View Full Version : Ranger Build Directory Submissions
Slade xTekno
Dec 04, 2005, 10:22 AM
Please post here with your Ranger build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules (http://www.guildwarsguru.com/forum/showthread.php?t=88317).
This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.
Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
evox the evil
Dec 04, 2005, 03:58 PM
edit: please start a thread discussing this build, and link it to this post. This goes for any future submissions as well, -Red Locust
expertise king
PvP
R/mo
Attributes: 12(+4) expertise, 1(+2) WS 11(+1) mark 4 healing
rest go wherever yu want :]
armor: Druids, druids, druids. all druids set for the nrg. expertise mask
Runes: sup expertise, minor mark, major WS, sup vigor
Skills: hunters shot, vigirous spirit, distracting shot, oath shot, whirling defence, throw dirt, troll ungent, and rez siggie
How it works: this is great for warrior annoyance. when ur about to fight, vigirous spirit yourself for the heal. if a warrior is charging at you or an ally of yours, shoot hunters shot at him/her to make them bleed. if the enemy has a warrior or 2, go up and throw some dirt on em. the back up and find a non-moving target, usually a caster and shoot oath shot at it to recharge throw dirt. if u ever miss a warrior and dont blind it and it goes for u, use whirling defence and then cast troll ungent. when one of your opponents dies, look for the enemy's allies casting rez siggie, if u can shoot distracting shot at em to mess em up.
Rating of difficulty, i think this is about a 4 maybe because it requires a lot of timing. but otherwise its fun, light on nrg if u have full druids set, and it's funny to see the warriors swear like a drunk sailor ;D
Manfred
Dec 04, 2005, 09:58 PM
http://www.guildwarsguru.com/forum/showthread.php?p=746049
The ranger/necro build that uses expertise to reduce touch costs, which I have modified to a sustainable version. Recently, it was made more powerful by the reduction in the recharge time of Vampiric Touch.
Shwitz
Dec 05, 2005, 07:50 PM
http://www.guildwarsguru.com/forum/showthread.php?p=749468#post749468
Profession: R/*
Name: Melandru's Favored Archer
Type: Consistent Damage over Time, intended for PvP
Attributes:
14 Expertise (10+3+1)
12 Marksmanship (11+1)
11 Wilderness Survival (10+1)
Skills:
1. Melandru's Arrows {Elite} (Wilderness Survival)
2. Lightning Reflexes
3. Dual Shot
4. Distracting Shot
5. Penetrating Attack
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]
Summary:
This build excels at dealing damage to enchanted targets, as many targets in PvP tend to be. Every caster-type class has enchantments that players love to use and take advantage of, and the Melandru's Favored Archer is adept at using their enchanted nature to his or her advantage. Melandru's Arrows combines the damage-adding power of a preparation like Kindle Arrows (from the +damage vs enchanted foes) with the damage over time power of a preparation like Apply Poison (from the -3 health degeneration from the bleeding inflicted) to afford a ranger with an all-in-one preparation, justifying its elite status. The Melandru's Favored Archer picks a target at the beginning of a PvP match that is enchanted, prepares his arrows, and then starts to alternate Dual Shot and Penetrating Attack, dealing a large amount of damage. If the archer is using a Zealous Shortbow and the recommended 14 Expertise, as long as his arrows hit their mark he will almost never run out of energy, allowing his assault to continue uninterrupted.
If the Melandru's Favored Archer comes under attack from a warrior, he should Throw Dirt at the warrior, use Pin Down, and distance himself from the warrior. Pin Down can also be used offensively, keeping enchanted targets from running away. If coming under heavy fire from rangers, or the archer needs to increase his damage output for a short time, activating Lightning Reflexes will do the trick. Distracting Shot is also a tool of the archer - it should be used at opportune times to either turn the tide of battle or lock in a victory. Prime targets for a Distracting Shot are any sort of resurrection attempt or any spell that takes longer than 1 second to cast.
Notes and Concerns:
The Melandru's Favored Archer, much like most any ranger or warrior that relies on his or her weapon to deal damage, is very vulnerable to the blind condition, as being blind prevents the archer's arrows from connecting with their target. Block/evasion stance users are also poor targets for this ranger build to attack, but substituting Called Shot for Penetrating Attack would mitigate that problem, albeit decreasing the damage output. Mesmers and necromancers can spoil a ranger's day with hexes like Empathy, Spirit Shackles, Faintheartedness, and Shadow of Fear, so be wary of them.
Elementalists tend to make the juiciest targets for this build, as most any elementalist you could encounter will be running at least one enchantment (an attunement or Aura of Restoration, at least).
Credits:
Chris_nin00 deserves note for starting conversation about a similar build (http://www.guildwarsguru.com/forum/s...d.php?t=81124). I formed a version of this build after reading a thread about favorite ranger elites on the GWOnline forums. Many thanks to the teammates who accompanied me in testing this build. To all those teammates (and enemies) who scoffed when they saw me prep Melandru's Arrows: :p
chris_nin00
Dec 05, 2005, 11:11 PM
http://www.guildwarsguru.com/forum/showthread.php?t=79118
Chris_nin00's PvP Quickshot build
Yo' Job(Profession):
Ranger Anything! Now that's pimp.
Duds(Armor):
Full Druid Armor Set
Strapins' (Equipment):
Zealous Flatbow of Fortitude
15-28 +15% damage when health is over 50%
+1 energy gain on hit
-1 energy regeneration
+30 health
Zealous Longbow of Fortitude
15-28 +15% damage when health is over 50%
+1 energy gain on hit
-1 energy regeneration
+30 health
Zealous Shortbow of Fortitude
15-28 +15% damage when health is over 50%
+1 energy gain on hit
-1 energy regeneration
+30 health
Stylin' (Attributes):
Beast Mastery- 9 = 8+1(Minor Rune of Beast Mastery)
Expertise- 11 = 8+3(Superior Rune of Expertise)
Wilderness Survival- 8=7+1(Minor Rune of Wilderness Survival)
Marksmanship- 16 = 12+1(Archer's Mask)+3(Superior Rune of Marksmanship)
Unda da belt(Skills):
Quickshot (Arrow moves twice as fast. Recharge 1 sec.)
Read the Wind (+10 damage, arrows move twice as fast. Lasts for 24 secs)There might be a bug with this.
Tigers fury(Non attack skills recharge for 5 secs, attack speed increases 33% lasts 9 secs)
Favorable winds(Nature spirit, arrows move twice as fast and do +6 damage lasts for 158 seconds) There might be a bug with this.
Lightning Reflexes(attack 33% faster, chance to evade attacks 75% Lasts 9 secs) Recommended to switch out with any skill of choice. Meshes with team.
Whirling defence(Block attack for 17 seconds.)
Troll unguent(self healing +7 health regeneration)
Res sig or skill of choice :) Please bring res sig for Competition Arenas. It is essential to winning.
Bling Bling at the Crib(Other Preferable Skills):
Winnowing(+4 physical damage) I'd switch this with lightning reflexes.
Kindle arrows(makes attacks fire, +13-20) Can be switched out with read the wind... I feel that this is based on preference. Whatever you feel like dawg.
Rend Enchantments(takes away enchants while you take damage) fo' specialized pvp only, Necromancer skill, Switch out wit' Lightning Reflexes
Conjure Flame(+1-10 fire damage) Ummm... Some people like this some people don't. I don't. Switch out with lighting reflexes.
Throw dirt(blinds opponent and their foes adjacent to them) Switch with Lightning reflexes.
Predatory season(+5 damage whenever you attack, healing is down 20%) I like this skill. Can be used with a ranger spiking group. Switch with lightning reflexes.
Dual Shot(Fires 2 arrows, 25% less damage) Can be used for spiking with this build. Not recommended BY ME due to energy management problems.
Distracting Shot(Interrupts current action of the foe) Very useful skill.
Savage shot(Interrupts current action of the foe). Very useful skill. Can be used in conjunction with dual shot to create a spiking build.
Quickening Zheypher(Skills require 33% more energy, skill recharge is reduced by 33% Please correct me if wrong, thanks) I don't like this skill very much. 25 energy is too much for me and it only lasts for 30 seconds. Use only if the team needs it.
That's all the preferable skills this homeboy can think of...
Be Street Smart (Tips):
Remember to
-Put up favorable winds
-Relight read the wind every 24 secs, when tigers fury is NOT in action.
-Use lightning reflexes when a warrior is on you. You evade while doing more damage. YEAH YEAH!
-Whirling defense is purely for defense. Use it wisely.
-Alternate between Lightning reflexes and Whirling defense. You are open for 15 secs if both are recharging.
-Heal when necessary. That goes for all the dam builds.
-Brush your teeth
-Two hours a day on the computer. Any longer will make you like a gangsta fo' weed.
nature wildbush
Dec 06, 2005, 01:07 PM
http://www.guildwarsguru.com/forum/showthread.php?p=756044#post756044
Profession: R/E
Armr: Druids
Skills: Air Magic 9
Expetrise: 10
Wilderness: 8 +3
Marks: 9 +3 +1
Equipment: -Shocking Composite Bow of Fort.
15-28 dmg.(req 9 marks)
Dmg +15% while enchanted (this is a must have)
Health +30
Dmg +20% (custamized)
-Shocking Flatbow Of Fort
Dmg. 15-28
Dmg. +15% While enchanted (must have)
Hlth. +30
Dmg. +20% custamized
-Drago's Vamp flat bow
Skills: Enervating Charge
Savage Shot
Power Shot
Conjure Lighting
Barrage
Favorable Winds
Troll
Res sig
This is the pvp-damage version of the shock shooter build I have created. It is designed around shocking bows with enchantment bonuses and conjure lighting. This partuicular build is intended to be the better half of a air spike ranger duo (mix and match rangers and spikers as you see fit). The idea is for the spikers to equip thunderclap which will floor all foes near the target when target is struck with light. dmg. The air spiker endures the -9 E penalty while you do the damage flooring (and interupting) the enemy. Max dmg bows, +15% dmg bonus while enchanted, +10 dmg (conjure lighting), plus FW dmg bonus, + barrage and power shot dmg bonuses = lots of fun. The spiker must call out the Thunderclap target for this build to be effective. I als have 2 varients on this build, one where thunderclap is sub'd for barrage and antother with incendiary arrow is in the elite skll spot and interupt skills are equipped in place of the dmg skills. This however is the most effective because you do not carry the energy burdon thunderclap produces and you dont need to consentrate on interupting,... you can "run and gun".
Thank you to my guild The Guardians of Tar Valon
chris_nin00
Dec 06, 2005, 02:02 PM
http://www.guildwarsguru.com/forum/showthread.php?t=89427
Hello Ranger Goers...
May I present, The RANGER BARRAGE BUILD! :D
Profession: Ranger/Anything
Name: chris_nin00's Ranger Barrage Build
Type: PvP: Competition Arena and/or Team Arena
Category: Damage Dealer
Attributes:
Beast Mastery: 6+1
Expertise: 11+3
Marksmanship: 12+1+3
Skills Set:
Barrage *Elite*
Tiger's Fury
Favorable winds
Predatory Season/Winnowing
Lightning Reflexes
Whirling Defense
Throw Dirt
Res Sig
Summary: The title of this build explains all. The 'ranger barrage' is a build that uses Barrage to deal massive damage to a clumped up group. Barrage build is best utilized in team arenas with a snarer and the rest are 'Barragers'; though it works fine in Competition arenas. The snarer's job is to slow the opposing team down, while the barragers spam Barrage.
To start, first put up Favorable winds, then predatory season. Next choose a target; I suggest a softie, i.e. monk, mesmer, ele. Then start attacking the target. Use tiger's fury, then spam barrage after every other shot. If a warrior is in your face or a teamates, use Throw Dirt/Whirling defense. Lightning Reflexes is used to keep on the offense while protecting yourself.
Otherwise, this build is quite easy to learn.
Notes & Concerns: This is one of my favorite builds of all time! It deals damage to multiple targets and can protect itself and others. The only thing that is lacking is healing. To counter that I put up predatory season; +5 damage everytime your attack hits a target. In a clumped group of three you get +15 health everytime you use barrage. Not that shabby. If one wants to be more on the offensive with no healing on your part, switch Predatory Season with Winnowing, +4 Damage ain't that bad. If you really want to be bad, use a +5/-1 Vampiric Bowstring. This build is easy to use and get into. Have fun Ranger Comrades! :)
Credits:
GwG Ranger SubForum and it's posters :)
Guild Wars
The High Lords
And
ME! Chris_nin00
chris_nin00
Dec 06, 2005, 03:27 PM
http://www.guildwarsguru.com/forum/showthread.php?t=89472
Hello fellow Ranger-goers!
