
Expertise:11 (anymore seems to be a waste)
Wilderness Survival: 12
Marksmanship:12
Hunter's shot (can be replaced by barrage or penetrating. these seem to be better for pve)
Troll Unguent (+9 regen for about 2 energy...)
Throw Dirt
Pin Down
Incendiary Arrows (can be replaced by melandru's or if using barrage..your choice)
Distracting Shot
Concussion Shot
Res Sig
Any thoughts on this one? It's my old build...seemingly nerfed, even though not a single soul knew about it, unless they made it out of their own mind, or they were friends who asked...
I gotta get this one back to working order again...any idea on how to change it to avoid the nerf streak? I see savage shot and punishing shot next in line.
MasterThrawn
Mar 06, 2006, 02:03 PM
I know I'll get told to use search and all that, but are there any Warrior attributes that would help a Ranger - if you want to play as a Ranger I mean. I do not want to use swords or hammers, so is a Warrior secondary a poor choice. I was thinking some of the shouts or something might be good. Just started my Ranger though, and never played a warrior, so not sure...
Sabu113
Mar 07, 2006, 10:29 PM
I've been trying mesmer and Im very happy with that. Mesm has some nice skills to recover energy/ more interrupts to add to teh best feature of a ranger(IMO), his disrupt abilities.
scout of norge
Mar 09, 2006, 09:58 AM
i love rangers....here som builds...a good traper build is r/ele
yous mist form{e}
and som trapping skils:eek:
SnipiousMax
Apr 17, 2006, 11:53 PM
I know I'll get told to use search and all that, but are there any Warrior attributes that would help a Ranger - if you want to play as a Ranger I mean. I do not want to use swords or hammers, so is a Warrior secondary a poor choice. I was thinking some of the shouts or something might be good. Just started my Ranger though, and never played a warrior, so not sure...
Shouts work well with a barrage build. I like using Watch Yourself. I also like Heal sig 100 times better than Troll Ungent.
Seipher
May 06, 2006, 09:30 PM
what about a good R/A build?
Gilan
May 09, 2006, 08:19 PM
I'm a R/Mo and havn't found a great skillz bar for PvE or PvP
i currently have....
Apply Poison
Penetrating shot
hunters shot
distracting shot
throw dirt
whirling defence
troll
res sig
any suggestions??
byobodybag
May 11, 2006, 09:26 AM
I'm a R/Mo and havn't found a great skillz bar for PvE or PvP
i currently have....
Apply Poison
Penetrating shot
hunters shot
distracting shot
throw dirt
whirling defence
troll
res sig
any suggestions??
too much defense? replace throw dirt with FW or something else?
blackbird71
May 13, 2006, 01:52 AM
Neither. Pets are weapons, just like bows, swords, axes, and hammers. To have any success with one type, you have to use only one type. Pets really emphasize this, as just to bring one and have it attack at a good speed, you need 3 skills (Call of Haste, Charm Animal, and Comfort Animal)
I won't go so far as to call this completely false, but I will say that there's a lot of rangers out there who will disagree with you. Spending your points in 3 attributes seems to be the most efficient distribution, and it is very possible to make a viable ranger with most or all your points in marksmanship, expertise, and beastmastery. From this, it is easy to effectively use both a pet and bow (yes, a weapon!) at the same time. I personally have not tried it, but I know there are many ranger/warriors out there who use a pet with a melee weapon in a similar manner. Also, the only skill you need for a pet is Comfort Animal. Charm Animal is very useful, but with care, it can be replaced with Predator's Pounce, a skill that doubles as both a pet attack and a pet heal. Call of Haste is useful for increasing damage, but you are assuming he wants the pet primarily for damage dealing. Many effective bow rangers use their pet as a personal tank rather than for massive amounts of damage.
For anyone considering a pet build, may I suggest a few other skills:
Feral Lunge - bleeding is always a nice touch!
Tiger's Fury - since you've already got points in BM, why not greatly speed up your attack rate with this beauty
Ferocious Strike (elite) - Keep spamming this pet attack for a nearly endless supply of energy, helps keep your bow attacks coming strong
There's a lot you can do with a pet, they are nearly as versatile as the ranger profession itself. Be creative and have fun with your furry (or feathered) companion!
lonaru
May 13, 2006, 03:29 PM
what r some other basic builds for R/MO?
lonaru
May 13, 2006, 10:09 PM
I'm a R/Mo and havn't found a great skillz bar for PvE or PvP
i currently have....
Apply Poison
Penetrating shot
hunters shot
distracting shot
throw dirt
whirling defence
troll
res sig
any suggestions??
u should use restore life or just resurection instead of rez sig
vBulletin® v3.8.2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.