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Old Nov 16, 2005, 11:42 PM // 23:42   #1
chris_nin00
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Default Melandru's Arrows Ranger Build (Chris_nin00 build #2)

Hello once again guys! Be prepared for more candy for your trivial brain.
Here is(are) my previous build(s):
http://www.guildwarsguru.com/forum/s...t=79118&page=1

If y'all noticed there is(are) a theme(s) to it(them). This time its pretty special .

So let's get started!
Let me present THE Melandru's Arrows Build! Results may vary. This build is used against enchantment and hex users alike, so those nasty Destroyers, with those rapid fire guns, are helpless even with their shield up. Melandru's can take it down. It can also be implemented against the average joes without enchantments. The force is strong with this build.

Affinity with the Force (Profession) :
Ranger anything! Rangers RULE!

So what's your fighting style? (Attributes) :
Can be modified for those Sith out there.
Expertise: 14 = 10+1(mask) +3(Superior Rune of Expertise)
Wilderness Survival: 12 = 11 + 1(Minor Rune of Wilderness Survival)
Marksmanship: 11 = 10 + 1(Minor Rune of Marksmanship)

Build your own Lightsaber! (Equipment):
Steps:
1)Bow grip should be defensive for those crude blasters
2)Bow string should give you an edge against Jedi or Sith
3)Your completion with training is almost done.
If you want to...
Die it red or blue... or purple.

Zealous Flatbow of Fortitude
15-28 Damage +15% if Health is above 50%
+1 energy gain from hit
-1 energy regeneration
+30 Health

Zealous Shortbow of Fortitude
15-28 Damage +15% if Health is above 50%
+1 energy gain from hit
-1 energy regeneration
+30 Health

Your cloak (Armor) :
Druid's Set
Used for espionage or assasin missions, this set of cloak gives you the energy you need to fufill your destiny.

And at last...

Your force powers! Lightning or the wimpy Push! YOU choose(In short, skills) :
Dual shot (Bow attack. Shoot 2 arrows. 25% less damage) Double the damage for those dual weilding freaks.
Savage shot (Bow attack. Interrupts target's current action) Interruption and damage. Helpful when needed.
Melandru's Arrows (Preparation. +__ damage when target is under enchantment. Target bleeds for __ seconds. Lasts for 18 seconds) The icing on the cake. Explains itself.
Favorable winds (Spirit. Arrows move twice as fast and have +6 damage) Fast arrows means those extra fast assassin troopers can't get past you.
Nature's renewal (Spirit. Enchantments and hexes take twice as long to cast and consume twice as much energy.) Enchantment killer. Make sure you don't make your mesmer and necromancer teamates mad when you use this.
Whirling defense (Stance. Block attacks for __ seconds) Self defense. One must spin their lightsaber real fast to block all those blaster pistol/rifle shots. You don't want to die right?
Troll unguent (Skill. +__ health regeneration) Self efficient Jedi might need this. The reckless Sith should take this out.
Ressurection signet (Ressurect at full health, 25% energy) Everyone needs this. Trust me.

The Code of the Jedi or Sith... or Freelance(Tips) :
-Keep Favorable winds and Nature's renewal(If group likes it) up.
-Use Dual Shot first then Savage Shot.
-Remember to keep Melandru's arrows running. It lasts 18 seconds
-Whirling defense should be used wisely, young padawan. Troll unguent should be used at this time if wished.
-Res sig any dead. Unless you like them that way.
-Always target enchantment users first.

Conversion to the dark or light side (Recommended Skills) :
Nature's Renewal is the switch out skill here since most groups can't survive it. Blasted padawans.
Distracting shot (Distracts targets current action for and additional 20 seconds) Amazing skill. Cheap and Effective, slow cooldown time though. Switch with Nature's renewal.
Desacrate enchantment (Does a specific amount of damage per enchantment on target) Necromancer skill for the Darksiders. Damage dealer.
Strip Enchantment (Strip one enchantment on target. Get some health) Necromancer skill, Enchantment killer. And you get health. Switch with Nature's Renewal or Troll unguent.
I know there are more useful skills here, padawans. Please help me find them.

That's what's done. May the force be with you, and this build.

Woooo.... I'm done with that Theme forever.
You have just seen the melandru's build that kicks stormtrooper ass.
The link to my other build and theme is on the top of this build.

Any Comment or Questions on the build and/or the theme? Post it here!!
I also need a theme for the next build. And more recommended skills. That is your first assignment for the Jedi Order of the New Republic.

Once again, thanks for reading and have fun experimenting with this build!
*Takes out $120 lightsaber bought from best-buy and starts dueling with neighbors*

-Chris_nin00


Edited:
12-18-2005: Added Seal of Quality. Fixed Grammer Corrections. Fixed Skill Descriptions.