I now present The Fireslinger!:D
Profession: Ranger/Elementalist
Name: The Fireslinger
Type: General PvP/PvE
Category: Damage Dealer
Attributes:
Fire Magic: 8
Expertise: 10+3+1
Wilderness Survival: 10+3
Marksmanship: 8+1
Skills Set:
Dual Shot
Quickshot *Elite*/ Greater Conflagration *Elite*
Kindle Arrows
Conjure Flame
Favorable Winds
Whirling Defense/Hunter's Shot
Troll Unguent
Res Sig
Summary: This build is used to deal a massive amount of fire damage in just a few shots. It uses stacking damage, which includes kindle arrows, conjure flame(needs a fire weapon to work, i.e. fire bowstring), and favorable winds. Easy to set up and start.
First off if you are using Greater Conflagration instead of quickshot, rev it up along with Favorable winds. Then use Conjure flame/Kindle arrows; doesn't matter which goes first. Choose a target and start shooting. Here is the pattern of shots you should use--
Dualshot-->Quickshot(If you have it, otherwise just a normal shot"-->Normal shot(or Hunter's shot)-->Quickshot-->Dualshot and so on.
Hunter's shot can be used to substitute a normal shot. And it can bleed.
Use Whirling Defense if anyone is on you. Troll unguent when you need healing; very helpful. Keep shooting.
Notes & Concerns: I use this build a lot in the Arena and in the Evironment. It can be used anywhere and still be effective. Combining this build with Greater Conflagration is great. Since Physical Damage becomes Fire, Rangers have more defense. One weakness is the enchantment, conjure flame. Be sure not to use it when enchantments are on you or it will cancel them out. You will also get extra damage from those enchantments renderers.
One can suggest using tigers fury. I feel that it takes up to many attribute points in itself. I suggest altering the build to your playing style.
Simple and Straight forward. Have fun with this build. :)
Credit:
GwG Ranger Subforum Posters
Guild Wars
The people I have beaten with this build
AND
ME! Chris_nin00
Saladin
Dec 07, 2005, 10:33 PM
http://www.guildwarsguru.com/forum/showthread.php?p=758859#post758859
Build Template
Profession: [Ranger/Mesmer]
Name: [Ranger Exx]
Type: [All the following - PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Damage/Support]
Attributes:
Beast mastery 4 + 1
Expertice 11 +1 +1
Wilderness 10 +2
Marksmanship 10 +2
(ie 1 x expertice mask, 1x major Wild, 1x major marksmanship)
Skills Set
Poison Arrow [Elite]
Penetrating Attack
Dual Shot
Tigers Furry
Kindle arrows
Whirling Defence
Troll Unguent
Rez Sid
Summary:
This is a dmg support Build, you start of by spreading poison arrow on every one this either will distract the monks or if they ignore it the poison will last some time with poison bow string. Once you do this focus in with the rest of your team on the target, at this point you switch bows to a vamp +5 bow use kindle arrows then tigers furry and dual shot, spam dual as much as possible and hit the target with penetrating attack when possible. What this does is hit the target with 2 x kindle arrows dmg and 2 x vamp dmg (giving u 10 health per hit) + u have the poison runing on top of this. Dont use the vamp bow all the time switch when ur being focused on and when you think the battle is slowing down or taking time spread poison again but dont do this all the time.
You should see a row of dmg points on screen with each shot of dual. your expertice is up so your energy worries are managable and not that great.
Concerns: Do not spam poison arrow there is no point to this once every 20 sec is enough but if u do use the skill you will hit for more dmg with it even though it isnt a dmg skil, smthing about using skills pumps out more dmg even though the skill is not a dmg skill.
Tigers furry will drain you, you could use frenzy or other warior speed boost if you go warior secondary but i dont like the weaknesses each has.
Armor: Druids armor
Weapons: 2 x Short Bows 1 with poisoners bow string other with +5 vamp string, both with +30 health grip.
Credits: Saladin
Nexx
Dec 08, 2005, 08:41 PM
http://www.guildwarsguru.com/forum/showthread.php?p=762321#post762321
Profession: Ranger/Monk
Name: Smiting Beastmaster
Type: General PvP
Category: Damage/Smite/Interrupt
Attributes:
Smite: 10
Beast Mastery: 11 + 3 + 1
Expertise: 6 + 3
Wilderness Survival: 9
Skills Set:
http://www.nexxstudios.com/nexx/guildwars/smite_beast.jpg
1.) Ferocious Strike {Elite} (Beast)
2.) Disrupting Lunge (Beast)
3.) Call of Haste (Beast)
4.) Balthazar's Aura (Smite)
5.) Comfort Animal (Beast)
6.) Resurrection Signet
7.) Troll Unguent (Wilderness)
8.) Charm Animal (Beast)
Summary:
Simple concept. Use pet to attack enemy. Use Call of Haste to increase movement and attack speed while spamming Ferocious Strike and Disrupting Lunge. Once pet is within melee range of target, cast Balthazar's Aura. Keep your pet and yourself healed through Comfort Animal and Troll Unguent. Rinse and repeat as needed.
Ferocious and Aura are the key components to this build. Ferocious deals a lot of damage (+ gains energy) while Aura applies constant damage. Haste keeps your pet aggressive and random Lunges disrupt lock your opponent. You'll won't be able to manually disrupt your opponent (especially fast skills) since lunge tends to be a little slow so don't worry about reserving it-just spam it like Ferocious. You'll get lucky and score some disrupts. The recharge rate is fairly fast so you can apply a lot pressure.
I normally use a smiting staff with a +20% enchantment duration upgrade.
Notes & Concerns:
The pet AI is terrible (or the pathing system). More often then not your pet will get stuck behind you when you tell it to attack. Most of the time you'll need to move out of the way. Heck, sometimes your pet doesn't even attack at all until after a few seconds. =[ You'll also need to get within range to make your pet attack.
With no room for defense skills (aside from Troll Unguent), the ranger is pretty much defenseless when attacked. I've tried a few defensive stances here and there but felt it made the build less aggressive. Either way, it's your choice. I opted for the pure pressure build.
Credit:
Nexx. It's a basic build. Some variations here and there. Credit doesn't belong to anybody really. :cool:
evox the evil
Dec 13, 2005, 09:05 PM
Build title: the interrupter ^_^(everyones favorite build to hate)
Attributes:marksmanship 12+3+1
Domination:12
rest on expertise
Armor: druids (notice a pattern in my build's armor?)
wep: 10/10 sundering flatbow of something( mostly perfect fortitude)
Skill Set:
1.Punishing shot or incinerary arrows* both are elites*
2.savage shot
3.distracting shot
4.Pred season
5.Dual shot(for incinerary) OR troll ( for punishing)
6.Read the wind
7.diversion
8.ressurection signet
How it works:set up pred and read the wind pick an ele, mesmer, necro, or monk. watch their skill set. once you see then casting a skill that will be potentially dangerous for your teams health or benefiting your enemy, cast diversion and then shoot distracting shot. that will majorly screw up their build if its a skill like maelstrom, heal party, meteor storm, of OotV if ur playing against igay lol. then cast read the wind if it faded and just shoot punishing,if u brought it, and savage at them. if you brought incinerary arrows cast that and use dual shot for twice the pwnage. and of course, if you brought punishing shot, use troll if in dire need of health.
Notes and Concerns: this build is mostly for PvP. it doesn't really have a self heal if you bring incinerary arrows except for pred season. bring that always!!!
My thoughts: this is a fun build to play if you time everything just right. plus ,like most of my builds, youll have the people on your opponent's team swearing like a single, seasick, sailor ^_^
Credit: me and all the brave men and women who put our necks( and our chance of getting a group anywhere) on the line to become rangers, the best class ever imho
chris_nin00
Dec 14, 2005, 10:15 PM
http://www.guildwarsguru.com/forum/showthread.php?p=786002#post786002
Hello Ranger Goers!
Without further ado, I present The Choking Gas Shutdown Build :D
Profession: Ranger/Anything
Name: Chris_nin00's Choking Gas Shutdown Build
Type: General PvP
Category: Shutdown/Interrupt
Attributes:
Beast Mastery: 8 + 1
Expertise: 10 + 3 + 1
Wilderness Survival: 10 + 3
Marksmanship: 8 + 1
Skills Set:
Called Shot
Tiger's Fury
Choking Gas
Practiced Stance {Elite}
Nature's Renewal/Enchantment Removal Skill
Favorable Winds
Troll Unguent
Ressurection Signet
Summary: Choking Gas, chokes people. Darth Vader chokes people. You can be Darth Vader instantly with this build :p. No, no, no, you've got it all wrong! Choking Gas is a preperation that interrupts spells the foe is still casting on each hit with your arrows. It's basicly interuption without interrupting skills/shots i.e distracting shot, savage shot. Choking gas when combined with some sort of attack increase will theoretically, shut down the opponent from spells. Splendid, yes, but as good as it sounds, it has a catch. Yes you saw it coming. The recharge time is 24 seconds and choking gas only lasts 11 seconds on this build. "Boo! This build stinks!" Fret not, my fellow ranger goers, for I have a solution to this problem. Practiced stance. It's a stance that lets preperations last longer and the recharge times are reduced. And with that we have another stance to attack faster; Tiger's Fury. I know what you are saying again. "Hey bub! That's two stances! What are you smoking?" Hold your horses Johnny. Let me do a thorough step by step guide on how to run this build first before I explain.
Battle preperations: In team arena, make sure that nature's renewal doesn't hurt any hex or enchantment users in your group. In Competition just let it rip.
In the Arena: Once in the Arena, pick a spot that you will be most likely at during that battle. I suggest high grounds. Then plop down your spirits, Favorable Winds, and Nature's Renewal if you have it. Here comes the micromanagement part. When the enemy comes near, use choking gas and practiced stance at the same time, click both choking gas and practiced stance. Choose a target, any spellcaster will do. When attack is called use tigers fury and watch the arrows fly. Use called shot when the opponent is using a block. Rends opponents using stances useless to your interruption. Read carefully; after the tigers fury, choking gas and practiced stance are all recharged repeat from the start. Don't relax with this build. Constant Diligence! Remember to heal when needed. Troll Unguent is king. Res when someone is dead.
Notes & Concerns: This is one of the most complicated and intricate build I have ever known. This is where you should use the gaming reflexes you were born with. Getting a steady stream of interruption requires constant diligence.
Warnings
- Careful timing is required.
- Not a damage dealer, refer to my other builds for that.
Remember this build is a basis! Use the build and build upon it. Fix it to apply your playstyle. Do what suits you best. Good luck :) This build requires it.
Credit:
Guild Wars Guru Ranger Goers! Re-PrE-SeNt!
Guild Wars and A-net
People who read and comment on my builds
People who have been screwed up in the testing of this build
Monks for test subjects ;)
ME!
Chris_nin00
Hendorr
Dec 15, 2005, 05:45 AM
These are my Melandru's arrows builds
Build 1:
Beastmastery:7+1
Expertise:10+1
Wilderness:9+3+1
Markmansh:10+1
(also rune of sup vigor)
Bow: Short bow (15% dmg while in a stance) vamperic, fortitude
Bow: Long bow (15% dmg while hp is above) Ebon, fortitude
Skills:
1 - Melandru's arrows
2 - Dual Shot
3 - Point Black Shot
4 - Tiger's Fury
5 - Lightning Reflexes
6 - Whirling Defense
7 - Troll unguent
8 - Rez signet
Build 2:
Beast Mastery: 9+3
Expertise: 10+1
Wilderness: 8+1+3
Markmanship: 9+1
(also rune of sup vigor)
Bow: Short bow (15% dmg while in a stance) vamperic, fortitude
Bow: (This is my rpg bow) Ebon Shadow Bow of Fortitude (req 8), 15% dmg while in a stance.
Skills:
1 - Melandru's Arrows
2 - Charm Animal
3 - Comfort Animal
4 - Call of Haste
5 - Tiger's Fury
6 - Whirling Defense
7 - Troll Unguent
8 - Rez Signet
Now you can just like me:) ( if you want that ;) )
chris_nin00
Dec 17, 2005, 03:39 PM
http://www.guildwarsguru.com/forum/showthread.php?t=95406
Hello Ranger Goers!
I now present the Vicious Monk Butt Biter Beast Build! :D
Profession: Ranger / Anything
Name: Chris_nin00's Vicious Monk Butt Biter Beast Build
Type: General PvP
Category: Damage / Echantment Monk Butt Biter
Attributes:
Beast Mastery - 10 + 3
Expertise - 10 + 3 + 1
Wilderness Survival - 7 + 1
Marksmanship - 9 + 1
Skills Set:
Melandru's Assault
Ferocious Strike {Elite}
Disrupting Lunge / Maiming Strike
Call of Haste
Comfort Animal
Charm Animal
Troll Unguent / Anything else if you have a healer
Ressurection Signet
Summary: Have you ever wanted to have a pet? A vicious pet? One that you can command to bite a monks butt? Well now you can, with the Vicious Monk Butt Biter Beast Build! What's it for? Basicly its for anyone that wants to give enchantment users what they deserve; a bite in the butt. My warthog, Pikachu, likes to bite monk butts the most. It still does a good amount of damage to anybody, including none echantment users.
Battle Preperations: Name your pet using the /namepet command (Optional). Team arena: Have a healer in your team? Throw out Troll Unguent and Wilderness Survival All together. Put the remaining attribute points in Beast Mastery and/or Marksmanship. Once you're done, get in that arena.
Battle! Run out into the battlefield. Make sure your pet is with you. Choose a target, preferably a monk. Use Call of Haste when ready to attack. When the standoff is over and the battle ensues, use Melandru's Assault, Ferocious Strike, and Disrupting Lunge. Be careful not to hit them all at the same time. Judge when to hit the skill when they attack. Comfort Animal when it needs to be healed. Troll Unguent when you need to be healed. Res Sig when someone is dead.
Notes & Concerns: Ah, the joy of having a pet to call your own feels phenomenal. This build is one of favorite builds next to the Fireslinger. It's easy to run. Some pros and cons will let you decide if this build is right for you.
Pros:
- You have a pet!
- Easy to run
- Deals a good amount of damage to monks
- Can chase runners and take them down. Maybe
- Ranger and pet are usually the last targets
- Good energy management
- Damage Melandru's makes spreads to adjacent foes. The special effects are nice too.
Cons
- Bad Hog! Bad A.I.! Really BIG Con. The reason why people don't do beast mastery in the first place.
- Disrupting Lunge doesn't hit at the right time
- Timing the skills out so that you don't waste a pet attack.
This build is fun. Good luck.
Credit:
Guild Wars Guru Ranger Goers
Guild Wars / Arena Net
PvE Beast Masters :)
Warthog Lovers
Final Fantasy X
Star Was Episode 4
ME!
Chris_nin00
Kurow
Dec 19, 2005, 02:14 AM
Berserk Fury
Ranger / Warrior
For General Use
Generally a Damage Dealer
Attributes
Axe Mastery: 12
Beast Mastery: 3+1
Expertise: 9+1+1(hat)
Wilderness Survival: 9+1
Skills
Apply Poison
Cleave {Elite}
Cyclone Axe
Swift Chop
Tiger's Fury
Lightning Reflexes
Dryder's Defense / Resurrection Signet
Troll Unguent
Equipment
Axe +15% damage <50%, anything really
Chakram of some sort I suppose
Druids armor for more mana
Summary
This build, as the name implies, is based on relentless attack. The expertise and tiger's fury allow for constant usage of attack skills, and cleave is used instead of eviscerate because of its lower adrenaline costs, which allow for a constant string of attack skills. Apply poison is present to add damage, and is also very useful with cyclone axe in PvE, and sometimes in PvP. Lightning reflexes is useful for evasion and allow you to cast troll unguent or apply poison with less fear of distracting shot, etc.
Ideally, you will enter the battle with apply poison in effect, and initiate tiger's fury, or lightning reflexes if you are taking a lot of heat, and basically wail on your target. For axe attacks, I usually just use cyclone axe and swift chop until cleave is available. You want to use cleave as much as possible. If that wasn’t obvious.
Concerns
Some concerns I have about this build are about its ability to take damage. It’s not exactly a warrior primary, so it cannot take a lot of heat if you happen to come under fire. You could help this by changing out dryder's defense for greater conflag and cleave for enetrating blow, and using drakescale armor and an ebon axe haft. This is purely theoretical though.
Credits
Credit goes to me I suppose, but I would like to thank rangers for being so tight, and someone for giving me the idea of making an R/W, because they are so cool. I would also like to thank my good friend Therion Gaeas for helping me name it.
heist23
Dec 24, 2005, 01:54 AM
The Heist's Anti-Caster build:
Squishy-Killer or Caster-Killer
R/whatever you want
Type:Can be used in PvE, PvP. PvP includes 4v4, GvG and 8v8, optimal in GvG and 8v8.
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:
Short bow is suggested, as the quicker firing rate may help with interrupts.
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...
Whirling Defense is to be used as soon as you come under concentrated attacks. back off and try to kite your targets around until they either lose intrest or target your teammate...or until you die. :P
Debilitating shot can be switched out with another skill, preferably another stance like Lightning Reflexes or Dodge.
Concerns:
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.
This build CAN NOT take concentrated fire. Troll Unguent is not enough to defend against any sort of attack, and therefore monk support is an absolute necessity. i'm working on keeping this build alive....but as of now 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.
Credits
Credits go to....myself, i guess. i came up with this build after slogging through Grenth's Footprint and CA/TA/HoH/Guild Battles, finding out how fast i could interrupt, which skills were optimal for this kind of build.
and that's all.
http://www.guildwarsguru.com/forum/showthread.php?p=815561#post815561
Nirconus Otreum
Dec 24, 2005, 02:41 AM
http://www.guildwarsguru.com/forum/showthread.php?t=98242
I’m not exactly sure how good this build is compared to everyone else’s… but if it needs some revision please feel free to give it. There isn’t much point to this build other than draining – it has absolutely no skills the do any damage. I think that might be a flaw. All right, there are two variations to this build, so I’ll post them both.
Ranger/Mesmer
Energy Drainer (very creative, I know)
V1: 4 v 4, 8 v8?
Interrupt/Minor Drain
Primary focus: Monks
Marksmanship: 8 (Minor Rune)
Inspiration magic: 15 (Major Rune)
Domination Magic: 10
1.Oath Shot
2.Mantra of Signets
3.Mantra of Inscriptions
4.Leech Signet
5.Power Leak
6.Shame
7.Ether Feast
8.Resurrection Signet
Okay, so the point is to drain as much energy as possible with the skills given, right? Here’s what I’ve put together. Use Power Leak to start off, then use Mantra of Signets. KEEP IN MIND THAT LEECH SIGNET ONLY DRAINS ENERGY IF THE OPPONENT IS CASTING A SPELL. Use Leech Signet, and Mantra of Signets allows you to use it right over again. Then use Oath Shot, and repeat the process. However, after the first Leech Signet, use Mantra of Inscriptions, and then use another Leech Signet. You won’t be able to cast it immediately after, but it will recharge a bit faster. In addition to all of the drain Energy, it also gives an interrupt for each Leech Signet casted. Shame works well on Monks, which is what this version is mainly used against. Of course, you know to use Ether Feast for healing purposes, and Resurrection Signet on dead allies.
V2: 4 v4, 8 v 8?
Major Drain
Primary Focus: Anything that moves and has energy
Marksmanship: 8
Inspiration Magic: 15
Domination Magic: 10
1.Oath Shot
2.Mantra of Signets
3.Mantra of Inscriptions
4.Signet of Weariness
5.Power Leak
6.Guilt
7.Ether Feast
8.Resurrection Signet
This build follows the steps of the first build… only slightly different. Use Power Leak, Mantra of Signets, Signet of Weariness, Signet of Weariness again, Oath Shot, Power Leak, Mantra of Inscriptions, Signet of Weariness, Mantra of Inscriptions, Signet of Weariness, repeat. This build, if done correctly, should be able to drain about 60-105 Energy (depends on if Power Leak drains them or not).
Keep in mind that these builds may not go as fast as assumed; Mantra of Signets has a 30 second recharge time. Feel free to give any constructive criticism, just make sure your post has meaning (AKA: just criticism). Thanks! :)
Credits: I guess that would be me… I came up with this in my spare time while I was bored. -_-
Yeah, that's it. Hope I did this right.:rolleyes:
Shwitz
Dec 24, 2005, 10:52 AM
http://www.guildwarsguru.com/forum/showthread.php?t=88798
Profession: R/Me
Name: Double Debilitator
Type: Energy Denial, General PvP
Attributes:
14 Expertise (10+3+1)
11 Marksmanship (10+1)
12 Wilderness Survival (11+1)
Skills:
1. Apply Poison/Kindle Arrows
2. Serpent's Quickness
3. Echo {Elite} (Unlinked)
4. Debilitating Shot
5. Distracting Shot
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]
Summary:
This build is not designed to deal damage. Instead, it is designed to keep a single target low on energy for an extended period of time. How this is achieved is as follows - use your preparation, whether it be Apply Poison or Kindle Arrows, and then start Serpent's Quickness and cast Echo. After Echo is complete, you should fire a Debilitating Shot. You should now have 2 Debilitating Shot's on your skill bar because of Echo. With Serpent's Quickness bringing their recharges down, Expertise bringing their costs down to 4, and your zealous bowstring (if you chose a zealous bow) sapping an energy with each arrow strike, you should be able to fire off a Debilitating Shot with almost every attack. If they do manage to get enough energy to cast, you have Distracting Shot to interrupt them. Pin Down is used to keep the target from fleeing your energy-denial assault. Throw Dirt is used when under pressure from melee, or to protect teammates.
Substitutions that can be made in this build are Savage or Concussion Shot for Distracting Shot (according to personal preference), Point Blank Shot for Pin Down or Throw Dirt (if the user desires an avenue of damage-dealing), and Quickening Zephyr makes a nice addition to the build, providing the rest of the team is okay with it. It increases energy costs and decreases recharge, making it harder for everyone to cast spells and use energy skills, but with Expertise reduction that doesn't bother you *too* much, and the decreased recharge allows you to fire Debilitating Shot *every* attack.
Notes and Concerns:
The Double Debilitator does not deal a lot of damage. He/she cannot kill a target alone - this is a support character build, designed to shut down a caster-type, not kill him/her. All of the Double Debilitator's efforts can be countered by a simple block/evade stance or enchantment, so a necromancer with Rigor Mortis and enchantment removal would be a big plus to have on the team. This build flourishes most in 8v8 settings, as in 4v4 the team needs most of its members to be able to deal damage.
Credits:
Special thanks to my guild buddy Flint Ironoak for showing me the merits of the elite Echo on a ranger. This build was tested by Daeron Shadowsong in the Competition Arenas and the Tomb of Primeval Kings.
chris_nin00
Jan 12, 2006, 05:52 PM
http://www.guildwarsguru.com/forum/showthread.php?p=873291#post873291
Hello once again Ranger Goers!
May I present the Ranger Running Build
Profession: Ranger/Anything
Name: Chris_nin00's Ranger Running Build
Type: Strictly PvE. Please don't use this in PvP XD.
Category: Running Build
Attributes:
Expertise: 12+1+3
Wilderness Survival: 12+1
Skills Set:
Dodge
Escape [Elite]
Storm Chaser
Dryder's Defenses
Lighting Reflexes
Whirling Defense
Troll Unguent
Antidote Signet
Other Skills
Pin Down
Charm Animal
Ignite Arrows
Summary:
What is 'this' ranger running build? It's a build for basic running to anywhere, using only ranger skills. Does this mean I'd be able to run to Droknars?! No XD. Well, yes, but you must use the warrior's Balanced Stance. This build is Strictly for Rangers only as it only uses Ranger skills.
How does this build work? Your workhorse here is Dodge and Storm Chaser. You use Storm Chaser for just running 25% faster and Dodge for dodging monster arrows, running 33% faster, and making up for the cooldown of Storm Chaser. The other skills, Dryder's Defense, Whirling Defense, and Lightning Reflexes are used when you are either crippled or slowed down by a hex. Are the monsters you are passing using elemental skills? Use Dryder's Defense. Melee Attacks? Whirling and Lightning. If you are cripple or bleeding there is a useful skill called antidote signet; use it. Troll Unguent when you're health is low or when you are about to go into a challenging mob.
Other skills? Pin Down, Charm Animal, and Ignite Arrows. Use Pin Down on the annoying Drake that keeps chasing you. Do you have a pet that would make a pretty good scapegoat? Use your Charmed pet as bait; let the monsters kill him while you get away. Sadistic isn't it? Ignite Arrows. Imagine this: You are running a group of Characters to Lion's Arch for the very first time. You are confident and have all of your skills ready. Now you get to the ice cave. Oh no! You have been trapped by those fat butt Mountain Trolls. But you remember Chris_nin00's Running Ranger Build, word by word, and being the smart person you are, you figure out how to get out of this predicament. Ignite Arrows, and scatter them like mice! Thank you AoE update. /salute.
Why is this build used? To make money by running people to places they've never been too. You could also explore running. Other than that, be creative.
'But there is nothing else you can do with a running build, except Griefing!'
Who said that?!
Notes & Concerns: I haven't played PvP for the last few weeks. I went back to my PvE players and saw something. I'm out of money! NOOO! So I thought about ways to make money. Dancing? Too boring. Pimp? My ranger is ugly. Scamming? Not in my life. Trapping? Feasible. Running? Easy cash. So now I'm serving the PvE community. Aren't you all happy? Okay on to the meat.
I shall start with Pros and Cons this time
Pros:
-Can run anything, anywhere.
Cons
-People will hate you for doing this in PvP.