Last edited by chris_nin00; Dec 19, 2005 at 02:31 AM // 02:31..
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Old Nov 16, 2005, 11:49 PM // 23:49   #2
Tainted Poon
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You dont really need 14 expertise, use 13 and spread left over attributes to other category
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Old Nov 16, 2005, 11:58 PM // 23:58   #3
benmanhaha
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what he said, its a nice build and bonus points for the theme.
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Old Nov 17, 2005, 12:26 AM // 00:26   #4
mr_boo
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Quote:
Originally Posted by Tainted Poon
You dont really need 14 expertise, use 13 and spread left over attributes to other category
Poon makes a pretty valid point with setting your Expertise at 13 rather than 14. Only 3 skills from you skill listing benefit from having Expertise at 14: Dual Shot, Savage Shot & Whirling Defense; and the frequency of usage from Whirling Defense due to it's recharge time, makes it somewhat neglible as a factor...so you might want to consider your build at 13 Expertise (plus you're running a Zealous Bow to boot).

Anyways, personally, I enjoy running TF with my MA build...so I would probably drop one of the spirits or defense skills to fit TF in.
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Old Nov 17, 2005, 01:14 AM // 01:14   #5
Manfred
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Why are you killing the enchantments if they're what you rely on to do damage?
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Old Nov 17, 2005, 01:17 AM // 01:17   #6
Lou
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Dont you want them to have enchantments so your dual shot does more spike damage with melandrus arrows? so I dont see how NR would help.
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Old Nov 17, 2005, 02:15 AM // 02:15   #7
yangster
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If they are maintaining mending or life bond before the match starts then NR would be good since they won't have good energy regen.

I use a MA build too but not like yours. Seems like yours will work good in Tombs with the ranger spikers, but then again, smart groups will bring aegis chain. I like this build and will try it out.
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Old Nov 19, 2005, 07:50 PM // 19:50   #8
chris_nin00
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Quote:
Originally Posted by yangster
If they are maintaining mending or life bond before the match starts then NR would be good since they won't have good energy regen.
Exactly! They get hurt while using superfluous energy. I usually check to see if they have enchantment or if they are necros or mesmers before plopping nature's renewal down...
Thanks for all the comments guys! I hope this build brings a smile to everyones face.
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Old Nov 29, 2005, 02:56 AM // 02:56   #9
chris_nin00
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Come ON! I need suggestions...
-More skills I can substitute
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Old Nov 29, 2005, 03:30 AM // 03:30   #10
darkMishkin
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Great stuff.

Maybe just me but I like to use Throw Dirt instead of troll, especially as your NtrsRnwl will be making Life Siphon, Conjure Phantasm etc a pain to cast, you can cope with health degen, plus blinding warriors and rangers helps the whole team. On the other hand, you'll get less healing from any monks on your team...

NtrsRnwl helps your Interrupts immensely, but that's a whole 'nother build...



msih
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Old Nov 29, 2005, 04:30 AM // 04:30   #11
Shwitz
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This is the Melandru's build I use in arenas:

14 Expertise
12 Marks
11 Wilderness

1. Melandru's Arrows {E}
2. Lightning Reflexes
3. Dual Shot
4. Distracting Shot
5. Penetrating Attack
6. Pin Down
7. Throw Dirt
8. Res Sig

Druid's set armor, Zealous Shortbow of Fortitude

It's very similar, only a few slight changes. I prefer to use my force speed (Lightning Reflexes) instead of my saber block (Whirling Defense), even though I can't move so fast for very long. When Reflexes runs out, I can use my Jedi Mind Trick (Throw Dirt) to discourage warriors, rangers, and other dark force users from messing with my Jedi-ness. With 14 Expertise, Dual Shot, and the zealous bow, I'm spending 2 energy per Dual Shot (if the Dual Shot hits), making me very attuned to the Force and able to sustain my attack indefinitely. Conservation of energy is a Jedi's friend. I tend to rely on my saber (bow) more than you do, it seems, using Pin Down to keep my prey in place, instead of manipulating my environment with Nature Rituals.

That's how I roll

EDIT: I'm curious... which do you guys think is more effective for either Chris_nin00's original build post in this thread or my build posted here... 11 Marksmanship and 12 Wilderness Survival? Or 12 Marksmanship and 11 Wilderness Survival?

Last edited by Shwitz; Nov 29, 2005 at 07:33 PM // 19:33..
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Old Nov 29, 2005, 10:15 PM // 22:15   #12
chris_nin00
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Quote:
Originally Posted by Shwitz
11 Marksmanship and 12 Wilderness Survival? Or 12 Marksmanship and 11 Wilderness Survival?
I choose the 12 wilderness survival so I can get troll unguent to do +9 health regen .
It's all about preference.
If you don't need the troll then you can turn it down a notch.

Mish,
I got a whole different build just centered around natures renewal. That skill is the shiznit. It helps with interrupting and drops the invicimonks like flies. I might post it up later. Just wait and find out.

Tainted,
Good Idea about changing the expertise to 13. I forgot about the energy cutoff. I'll update it later.

What should the next theme be guys?
Come on because I might release the next build soon.

Thank you all for the nice comments and additions.
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Old Dec 19, 2005, 02:32 AM // 02:32   #13
chris_nin00
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Edited
This build is also outdated.
Next build will follow the Build Template.

Coming to a forum near you
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