Not much going on except running. Enjoy.
Notes: Love and Hate Mail are greatly appreciated as well as posting in this thread! If you want to flame or belittle in any way, do so through PM towards me! My mail is open. Any questions or comments? Thank you.
Credit:
Guild Wars Guru Ranger Goers
Guild Wars
Sleep
And
ME!
Chris_nin00
http://img511.imageshack.us/img511/4133/chrisnin00sealofquality8nt.jpg
Tellani Artini
Jan 14, 2006, 09:55 AM
Triple Interrupt Ranger (http://www.guildwarsguru.com/forum/showthread.php?t=106828)
Profession: Ranger/
Name: Triple Interrupt Ranger
Type: PvP (4v4)
Category: Interrupt
Attributes:
Marksmanship: 12 + minor + hat = 14
Expertise: 12 + major = 14
Beast Mastery: 3 + minor = 4
Skill Set:
Punishing Shot {Elite} (Marksmanship)
Savage Shot
Distracting Shot
Pin Down
Tiger's Fury
Read the Wind
Whirling Defense OR Antidote Signet
Resurrection Signet
Summary:
This build is designed to inflict maximus interruptus, a very painful condition, on the enemy caster of your choice. As long as Read the Wind is active, you should have little trouble interrupting spells from maximum short bow range. You will also be dealing considerable (but by no means overpowering) attack damage to casters.
Notes & Concerns:
I use a short bow, without a zealous bowstring. Start by applying Read the Wind. Use Pin Down either offensively or defensively (if interrupting from max range, offensively). Start Tiger's Fury and launch interrupts. Remember that if you interrupt a res signet with Punishing or Savage shots, there is no cooldown on the signet, so expect them to try again soon. I often use Punishing and Savage as spam interrupts, latching them on after a normal bow show the way Quick Shot is used, and saving Distracting Shot for precise interruption, but that's a lazy way to do it. You should certainly be watching multiple targets instead of latching on to a single person. That's what pet builds are for. This build is countered by anything that prevents attacks from reaching their target, notably block/evade, blindness, some hexes, and knockdown-lock.
Credit: Thanks to Harlon, Rook, and Bastion from KCHS for a successful test run in Team Arena.
jojo fries
Jan 15, 2006, 08:00 AM
http://www.guildwarsguru.com/forum/showthread.php?t=107755
r/n using spinal shivers and offering of blood with 2 other interupts not sure if it was done befor or what? so let me know?
Lasher Dragon
Feb 03, 2006, 07:49 PM
http://www.guildwarsguru.com/forum/showthread.php?t=116425
Profession: Ranger/Any
Name: Sin Trapper (my ranger's IGN is Sinthea) :D
Type: PvE Farming
Category: Trapper/Farmer
Attributes:
Expertise 14 (11 + 3 Superior Rune)
Wilderness Survival 16 (12 + 3 Superior Rune + 1 Traveler's Mask)
Marksmanship 9 (6 + 3 Superior Rune)
Skills Set:
Distracting Shot (Expertise)
Whirling Defense (Expertise)
Dust Trap (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Apply Poison (Wilderness Survival)
Oath Shot {Elite} (Expertise)
Troll Unguent (Wilderness Survival)
Summary: This build is to farm solo with. I farm Trolls, Ettins, Losaru, Minotaurs, etc. with it, basically any melee-based opponent. The idea is to set up traps (between 1 set and 3, depending on how tough the "farmee" is), apply your poison, then pull using Oath Shot. Tab/space to get as many poisoned as you can while they are coming in.The mobs run in, get jacked up by all the traps, and flee. While they flee, with your newly recharged traps thanks to Oath Shot, lay some more. It's probably about time to apply your poison again as well, and make sure everyone gets their doses. Use Whirling defense any time you feel the need, although with Dust Trap usually it's not critical. Keep in mind that Oath Shot recharges all skills, so if you are about to use an Oath Shot and haven't yet used Whirling, you may as well hit Whirling while firing the Oath Shot, as it will be back instantly anyway. For enemies such as Avicara and Losaru that have Pure Strike/Seeking Blade (attacks that will hit you while in Whirling), wait until they run up to you, and Distracting Shot their respective skill. Of course, Distracting Shot is also handy in case you have any pesky healers around.
Notes & Concerns: Using 3 Superior Runes gets your health low, so this build is to be used carefully. You must always be aware of your aggro bubble, and your surroundings. I offset the health hit by a Grip of Fortitude.
Also, I use Poisoner's Strings on the 2 bows I use with this build - 1 longbow, and 1 shortbow. Use the longbow for the initial Oath Shot, and switch to the shortbow as the enemies converge on you.
If you know you are going against an enemy that may give you trouble, hit Troll Unguent after the traps go off to buffer any damage you may take.
I have 9 in Marks so I can use my bows to deal decent damage. Some would dump all the Marks out and use another, probably secondary class attribute in it's place; personally, I just hate shooting at something and watching 1's and 2's pop up. Plus, I have no room for any other skills. :p
Credit: Why, me, of course. ;)
JoeKnowMo
Feb 06, 2006, 05:14 PM
http://www.guildwarsguru.com/forum/showthread.php?t=117915
Profession: Ranger/Mesmer
Name: Funditioner
Type: PvE mostly/Limited PvP
Category: Conditions/Support
Attributes:
Expertise 10 + 1 + 3 = 14
Wilderness Survival 8 + 1 = 9
Marksmanhip 8 + 1 = 9
Illusion Magic 10
Skills Set :
Fevered Dreams {Elite} (Illusion Magic)
Apply Poison (Wilderness Survival)
Hunters Shot (Marksmanship)
Pin Down (Marksmanship)
Concussion Shot (Marksmanship)
Throw Dirt (Expertise)
Arcane Echo (Illusion Magic) or Troll Unguent/Flame Trap/Barbed Trap (Wilderness) or Arcane Mimicry (Mesmer, no attribute)
Rez Sig
Equipment: Use Poisoner's Composite/Recurve bow of Marksmanship initially so you don't miss.
Then switch to whatever bow you like.
Summary: This is a condition spreading build that can spread numerous conditions.
When approaching a group of monsters don't aggro yet, use Apply Poison first. Wait for energy to regen. Cast Fevered Dreams on first monster, if melee enemy follow with Pin Down and Hunter's shot. Run in and use Throw Dirt. All melee monsters in area should now be poisoned, crippled, blind, and hopefully bleeding.
If monsters are casters, don't aggro, use Apply Poison and wait for energy regen. Then use Fevered Dreams. Use Arcane Conundrum if caster has spells with short duration time. Use Hunter's shot. Keep an eye on enemy spell warmup and use Concussion shot to interrupt. Voila, a fairly large group of casters is hopefully bleeding, but most importantly dazed. A Barrage ranger or two as an ally is extremely helpful here as they can interrupt the whole group with each shot.
If you brought Arcane Mimicry and have said Ranger ally with Barrage, use it on him and then Barrage away for the next 20 seconds.
Don't take credit when your teammates ask, "Why were the monster heads glowing white?"
Notes & Concerns:
In PvP, a Necro ally with Virulence would really help. If other teammates can cause conditions, you could bring other interrupts rather than conditions. Favorable Winds would help too.
The range on Fevered Dreams is much larger than Epidemic, hence no Epidemic in this build. Also, the 15 Energy for Epidemic can be costly for a ranger.
Missing with concussion shot or not timing properly means a lot of energy wasted. Enemies with Energy Surge or other forms of energy draining are trouble for this build.
Necros with Plague Touch, Plague Sig, or Plague Sending, or prot monks with mend ailment/mend condition/martyr can be big trouble too.
Credit: Myself mostly and others on Guru who discussed Fevered Dreams. Credit goes to my desire to get into a good guild. I'd like to use this build as an example to audition for a good guild. (SoF, you listening?)
longboringname
Feb 07, 2006, 04:37 PM
Check this one out :D
http://www.guildwarsguru.com/forum/showthread.php?t=118402
ender6
Feb 09, 2006, 02:19 PM
Energizing Wind
Serpents Quickness
Quickening Zephyr
Whirling Defense
Flame Trap
Barbed Trap
Dust Trap
Spike Trap {E}
Weapon: Staff +15 E prefered (with druid armor should have around 47mana)
Drop your spirits, kick in Serpents Quickness and drop between 12-15 traps. Now it's time to pull, agro your enemy, and kick in Whirling defense as needed.
Note:
If all the enemies don't drop, keep a level head kick in whirling defense and drop another trap. You've got to keep in mind the stupid AI, as the enemy sets off traps they flee then return -- rather than just attack. So you should have plenty of time to plant another trap, which they will trip and flee and return again, throw this process on repeat and you will be fine.
If the enemy is a ranged opponent you will have to trap along a stretch and hope to lure the enemy across it.
Verdizzy
Feb 16, 2006, 01:20 PM
http://www.guildwarsguru.com/forum/showthread.php?p=989445#post989445
Ranger/Elementalist Lvl 20
PvE Running Build
Expertise: 11 (10+1)
Wilderness Survival: 12 (11+1)
Water Magic: 7
Skills:
- Dodge (Expertise)
For 9 seconds, you move 33% faster and have a 62% chance to "evade" incoming arrows. Dodge ends if you attack.
- Storm Chaser (Wilderness Survival)
For 18 seconds, you move 25% faster, and you gain 4 Energy whenever you take elemental damage.
- Whirling Defense (Expertise)
For 17 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 9 piercing damage.
- Melandru's Resilience [Elite] (Wilderness Survival)
For 18 seconds, you gain +2 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
- Armor of Mist (Water Magic)
For 14 seconds, you gain +24 armor and move 33% faster.
- Throw Dirt (Expertise)
Target touched foe and foes adjacent to your target become Blinded for 12 seconds.
- Antidote Signet (Ranger other)
Cleanse yourself of Poison, Disease and Blindness.
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Recommended Gear:
Druid's set
Hunter's mask or Traveler's mask
Apply runes that beef up expertise and/or wilderness survival
I know the attributes are weak. I haven't finished the game through yet. If you can beef up your wilderness survival more, that would be better.
Strategy
The basic premise is to use Dodge and Storm Chaser to get you through the monsters. If you get hexed or there are conditions on you, use Melandru's Resilience and your health and energy will recharge. I LOVE this skill. It's a stance, so you don't have to stop running. Just make sure to use it when you have a lot of conditions on you.
If you get slowed down, use whirling defense, then cast armor of mist to raise your armor and if your slowed condition wears off, you will run 33% faster. This is great for escaping. If you keep getting slowed down, cast whirling defense. This will decrease the amount of physical hits you are taking. Then just cast troll ungent to heal. Keep trying to cast armor of mist to escape but if you keep getting stuck just repeat the process. Whirling defense has a long recharge time so make sure that if you are going to use another stance that you can get out.
I don't really use throw dirt and antidote signet that much but I don't really need them. The heart of the build is Dodge, Storm Chaser, Whirling Defense, Melandru's resilience, and Armor of mist.
Variation
Expertise: 11 (10+1)
Wilderness Survival: 12 (11+1)
Earth Magic: 7
The skills are the same but instead of Armor of mist and Throw Dirt you use Obsidian's Flesh and Ward Against Foes.
Obsidian's Flesh:
Elite Enchantment Spell. For 14 seconds, you gain +20 armor and cannot be the target of foe Spells, but move 50% slower
This can be helpful when you're trying to get past alot of spell casters. Just use Dodge to negate some of the slowdown penalty. You won't run as fast but you'll be protected pretty well.
Ward Against Foes:
Spell. You create a Ward Against Foes at your current location. For 14 seconds, foes in this area move 50% slower.
Use this when you've been crippled and everyone is after you. You can slow them down using this spell and hopefully use Dodge once you are healed to escape them.
Notes and Concerns:
I don't this will work for a Drok run, but I've run from Ascalon to Lion's Arch with no problems and I've dabbled with other runs and haven't had any trouble other than where to go, haha. I think the build is pretty solid, especially for a R/E Runner. Not too many of those around! The biggest weakness you'll have is getting hit with crippling attacks. Nothing's worse than not being able to move and getting pummeled by the enemies. Just stay calm, cast whirling defense, and then heal yourself according to the situation.
Credits
This is my first published build. This is my only character. I'm not even done with the game yet, but I think I've done a decent job putting together a solid running build. I'd like to give this board credit. I was able to pull bits and pieces from multiple threads and it's because of that information that I was able to put something together that works nice for me. Thanks everyone!
Damonias
Feb 24, 2006, 05:06 AM
See the following:
http://www.guildwarsguru.com/forum/showthread.php?p=1014153#post1014153
X Cytherea X
Apr 18, 2006, 01:23 AM
ARMOR PENETRATOR
r/mo
marksmanship: 16
smiting: 12
wilderness: 4
full druid's
sundering horn bow of fortitude
1. read the wind
2. judge's insight
3. penetrating attack
4. punishing shot
5. troll unguent
6. smite hex
7. purge conditions
8. res
with RTW and JI on, normal damage on squishies does 110 average.
penetrating shot can do an apocalyptic 180. damage on wars is decent at 50-90.
lol but the biggest damage ive ever seen in my whole life was when i did penetrating shot on a me/w using heal signet. omg 295. im not lying.
Diabolical Toenail
Apr 19, 2006, 09:08 AM
Fire Flinger
Profession: Ranger/Elementalist
Attributes:
Fire Magic 10
Expertise 11 (10 + 1)
Marksmanship 13 (11 + 1 + 1)
Runes:
Ranger Rune of Minor Expertise
Ranger Rune of Minor Marksmanship
Rune of [The bigger the better] Vigor
Skills
1] Dual Shot (Unlinked)
2] Power Shot (Marksmanship)
3] Practiced Stance {E} (Expertise) [Replacement is Debliterating Shot (unlinked)]
4] Mark of Rodgort (Fire Magic)
5] Read the Wind (Marksmanship) [Replacement is Spirit of Favourable Winds (Marksmanship)(only with Debliterating Shot) ]
6] Conjure Flame (Fire Magic)
7] Glyph of Lesser Energy (Unlinked) [ Unless an ally has Energizing Winds (Beast Mastery)]
8] Ressurrection Signet (Unlinked)
Armor:
Druids Set + Archer's Mask
Weapons:
Fiery Longbow of Enchanting
15-28 Fire Damage (Req. 9 Marksmanship)
+15% Damage while Enchanted
Enchantments Last 10-20% longer
How it works:
Firstly, around 5-10 seconds after the game starts, cast Conjure Flame(6) on yourself.
Just before attacking cast Practiced Stance {E}(3) followed by Read the Wind (5).
When the enemy is in spell range, cast Glyph of Lesser Energy (7) and after that Mark of Rodgart(4)
Begin spamming Dual Shot (1) and Power Shot (2)
When your preparations and enchantments fade away, cast them again.
When an ally dies, use Resurrection Signet (8) to ressurrect him.
Why this?
The Weapon
Fiery Bow String: For Conjure Flame, and in case your Enchantment gets shattered, so that Mark of Rodgort can set your target on fire
Longbow: Has a longer range, and Read the Wind increases the speed, and thus the speed rate.
+15% Damage while under the effects of an Enchantment: So that you do more damage while under the effects of Conjure Flame obviously *doh*
Bow Grip of Enchantment 10-20%: So that you do not need to recast Conjure Flame as often.
The Armor
Druid's Set for extra energy, which is needed for the stacking attack skills.
Note:
This build has no self heal so watch out for your health levels. As it specializes only on offense, it is even more susceptible to nukers, interrupters and warriors.
Credits to : Me *doh* (again)
Enjoy this build and watch your enemies wither and do 40-80 damage per attack. :cool: ;)
Silvergun Superman
Apr 25, 2006, 02:08 PM
Profession: Ranger/Monk
Name: PvE Ranger
Type: PvE
Category: Interrupt/Damage/Support
Attributes
Wilderness: 10 + 1 = 11
Marksmanship: 12 + 3 + 1 = 16
Expertise: 8 + 1 = 9
Skills Set:
Power Shot
Poison Arrow (Elite)
Distract Shot
Savage Shot
Troll Unguent
Concussion Shot
Kindle Arrows
Rebirth
Summary: I found this build to be a great damage dealer and interrupter. A balance of attacking and interrupting skills. Also a support of damaging skills such as poison arrow and kindle arrows.
Before engaging into battle, use kindle arrows. Then attack the enemy with poison arrow and follow it with power shot. This gives a pretty good damage and a poison duration of 16 seconds. Poison arrow and kindle arrows do not cancel each other out so this is a good combo. The enemy gets the effects of poison and fire damage from kindle arrows.
It's pretty obvious to use distract and savage shot to interrupt the enemy when it is using a spell or skill. It's ideal to use distract shot on a more important spell or skill the enemy uses. Now comes concussion shot. Use this skill wisely since it takes 25 energy. With 9 expertise, it takes 16 energy. Use this only on spell casters since it only affects them. This skill is very ideal against monks but it is still very useful against any caster.
Notes & Concerns: With an expertise of 9, energy management shouldn't be a problem. It's ideal to have druids armor for the extra energy. Although you really don't need it. You can use any bow weapon for this build. I use Elswyth's Longbow with this build and it works fine.
Credit: Myself
Maria The Princess
May 17, 2006, 10:13 PM
I made this build for faction farming to take down mobs VERY fast and get the most amber your team can get:
R/E, needs all the 200 attributes
barrage {e}
tigers fury (whatever stance, as long as fast recharge and speeding up your attaks)
conjure flame
savage shot
pet/rez pet (to keep aggro away from you as much as u can)
trall enguent
rez sig
you will need a firy bow that does max damage, 15^50, req 9 or lower
my stats:
marks: 14 (10+3+1)
fire magic: 12
WS: 4 or 5 (if u got aggro on you and monkis sleeping youre dead anyways)
rest in expertise (around 9)
now, we all know that bararge swipes off preparations, but conjure flame is an enchantment. It lasts 60 seconds, no matter of fire magic number.
at this point barrage does about +14 dmg, conjure flame about the same.
+ you get damage of your bow. i tried it today with 3 more rangers with same build. rest were 2 wariors, MM, 2 monks.
we kicked ass! dont remember how much exactly amber WE picked up, but MUCH more then with other teams i tried with my warior.
Gusnana1412
May 22, 2006, 06:45 PM
http://guildwarsguru.com/forum/showthread.php?t=3040940
Profession: R/Rt ~ Ranger/Ritualist
Name: Bar Cup or B/P Cup (Barrage/Pet w/Recuperation)
Type: PvE
Category: Support
Compatibility:
- Standalone Factions
- Prophecies + Factions
Attributes:
Beast Mastery: 2 + 1 = 3
Expertise: 10 + 3 = 13
Wilderness Survival: 0
Marksmanship: 8 + 3 + 1 = 12
Communing: 0
Restoration Magic: 12
Channeling Magic: 0
Point Left: 2
Condition:
0% ~ 15% Death Penalty
Mask: Archer's Mask (+1 Marksmanship) + Superior Rune of Marksmanship
15% ~ 60% Death Penalty
Mask: Hunter's Mask (+1 Expertise) + Minor Rune of Marksmanship
Armor: Full Druid's Type Armor
Additional Items:
Any Vigor Runes (Minor/Major/Superior)
Bow with Fortitude upgrade (+20HP ~ +30HP)
Skills Set:
Barrage [E]
Savage Shot
Throw Dirt
Bestial Fury/Tiger Fury
Recuperation
Comfort Animal
Charm Animal
Flesh of My Flesh (res)
Skills Desc:
Barrage [E]: Elite Bow Attack. All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +13 damage if they hit. (Attrib: Marksmanship)
Savage Shot: Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 25 damage. (Attrib: Marksmanship)
Throw Dirt: Skill. Target touched foe and foes adjacent to your target become Blinded for 13 seconds. (Attrib: Expertise)
Bestial Fury/Tiger Fury: Stance. All your non-attack skills are disabled for 5 seconds. For 6 seconds, you attack 33% faster. (Attrib: Beast Mastery)
Recuperation: Binding Ritual. Create a level 8 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds. (Attrib: Restoration Magic)
Comfort Animal: Skill. You heal your animal companion for 37 Health. If your companion is dead, it is resurrected with 20% Health. (Attrib: Beast Mastery)
Charm Animal: Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: Beast Mastery)
Flesh of My Flesh (res): Spell. Lose half your Health. Resurrect target ally with your current Health and 17% Energy. (Attrib: Restoration Magic)
Summary: This build is good to use in Tomb Farm with B/P Group and also work good for exploring with hench. General idea is to support group with +3 Health regen and it is not an enchantment so no worries with shatter enchantment. Also give healer less stress from healing :) especially player with Vampiric weapon, Recuperation also help Minion Master to increase minion life time by reducing their Health degen. Set up the spirit when puller start pulling or after the mob start engaging the puller. Always move forward or stay in the front of the spirit (not within the spirit) always try to keep the spirit away from getting hits by mob if you are in dangerous situation you can always run to the spirit and use it as shield x). As for other skills like Savage Shot can be used to interrupt or adding dmg to your attack, use Throw Dirt to blind melee foes and use call target when using Throw Dirt it will alarm the group that your life is in danger and need immediate assist to kill that foe. With average dmg from 12 Marksmanship it is useful to use Tiger Fury or Beastial Fury to increase your attack speed to give more dmg. And last but not least use Flesh of My Flesh to resurrect your party member.
Notes: As soon as you reach 16% DP or more it is advisable to switch your mask with minor runes. Beware when changing mask with minor rune your marksmanship point will go lower as well and watch your Bow req. if its good enough to match your Bow req.
Weapon Notes: Better to have 2 types of bow and a staff with free energy. One bow for giving damage with Sundering or Vampiric upgrade and other bow with +energy for idle weapon and a staff with extra energy to res party member in the middle of battle (use staff only when you run out of energy to use Flesh (res))
Credits: B/P Creator and me :D.
Edit History:
24/05/06: Added Build Compatibility.
Metanoia
May 25, 2006, 01:25 AM
http://www.guildwarsguru.com/forum/showthread.php?p=1458688#post1458688
I know this isn't remotely original or anything but I couldn't find any recent builds and none at all in the Ranger Build Directory Submissions topic. If there's anything I missed or any mistakes, just post and I'll correct them.
Profession: Ranger/Mesmer
Name: Crip-shot Utility Ranger
Type: CompetitivePvP/GeneralPvP
Category: Support/Interrupt
Notes: Requires Prophecies-only skills.
Attributes,
Illusion Magic: 3 - Breakpoint for 3e Distortion.
Domination Magic: 5 - Breakpoint for 4s Blackout.
Expertise: 13 (9+3+1) - Breakpoint for 5/15e spells.*
Wilderness Survival: 10 (9+1) - Breakpoint for +8r Troll's Unguent.
Marksmanship: 10 (9+1) - Breakpoint for 6s Crippling Shot (8 with Crippling Bowstring).
With the leftover AP you can do one of the following...
- Raise Illusion Magic to 8 for 2e Distortions.
- Raise Expertise to 14 and Domination Magic to 8 for 5s Blackouts and cheaper 10e skills.**
- Raise Marksmanship to 12 for 7s Crippling Shots (9 with Crippling Bowstring).
- Raise Expertise to 15 which is the next breakpoint for 15e skills.***
Notes: You can squeeze a few extra AP out of Wilderness Survival if you feel you don't as much self-healing.
I'm too lazy to post all the different breakpoint combinations for that, though.
*Skill costs with 13 Expertise: 5e = 2e, 10e = 5e, 15e = 7e.
**Skill costs with 14 Expertise: 5e = 2e, 10e = 4e, 15e = 7e
***Skill costs with 15 Expertise: 5e= 2e, 10e = 4e, 15e = 6e.
Skills,
Crippling Shot{Elite} (Marksmanship)
Savage Shot (Marksmanship)
Distracting Shot (Expertise)
Troll Unguent (Wilderness Survival)
Distortion (Illusion Magic)
Blackout (Domination Magic)
Apply Poison (Wilderness Survival)
Ressurection Signnet
Notes: Ressurection Signet isn't necessary in Alliance Battles. You can replace it with Storm Chaser(Wilderness Survival) or Dodge/Zojun's Haste(Expertise) for mobility. If you're going to try flag-running, you'll want to drop Blackout for another mobility stance, too.
5e skills: Distracting Shot, Distortion.
10e skills: Savage Shot, Blackout.
15e skills: Crippling Shot{Elite}, Apply Poison.
Equipment,
Eternity: My personal advice for a PvP character is to bring a Poisoner's Recurve Bow of Fortitude and a Crippling Long Bow of Fortitude. The Recurve is used for general purposes and the Long Bow can be switched out to snipe an NPC or cripple a fleeing target.
Summary,
This is quite a versatile albeit 'fiddly' build. Best used on female Rangers as they're better at multi-tasking. I'll try and break it down into the different jobs you'll be performing.
Snaring - It takes practice and battlefield awareness to do this best. You'll want to be watching both your team's and your enemy's Warriors. If an allied Warrior is chasing a kiting enemy, cripple the kiting enemy. If an enemy Warrior is chasing a kiting ally, cripple the enemy Warrior.
Interruption - Interrupting anything you can is fine and all, but if you really want to pull your weight you're going to need to workout the weak links in your opponent's build. Your allies can help greatly here by calling important abilities when they see them.
Example: If you're facing an enemy that you know rely on dual Wards Against Melee or an Aegis chain to protect against Warriors, interrupting those vital spells is a huge boon to your team's efforts.
Disruption - Blackout can be used both offensively and defensively. With a little coordination you can time your Blackout on an important enemy character such as a Monk to coincide with a spike by the rest of your team. It can be used defensively as an unconditional interrupt and to drain Warriors of their adrenaline.
General - When you're not doing anything else, you can be spreading poison around the enemies. Apply Poison should be used when crippling targets as it acts as a cover condition.
Notes & Concerns: Crippling Shot Rangers are currently a little out of favour in the larger forms of PvP due to a lot of the counters being rather popular. Extinguish, Heal Party and Draw Conditions for example. Still, a well played Crip-Shot Ranger can be a valuable asset to most teams. In 4v4 situations, they're still very potent. They're one of the best counters to the plague of Touch-Rangers, too.
evox the evil
May 26, 2006, 02:01 AM
the ever annoying R/A Temple Striker build!
Class:R/A
Stats: 12 dagger
16 expertise (12+3+1)
7 unused
Skills:
1.Leaping Mantis Sting
2.Fox Fangs
3.Horns of the Ox
4.Falling Spider
5.Temple Strike *Elite*
6.Nine Tailed Strike
7.Lightning Reflexes
8.Ressurection signet or Whirling defences (Depending on if you're doing alliance battles)
How it Works: run to the nearest monk and hack away! use leaping mantis sting and then choose between Temple Strike or Fox Fangs. i like to start out with fox fangs so i dont give away my ace in the hole too soon. i folow up with horns,spider and then nine tailed if the caster is alone. if not then i use just nine tailed strike. when you feel like using Temple Strike, do it in the order of leaping mantis, temple strike, horns of the ox, falling spider,a nd then nine tailed strike. it's a ton of dmg and the monk will probably be dead by the time you do falling spider. watch if theyre all alone tho because horns of the ox is crucial once they're dazed.
Notes and Concerns: no self heals. pray for a monk, l ele or summem with heal party or a dumbass enemy warrior with pred season. it's good for killing ele's because you have extra protection against their attacks but they wont land one cause of your elite ^_^
Credit: Observer mode R/A's for making me see this build and think that looks awesome and all the RA R/A's who used this before i did
Paeyne
May 29, 2006, 07:05 PM
R/Rt - Brutal Predator
PvE Build
Damage
Beast Mastery 8+1=9
Expertise 7+1=8
Marksmanship 8+3+1=12
Communing 10
Restoration 8
There are no left over skill points. There are some who may be concerned at the moderate level of 4 of the 5 attributes but I can assure you that this build's skills are optimized and gain very little by taking them higher.
Skills:
1. Barrage (Elite)
2. Brutal Weapon
3. Tiger Fury (or Bestial Fury)
4. Weapon of Warding
5. Resilient was Xiko
6. Predatory Season
7. Recouperation
8. Flesh of My Flesh
Usage:
This is a very inuitive build with an extremely high damage output. While Barrage, Brutal Weapon and Fury do not need to be always up at the same time, you will be doing some devasting damage while they are.
Weapon of Warding, Resilient was Xiko and Recouperation are all Health regen skills whose efficacy is not reduced by Predatory season. Use Weapon of Warding while under melee attack. Resilient was Xiko will also give you regen, gives you some protection from hex stackers, and deals with conditions.
The linchpin of the build is the much underused and often misunderstood skill Predatory Season. Many don't use Predatory Season for two reasons, the 20% reduction in healing and the fact that if affects both friend and foe. After exhaustive testing I can say that neither reason is a very good excuse to not use the skill. During most of my testing with friends and Henchmen the reduction was not noticable. Most monks heal for huge amounts and are prone to overheal (healing for alot more then you are hurt). Having a 150hp heal reduced to 120 does not mean alot if you were only hurt for 100. Predatory season, in fact, helps healers by allowing them to concentrate on damage spikes rather than minor general damage. In this particular build, Barrage will gain you 5-25 pts of healing under Predatory Season per volley. Should you need a little extra general healing, skills like Recouperation, Weapon of Warding, Mending and Healing breeze are unaffected by Predatory Season. It is also not as good for the opposing side as you might think. When hunting, groups generally focus on one target at a time. That target will fall very quickly reguardless. The other foes will be at full health and gain nothing from the spirit. High damage barrages and AE spells from your group will easly deal with pockets of mobs if your group is co-ordinated.
Predatory Season should never be used against any foe that raises minions. Minions attack swiftly and Predatory Season easily counteracts their degen for a considerable period of time. You will be overwhelmed very quickly.
The only major weakness I have come accross is a vulnerability to concentrated spike damage. Damage spikers should be your priority target with this build.
This build has been thoroughly tested in PvE and works extremely well. I have done a limited amount of testing in PvP where it also performed well, however I would replace Barrage with Punishing Shot.
I came up with this build myself, although I did take some inspiration from the Brutal Bombardier pre-made build.
Discussion Thread http://www.guildwarsguru.com/forum/showthread.php?p=1476264#post1476264
Morgan Blackwood - R/Rt
Lasher Dragon
Jun 02, 2006, 12:18 AM
http://www.guildwarsguru.com/forum/showthread.php?t=3048194
Profession: Ranger/Assassin
Name: Teletrapper
Type: PvE
Category: Damage/Interrupt
Attributes:
Expertise 13 (10 + 3 Superior Rune)
Wilderness Survival 16 (12 + 3 Superior Rune + 1 Traveler's Mask)
Shadow Arts 8
Skills Set:
Distracting Shot (Expertise)
Whirling Defense (Expertise)
Death's Charge (Shadow Arts)
Dust Trap (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Oath Shot {Elite} (Expertise)
Troll Unguent (Wilderness Survival)
Summary:
With this build, I let the party initiate aggro, while I watch for a nice grouping of enemies from the back lines. Also, I look for good Dis Shot opportunities. As soon as I see a group of enemies bunched together, OR if I notice a bunch of casters in their back lines hanging around, I hit Whirling Defense and then Death's Charge to their position. I start with Dust, then Barbed, then Flame - the order I have them on the skill bar. The most important of course is Dust, so you can blind them and keep them from interrupting you. (If we have a dedicated interrupter in the party already, sometimes I switch out Dis Shot for Throw Dirt - but I don't like to, really... I rarely leave an outpost without Dis Shot, it's just too handy).
Anyway, lay all 3 traps, then Oath Shot. Watch your Whirling Defense, hit it whenever it runs out or is about to. Now, depending on the situation, it's time to either lay more traps, or hit Troll and get back to the back lines to line up another bombing run. Another way to get out of the thick of combat is to look at your radar for an enemy away from the thick of things, then Death's Charge to it. Not only does this get you out of the frying pan, it gets you out of the fire a bit by giving you a small health boost (if that enemy has enough life in him).
Notes & Concerns:
This is loads of fun when you have at least a somewhat decent group - a tank or two to hold aggro being probably the most important party members to you.
Credit: Me. :)
Azeneth Rizing
Jun 13, 2006, 12:11 AM
Profession: [Ranger/Necro]
Name: [Curse Ranger]
Type: [PvE/CompetitivePvP/GeneralPvP/]
Category: [Energy/Life Degen]
Attributes:
Curses 12
Expertise: 10+4
Wilderness Survival: 8+2
5 attribute pts left over
Skills Set :
Rez Sig
Troll Unguent
Whirling Defense
Throw Dirt
Lightning Reflexes
- added evasion
- 33% faster attacks
Faintheartedness
- for 29 secs, foe attacks 50% slower, -3 health degen
Malaise
- for 29 secs, -2 nrg degen to foe but -2 health degen for you
Wither {E}
- for 29 secs, - 4 health degen for foe and - 2 nrg degen for foe
*can substitute Plague Sending or Plague Touch
Summary: In the current Factions environment, most R/N are touch...this build surprises a lot of teams w/ it's potential -7 health and -4 nrg degen. Not too many foes are going to rush a R/N right now so you can cast your spells w/out too much difficulty. The build has 3 evades so you have to use them at your discretion. I'm using Vilnar's Staff right now:
nrg +15, cold dmg 11-22 (req 9 curses), halves casting time of curses spell (20% chance), reduces bleeding by 20%, and health +30
You could also use a bow of your choice and substitute Apply poison and/or Distracting Arrow for one or two of the curse spells.
Notes & Concerns: Effective against most casters and warriors...although anti hex spells will diminish it's effectiveness...since the curse spell Malaise gives you -2 health degen you may want to use troll unguent right after. Also, 29 secs is a long time..so you don't have to worry too much about nrg consumption especially w/ the expertise at 14....Enjoy! =D
Credit: Me
http://www.guildwarsguru.com/forum/s....php?t=3055917
Dyon Adell
Jun 19, 2006, 12:52 AM
I was wondering, if my eyes played tricks on me, or truly no one posted a Spike build yet. This is one of the most fundamental builds of rangers, direct and straight to the point. For the benefit of newbies, here it is.
Profession: Ranger/Mesmer
Name: Spiker
Type: PvP/limited PvE
Category: Support/damage dealer
Attributes:
Marksmanship: 12 + 3(rune) + 1(mask)
Wilderness survival: 8 + 1(rune)
Inspiration Magic: 9
Skills Set :
Hunter's Shot (Marksmanship)
Dual Shot
Punishing Shot {Elite} (Marksmanship)
Savage Shot / Determined Shot (Marksmanship / Marksmanship)
Troll's Unguent (Wilderness Survival)
Read the Wind (Marksmanship)
Favorable Winds (Marksmanship)
Energy Tap (Inspiration Magic)
Equipment:
Use a full set of Druid's armour
and preferrably A MAXED 15>50 Longbow, for taking opponents out from afar while the tanks slug and bleed out in the frontlines :D
Summary:
Okay, I know this isn't exactly the best build as most of you might consider. This isn't a 100% spike... It's built in a slightly more general form for pve and newbies' comfortability.
Start of with FW, then RtW. Scroll targets using the ] key. Use Hunter's Shot on any moving opponent, usually a melee. By the time your melee guys rush to the front, scout out for the weakest opponent. Usually casters. Present the target the very generic spike combo, Dual Shot -> Punishing Shot -> Salvage Shot. This should render their movements slower due to the interrupts, and a significant fraction of their health gone. If it's a human player, you sure pissed the shiet out of him/her. You just interrupted 2 actions and stole a fraction of health. Demoralising huh? Finish him/her off with normal attacks.
Scout out for a healthy opponent, and use Energy Tap to regain your energy. You should have 15-20 energy by the time you finish this process.
Scout for another weak opponent and repeat the cycle.
This is a very general and stand-alone spiker. Newcomers should have no problem mastering this.
-------------------------------------------------------------------
The Hardcore:
The 'harcore' version of spike as I would call it, is much more difficult to master, as it requires experience from you as well as your team mates. But once mastered, I feel that it's quite an unstoppable build.
Replace Energy Tap with Drain Enchantment (end-game skill). This version of spike, which I read up from gameamp requires 100% synchrony with your team mates. You should have a team of 3-6 spike rangers. One with FW, 1 or 2 with Drain Enchantment. The rest Energy Tap.
There'll be one caller, who calls targets and skills to use. The rest need to be alert and quick in response.
So the caller starts... He calls a target. Then the moves. For example.
Target A
(2), drain enchantment
(1,3) Spike!(they do Dual Shot -> Punishing Shot -> Savage Shot)
(4,5) Spike!
The (numbers) are player numbers.
Ok, that is all for my guide. Sorry for the lengthiness.
Credit:
Me, and those on gameamp who wrote the spike guide.
J U N T T I
Jun 19, 2006, 01:34 AM
Profession: R/W
name: running build :D
Type: PvE
Category: running
Atrributes:Tactics 10
Expertise 11+1+1(hat)
Wilderness 8+1
Skill set: Escape {E}, whirling Defense, dodge, balanced stance, lighting reflex, defensive stance, healing signet, troll unguent
The best running build :D
Lord Oranos
Jul 21, 2006, 08:23 PM
Name:Melandru's Ranger
Profession:Ranger/Any
Level: 20
Type: Multi purpose
Catagory: Damage/Interrupt
Attributes
Expertise: 12 (10+2)
Wilderness Survival: 9 (8+1)
Marksmanship: 16 (12+4)
Skills:
Dual Shot (Ranger other)
Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage.
Energy:5.2 Cast:0 Recharge:7
Melandru's Shot [Elite] (Marksmanship)
If Melandru's Shot hits, you deal +35 damage. If it hits an enchanted foe, you gain 15 Energy. This is an elite skill.
Energy:5.2 Cast:0 Recharge:7
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 28 damage.
Energy:5.2 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.6 Cast:0.5 Recharge:10
Whirling Defense (Expertise)
For 18 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 10 piercing damage.
Energy:5.2 Cast:0 Recharge:60
Read the Wind (Marksmanship)
For 24 seconds, your arrows move twice as fast and deal 10 extra damage.
Energy:2.6 Cast:2 Recharge:12
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +7.
Energy:2.6 Cast:3 Recharge:10
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Summary:
This build can either spike or it can interrupt. Used wisely, It can take down many different targets, the downtime is minimal and nonexistant if you are fighting an enchanted opponent(Which 75% of the time you usualy will be).
It can survive attacks, but, like all rangers without Melandru's Resilience, can be defeated by degen. The reason I chose Melandru's Shot is the pure damage it can inflict and the bonus of energy gained if it hits an enchanted target. For Alliance Battles, you can also switch out the res sig for Storm Chaser(Wilderness Survival).
Credit: Myself, been thinling of a build since I saw the possibility of Melandru's Shot
Rofl_Pwnt
Jul 24, 2006, 06:43 PM
Profession: R/N
Name: The Touching Ranger
Type: PvP. Mostly For aspenwood, Also a PvE Solo Build
Category: Vamp Bite / Vamp Touch Spammer :)
Attributes:
Expertise:16 (13 + Mask + Sup Rune)
Blood: 12 (No Rune, All 200 Atts. Needed.)
(Rune Of Major / Sup Vigor would be good)
Skills:
Vampric Bite: Skill. Touch target foe to steal up to (29..65) Health
Vampric Touch: Skill. Touch target foe to steal up to (29..65) Health
Plaque Touch: Skill. Transfer a negative Condition and its remaining Duration from yourself to target touched foe.
Offering Of Blood {Elite}: Elite Spell. Sacrifice 20% Maximum health. You gain (8..18) Energy.
Throw Dirt: Skill. Target touched foe and foes ajacent(Around / Close to foe) Become Blinded for (6..16) Seconds.
Whirling Defense: Stance. For (11..21) Seconds, You have a 75% chance to "Block" attacks. Whenever you block a projectile in this way, adjacent foes take 11 Peircing Damage.
Zojuns Haste: Stance. For 11 Seconds, You move 33% faster and have a 78% chance to "evade" incoming arrows. Zojuns haste ends if you attack.
Dodge: Stance. For 11 Seconds, You move 33% faster and have a 78% chance to "evade" incoming arrows. Dodge ends if you attack.
Recommended Gear:
Full Druids.
Rune Of Sup Vigor + Sup Expertise
Weapon1: Max Dmg(11-22) Pronged Rod (req9 blood). Halves Casting time of Blood magic Spells (chance:20)Energy +5 (under 20%)
Off hand: Blood Knife / Energy +12 (req 9 blood) BloodMagic +1 (Chance:20)
Health +30
Summary:
Well, I was bored. So i decided to touch ranger in Aspen wood. Its a good build on luxon side since your invading.
Tutorial: When you First Start out. Make sure you go on the LEFT side. When you go out. Make sure the turtle and luxon warriors are headed to position. At the Kurzick teleporter. Mostly 2-4 People come out. So You go in. Heres what you do Depending on which Proff it is:
Warrior: Go in, Use Throw Dirt. Bite -> Touch -> Bite -> Touch Until you have 5 energy. Then Use Offering of blood to get ur health back up. Then spam until he dies.
Monk: Simple. Go in, start spamming, if your alone, no stances are needed. Most likely theres gonna be some casters around. Hit Whirling Defense. Then Start spamming away like never before, When hit 5 energy Go OoB. But, Before you get a little before halfway mark on his health, The little bugger starts to run. At this point Make sure your targeting him, Hit Zojuns, and start following him, DO NOT (repeat) DO NOT ATTACK!!!. Just hit Bit and touch till he dies. Use Dodge if needed.
Necro: Same thing as monk, Except a little easier ;)
Ele: Tricky ones. If they have any slow downs, or knock downs. Try not to go after them alone, Go with a group and let him focus on others :). Then Spam Away. If you are alone, (That should never happen with an ele or your gonna get Pooned. :rolleyes:) Run back to the group XD.
Assassin: EASY..Do i really need to explain (If stumped, Do what you do on warrior)
Ritualist: Make sure you take them out as fast as possible, Thems spirits can really Hurt X_x.
Ranger: Facing a ranger Is dangerous. Especially a crippleshot one. If you dont face a cripple shot, Pretty Simple, Run up, Start spamming like you do on a warrior, Chase if needed. If you DO find urself with a crippleshot ranger: When you get hit with crippleshot, Press TAB Fast!! Targets nearest enemy, Use plaque Touch. Then as fast as possible Hit whirling defense so he/she doesnt use it again, then start spamming ;).
Mesmer: STAY AWAY!!! lol. Just like the Eles.
Notes & Concerns: Some people dislike the touch ranger, call it noobish, call it bad, call it g@y. I really dont like them. I mean, Its not a bad build once you think about it, People hate it but once you try it, Your gonna like it. Also, Facing an Ele + Necro + Warrior, Thats hard, Try to stay away from that
Credit:
Giving Credit to the person who started this thread: http://www.guildwarsguru.com/forum/showthread.php?t=3056267
And me..For wasting most of my precious time typing this out for others.
NOW GO OUT THERE AND TOUCH THINGS!! ;)
(Good way to get Friend Of The Luxons :o)
Sweet, I get my Own Page ;)
snelhest
Jul 25, 2006, 12:16 PM
-Migrane ranger build-
*****
this build is made by: Zds
kurziks called me migrane rager so i name the build after their words.
*professions
Ranger/mesmer
*skills
1.Distracting shot [R] (i prefere this instead of saveage shot)
2.Troll unguent [R]
3.Applay Poison [R]
4.Hunter's Shot [R]
5.Whirling Defense [R] (can be changed to other stance)
6.Migrane [Me]{E}
7.Charm animal [R] (can be changed, mabie an other interup)
8.Epedemic [Me]
*attribute points
illusion magic 8
domination magic 0
inspiration magic 0
beast mastery 1
expertise 8
wilderness survival 13
markmanship 13
i use +3 markmanship, +3 wilderness survival runes,
+1 markmanship(stacking) mask and 1 vigor rune.
(u may change this points and runes as u prefere.)
*usage
Use applay posion + hunter's shot on first target and migrane if its a caster.
If there are more targets close u use epedemic.
Now just keep as manye enemys under posion+bleed and migrane as u can.
Migrane will give u extra time to interup skills.
The enemys will get a heavy <<<<< healt and when they try to heal you interup them :D
If u gets blinded use migrane and troll if needed, and when blind is about to end u use applay posion.
This build works really good in alliance battle and also random arenas
(but change epedemic to a res signet in RA) and pve.
this build works good against tochers ;)
-
http://www.guildwarsguru.com/forum/showthread.php?t=10010799
creds to Zds for this awsome build :)
dmapes
Aug 03, 2006, 11:09 PM
YARRGH....anyway
r/mo
16 marks
10 heal
8 beast matery
1 read the wind
2res sig
3mending
4vigerous spirit
5poisunus bite
6 savage pounce.....i think
7comfort animal
8.charm animal
this is both pve and pvp build
MENDING ISNT A NOOB SKIL
SPMStoner
Aug 13, 2006, 02:35 AM
Im just about to start making a Ranger/Mesmer,
and i was wondering if anyone had any suggestions before i start ??
disaster422
Sep 07, 2006, 08:26 PM
Professions:R/*
Name:Conditioning Cripshotter
Type:PvP(RA)
Category:Heavy Conditions/Damage
Attributes:
Marksmanship-12+3+1=16
Expertise=12+1=13
Leftover in Wilderness Survival
Skills:
1.Crippling Shot[E]
2.Apply Poison
3.Hunters Shot
4.Determined Shot
5.Throw Dirt
6.Lightning Reflexes
7.Troll Unguent
8.Resurrection Signet
Summary:
To start off use Apply Poison as the prep and when you see an enemy worth attacking shoot him/her with Crippling Shot to poison and cripple them. Usually it is best against an assassin or warrior because they charge you. If they charge you use hunters shot(which is why i like warriors when using this build)to add bleeding,crippled and poison.If he/she gets too close and uses melee use throw dirt just to get them angry even more since they now have 4 conditions in maybe 5 seconds. Use hunters shot when you can since it costs 5 energy base and does bleeding and damage. Thats about it enjoy!!
Concerns: Energy is short in this build so use crippling shot wisely since it drains energy fast. Druids armor is the only ideal armor set for this and a Crippling 15^50 Longbow/Recurve Bow of Fortitude is the best for this build.
Credits: Me, Myself and I.
By The Way it works perfectly in Alliance Battles since the field of play is huge and you can attack virtually any opponent and there are tons of wammos ready to die by your powerful bow.:D :D :D Hope you enjoy this build as much as I do.
Haydannate
Sep 24, 2006, 06:00 PM
Profession: Ranger/Paragon
Name: Spear Hunter
Type: PvP &, maybe, PvE
Category: Damage/Support
Attributes:
Expertise: 8 +1
Wilderness Survival: 10 +3 +1
Spear Mastery: 12
Skills Set:
Apply Poison
Lightning Reflexes
Spear of Lightning
Wild Throw
Vicious Attack
Melandru's Resilience {elite}
Troll Unguent
Resurrection Signet
Summary:
This build works well in a PvP environment. It is untested in PvE at this time. Anyway, Start with Apply Poison and Lightning Reflexes and spam poison to targets in range or focus on single targets.. your call.
Apply Poison allows you to apply poison to your weapon of choice
Lightning Reflexes is an excellent speed buff and a 75% chance to evade melee and projectile attacks.
Spear of Lightning offers 25% penetration and Elemental dmg
Wild Throw will end stances used by opponent and it can't be block/evaded
Vicious Attack is a good dmg attack with possible deep wound w/ every critical
Melandru's Resilience is good against conditions and works well with Troll Unguent. Also, use Lightning Reflexes for added protection as Melandru's Res and Troll are quickly restoring lost health.
Notes & Concerns: This isn't a high damage build and it seems to be a little weak vs elemental attacks. Of course your choice of armor will help. Also, a good bow is just as good as a spear with the exception that a Spear seems faster and you have a free hand to pick up a shield or something for a Health buff.
Bellucci
Oct 05, 2006, 10:31 PM
Fire Flinger
Profession: Ranger/Elementalist
Attributes:
Fire Magic 10
Expertise 11 (10 + 1)
Marksmanship 13 (11 + 1 + 1)
Runes:
Ranger Rune of Minor Expertise
Ranger Rune of Minor Marksmanship
Rune of [The bigger the better] Vigor
Skills
1] Dual Shot (Unlinked)
2] Power Shot (Marksmanship)
3] Practiced Stance {E} (Expertise) [Replacement is Debliterating Shot (unlinked)]
4] Mark of Rodgort (Fire Magic)
5] Read the Wind (Marksmanship) [Replacement is Spirit of Favourable Winds (Marksmanship)(only with Debliterating Shot) ]
6] Conjure Flame (Fire Magic)
7] Glyph of Lesser Energy (Unlinked) [ Unless an ally has Energizing Winds (Beast Mastery)]
8] Ressurrection Signet (Unlinked)
Armor:
Druids Set + Archer's Mask
Weapons:
Fiery Longbow of Enchanting
15-28 Fire Damage (Req. 9 Marksmanship)
+15% Damage while Enchanted
Enchantments Last 10-20% longer
How it works:
Firstly, around 5-10 seconds after the game starts, cast Conjure Flame(6) on yourself.
Just before attacking cast Practiced Stance {E}(3) followed by Read the Wind (5).
When the enemy is in spell range, cast Glyph of Lesser Energy (7) and after that Mark of Rodgart(4)
Begin spamming Dual Shot (1) and Power Shot (2)
When your preparations and enchantments fade away, cast them again.
When an ally dies, use Resurrection Signet (8) to ressurrect him.
Why this?
The Weapon
Fiery Bow String: For Conjure Flame, and in case your Enchantment gets shattered, so that Mark of Rodgort can set your target on fire
Longbow: Has a longer range, and Read the Wind increases the speed, and thus the speed rate.
+15% Damage while under the effects of an Enchantment: So that you do more damage while under the effects of Conjure Flame obviously *doh*
Bow Grip of Enchantment 10-20%: So that you do not need to recast Conjure Flame as often.
The Armor
Druid's Set for extra energy, which is needed for the stacking attack skills.
Note:
This build has no self heal so watch out for your health levels. As it specializes only on offense, it is even more susceptible to nukers, interrupters and warriors.
Credits to : Me *doh* (again)
Enjoy this build and watch your enemies wither and do 40-80 damage per attack. :cool: ;)
all rodgort builds should include some sort of poison... so that you can burn and poison a foe at once
Franco Power
Jan 18, 2007, 07:45 AM
Profession: R/W
Type:PvP and PvE
Category: Choking Gas
Attributes:
Markmanship:11
Wilderness Survival:11
Expertise:13
1 Major rune only, Superior Vigor and Rune of Vitae.
Skills
FlurryChoking GasResurrection SignetPracticed StanceNatural Stride
Note: This is all you need for this build, the rest is optional, this build is not only fun but devastating.
Recommended Gear:
Radiant Armor
Vampiric Shorbow of Fortitude (30hp)
Summary
Even if your attacks are blocked/evaded the choking gas will still interrupt your target.
Consider using this against balled up targets because the choking gas will interrupt all of them (AoE).
Q&A
But wouldn't a recurve bow be better for a interrupting build?
No, with choking gas you don't need to hit the target so accuracy doesn't matter, refire rate does, which is why the shortbow is better so you can attack more often
flettir
May 14, 2007, 06:17 PM
Profession: R/P
Name: Keen Shot
Type:PvP and PvE
Category: Damage
Attributes (before runes):
Markmanship:12
Expertise:8
Command: 10
minor rune of marksmanship (you could use major/superior to increase damage, but i mainly run this in pve where a few points of damage isn't worth 75 health, and where i use other builds where i wouldn't want a sup marks rune)
minor rune of expertise
2x rune of attunement
best vigor rune u can find
Skills:
1. Melandru's Shot - energy management, decent damage
2. Keen Arrow - major dmg in conjunction with other skills
3. Go for the Eyes - powers up keen arrow and Find Their Weakness
4. Find Their Weakness - figure it out
5. Read the Wind - more damage, and your arrows are now near impossible to evade
6. Never Surrender - Heal yourself and run around in times of trouble
7. Whirling Defense - what's a ranger without a defensive stance? :p
8. Remedy Signet - blind = bad
in PvE, you can switch remedy signet for sunspear rebirth signet or signet of return.
Recommended Gear:
Radiant Armor
Any bow - fortitude mod is highly recommended, as is 15^50. Prefix could be 20/20 for occasional bonus damage, or zealous if you're having energy problems. As for type, i like longbow just for the range, RTW should lower your arc enough to make a recurve unnecessary when taking down kiting casters. Shortbows could be used to build adrenaline faster.
Usage:
Before battle, put up RTW. then, basically, just choose a target and attack. generally, you want to avoid initially targetting an enemy you want to spike. once you have GftE charged, switch target to whoever you want to kill (casters are nice, squishy targets) cast keen arrow, and when you're about to actually shoot hit GftE and Find Their Weakness to avoid giving spikes away. With +60% critical hit from GftE, about 80% of the time you'll hit for 111 damage plus deep wound, effectively putting 60 armor targets at 50% health. When in trouble, Never Surrender to act as minor backup healing, remedy signet to remove nasty conditions (cripple, blind, poison), and whirling defense if you're taking heavy physical hits.
wilko is here
Aug 14, 2007, 06:24 AM
Profession: R/Rit
Name: splinter barrager
Type: pve,pvp
Category: solo farming and\or pvp
Markmanship:12
Expertise:8
Communing : 10
Skills
Barrage
splinter wepion
wirling defense
healing spell of your choice
rest is up two you
this is made to do over 100 points of damage on 10+ foes
group them together then spamm barrage with SW up and renew when needed
well good luck with that
Attributes can be changed depending on how many points you have got
Cheers Wilko :)
Vl Vl D
Sep 13, 2007, 07:23 AM
Profession: R/P
Name:Scaverging Hunter
Type:Pressure
Category: pvp
Attributes:
Expertise:4
Command:9
Wilderness
Survival:13
Spear:12
Skills
1.Barbed Spear
2.Maiming Spear
3.Spear of Lightning
4.Wild Throw/blazing Spear
5.Go for the Eyes
6.Poison Signet
7.SCAVERGERS FOCUS {E}
8.Resurection Signet
Recommended Gear
Armour
Scout's Mask of Superior Wilderness Survival
Scout's Vest of Superior Vigor
Survivor Gloves of Minor Expertise
Scout's Leggings of Vitae
Survivor Boots of Vitae
Weapons
Poisonous Spear with +5armour or what ever floats your boat.
comand req sheild with +30hp and your choice of Inscription
Usage:Just make sure scavengers focus is up at all times so you have max damage as well as max armour.Spam poison on all foes then spear the soft targets till they are down. If you have a wamo on you, cripple and move to attack from range.If the other team have a monk with Guardian
try to lure wamos away from his/her team so the monk has to work to heal.Theres alot of other skills that can fit in nice with this build but ill leave that up to you to discover.
Good hunting!
Mark Nevermiss
Nov 23, 2007, 06:12 AM
Profession: Ranger/Ritualist
Name: Choking Gas Interrupt Build
Type: PVE/PVP?
Category: Interrupt
Attributes:
Marksmanship: 9+2+1
Expertise: 9+1
Wilderness Survival: 10+1
Channeling Magic: 6
Skills Set:
CrossfireDistracting ShotWeapon of AggressionKindle ArrowsChoking GasPracticed StanceTroll UnguentDeath Pact Signet
Template Code: OggkclYbWKaUv1jRGYshsRwhvRyF
Summary:This build allows to effectively interrupt, using the Choking Gas/Practiced Stance combo, adjacently placed casters. Using Weapon of Aggression allows for semi permanent IAS while maintaining the Practiced Stance. Use Kindle Arrows to deal more damage, if you are not interrupting.
Notes and Concerns: There is no cover stance in case you want to block/escape. The build can be tweaked, however, to include one.
[Edit] I just noticed Franco Power' build, this maybe considered a modification thereof
blakk
Dec 14, 2007, 01:18 PM
http://www.guildwarsguru.com/forum/showthread.php?t=10232324
Profession: Ranger/mesmer
Name: [Mob control]
Type: PvE/CompetitivePvP/GeneralPvP/8v8/Gvg
Category: Support/Interrupt
Attributes:
Marksmanship 16= 12 3+hat +1
Expertist 13 flexible either 12 +1 or 10+3 (major)
It is is your call really
Skills Set
Profession: [primary/secondary]
Name: [name of the build]
Type: Mainly AB, but also PvE/CompetitivePvP/GeneralPvP/8v8/gvg
Category: Support/Interrupt
Skills Set
{E} BROADHEAD ARROW <main skill of build>
You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5...17 seconds, and if target foe is casting a Spell that Spell is interrupted.
While Dazed condition , you take twice as long to cast Spells, and all your Spells are easily interrupted.
Easily interrupted Characters activating skills are interrupted if any attack hits, even without the use of interruption skills. While a character is dazed, all of their spells are easily interrupted.
EPIDEMIC <main skill of build>
Spell. Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
Hypochondria <main skill of build> <target foe sufferers from conditions of all foes in the area.
Volley -,main skill of build. your Preparations are removed. Shoot arrows at up to 3 (you can hit 4 at once) foes adjacent to your target. These arrows strike for +1...8 damage if they hit.
Poison Signet ---> poison em
Screaming shot ---> Bleeding
Pin down ---> crippled
<optional> needling shot ..nasty nasty lil skill...
Mobs...
Use poison signet, the let fly Broad head arrow followed by pin down and screaming shot, Use epidemic. and finish up with volley volley volley till the skills recycle. The Key here is volley, you will be hitting the dazed foes every 2 secs at 2 energy a shot, and after 2 shots you can use epidemic again to re condition anyone who just got close to your foe..
Or if you are ABing and the mob is really bad, after letting the first combo fly switch targets to someone else pop, hypochondria on him/her and then use epidemic. then just keep up volley switching targets and staying WAAY back by using a long bow.
Notes & Concerns: your concern is what is going to happen to you when someone figures out what your doing...the mob WILL hunt you down..
The build is good for support / harassment as well because you can use the four conditions to
play hard to get:
1. Getting chased? (pin down), getting chased by a couple of foes? Pin down epidemic the poison sig + screaming arrow to make your point clear..
You sucker him/them her by running normal then Pop him/them , THEN speed boost away... tralalala
I hear a ton of people in my alliance say "Why not just bring the Burning arrow build?" I then say "cool, you bring it and well work as a team.."
The funny this is if no one sees you using burning arrow , or touch rangering, they assume you have some crappy build or try to figure out just who is dazing them so much...
Capping the various caster based shrines becomes a easier.
team Up with a someone who will be casing weakness or deep wounds.
Credit:* this is a build that i made myself.
Here is the code:
OgUTcVMmZ6S0V6WDxAM0myJAAAA
Try it its take some time to get broad head down pat but even if you miss,..a poisoned pindown won't
Jam Jar
Feb 23, 2008, 10:52 PM
Please note that since I only have Prophecies, this is for Prophecies Campaign only.
Profession: Ranger/Warrior
Name: The-My-Version-Of-The-Bunny-Thumper
Type: Team Arena
Category: Damage and Pressure
Attributes:
Hammer Mastery: 12
Beast Mastery: 9+3+1
Expertise: 9+1
For more damage, but five less hp.
OR
Hammer Mastery: 12
Beast Mastery: 9+2+1
Expertise: 9+2
For less cost and five more hp.
(note that you cannot use runes from other classes)
Skills Set:
This is my build, but you are free to switch things around if you like.
1. Irresistible Blow
2. Crushing Blow
3. Devastating Hammer {elite}
4. Heavy Blow
5. Maiming Strike, Melandru's Assault, or Brutal Strike
6. Tiger's Fury
7. Charm Animal
8. Comfort Animal or Revive Animal
Summary:
The purpose of this is to damage your enemy through your pet and your hammer. Tiger's fury must be put on at all times so that you can have fast swipes. Once you have both Devastating and Heavy Blow charged, unleash Devastating first, but remember to wait a few seconds so the enemy can get back up so you can knock him down again with heavy. Then follow up with crushing blow to eliminate him.
Remember to keep spamming irresistable. It's anti block function is helpful. Despite what it looks, you pet can actually do a lot of damage. Put in a melandru, maim, or devastating and he will be (trying) running from you.
Irresistable + Crushing -> Devastating -> Heavy -> Crushing
Notes & Concerns:
There is no self heal. So unless if you're with a pretty good monk, prepare to get hit a lot. Another option is taking some points off and adding in healing signet or troll unguent. But I'd rather stick with a monk, just to be safe.
Next, the enemy will be running ALOT. So that's why Maim was added as an option. But most likely you will be facing a monk. Monks may have condition removers so watch out. As for Brutal and Melandru, they're situational so know when to use their power to the fullest.
Credit: Mostly me, but some to the people who gave me advice. Don't know who O_O.
Jam Jar
Mar 03, 2008, 05:24 AM
Profession: R/W
Name: Heal As One Thumper
Type: Random Arena, Alliance Battle
Category: Damage
Attributes:
Beast Mastery: 10+2+1
Expertise: 8+2
Hammer Mastery: 12
Skills Set:
1. Irresistable Blow
2. Crushing Blow
3. Hammer Bash
4. Beastial Mauling
5. Heal As One {Elite}
6. Tiger's Fury
7. Charm
8. Ressurection Signet for Random Arena OR Run As One for Alliance Battle
Summary:
The purpose and goal of this build is to do a good amount of pressure/damage while giving yourself minimal heal. Though this minimal heal may not be that great, any small heal can keep you up. And keeping you up means damage. Also, HaO is also in the sense that you won't have to keep around comfort animal or ressurect with you all the time.
To run this build effectively, simply charge in and use tiger fury a few steps away before you hit. Then spam irresistable blow and crushing until you have enough adrenaline for hammer bash. Then, do hammer bash, a quick bestial mauling, and then crushing blow. If you are on tiger fury they should hit, but even without it, it should work as well. Use Run As One to chase, and Ressurection Signet to ressurect.
Tiger Fury -> Irresistable Blow -> Crushing Blow -> Hammer Bash -> Bestial Mauling -> Crushing Blow
Notes & Concerns:
Some things to worry about is the recharge time behind HaO. Though you can try a run away and heal technique where you wait till you're out of the enemy's range, and then you HaO. Until you're finished, but this method is very risky.
Also Tiger Fury makes you HaO inoperable for 5 seconds. Though this isn't necessarily bad, it will be troublesome if you can't use it when you want to.
As for bestial mauling, it is not 100% reliable. Since it has no cast time, it activates on your pet's next attack. So be sure to use it right after or even before you use your hammer bash.
And...
Don't be an idiot.
Credit: Me...
and people I forgot that helped me...
:D
Laivakoira Supi
May 29, 2008, 07:03 AM
Hello, and sorry for my bad English again. :o
I have just started playing GW and atm I have only prophecies. I have decided to build a Ranger/Monk with pet, bow attacks and some skills doing holy dmg. Ranger is my favourite character when I have played this game with my friend.
Here is my plan:
Skills:
-Charm animal
-Comfort animal
-Troll Unguent
-Barrage
-Hunter's shot
-Favorable winds
-Scourge healing
-Symbol of Wrath
Attributes:
Dunno yet - need advices.
Equipment:
????
Mostly I like a ranger which uses bow and pet, and I don't want to kind of healer very much. I wanna make enemies suffer more than make my own party members feel healthier.
If u have tips for my build, please, tell them.
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