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Old Jan 15, 2006, 02:00 PM // 14:00   #21
Pre-Searing Cadet
 
Join Date: Jan 2006
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Default interupt/ss new or old news?

http://www.guildwarsguru.com/forum/s...d.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?

Last edited by jojo fries; Jan 15, 2006 at 02:02 PM // 14:02.. Reason: put attachments in wrong spot
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Old Feb 04, 2006, 01:49 AM // 01:49   #22
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Guild: Alphahive
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http://www.guildwarsguru.com/forum/s...d.php?t=116425

Profession: Ranger/Any

Name: Sin Trapper (my ranger's IGN is Sinthea)

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.

Credit: Why, me, of course.
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Old Feb 06, 2006, 11:14 PM // 23:14   #23
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Default The Funditioner

http://www.guildwarsguru.com/forum/s...d.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?)

Last edited by JoeKnowMo; Feb 07, 2006 at 12:34 AM // 00:34..
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Old Feb 07, 2006, 10:37 PM // 22:37   #24
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Check this one out

http://www.guildwarsguru.com/forum/s...d.php?t=118402
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Old Feb 09, 2006, 08:19 PM // 20:19   #25
Wilds Pathfinder
 
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Profession: Mo/
Default Ranger Solo Farming build

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.
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Old Feb 16, 2006, 07:20 PM // 19:20   #26
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Join Date: Feb 2006
Default Ranger/Elementalist Running Build

http://www.guildwarsguru.com/forum/s...445#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!
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Old Feb 24, 2006, 11:06 AM // 11:06   #27
Ascalonian Squire
 
Join Date: Jan 2006
Guild: SEXY
Default Ranger Stance Tank

See the following:

http://www.guildwarsguru.com/forum/s...53#post1014153
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Old Apr 18, 2006, 06:23 AM // 06:23   #28
Wilds Pathfinder
 
Join Date: Feb 2006
Profession: A/Mo
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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.
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Old Apr 19, 2006, 02:08 PM // 14:08   #29
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Join Date: Apr 2006
Guild: Gods of the Devils [GODS]
Profession: W/Me
Lightbulb

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.
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Old Apr 25, 2006, 07:08 PM // 19:08   #30
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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

Last edited by Silvergun Superman; Apr 25, 2006 at 07:15 PM // 19:15..
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Old May 18, 2006, 03:13 AM // 03:13   #31
Forge Runner
 
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Join Date: Mar 2006
Guild: Aequitas Deis
Default Faction Farming build

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.

Last edited by Maria The Princess; May 18, 2006 at 03:20 AM // 03:20.. Reason: forgot detail
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Old May 22, 2006, 11:45 PM // 23:45   #32
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Join Date: Mar 2006
Guild: M Cheese [cese]
Profession: R/Rt
Default B/P Cup ~ Barrage/Pet w/Recuperation Build ~

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 .

Edit History:
24/05/06: Added Build Compatibility.

Last edited by Gusnana1412; May 24, 2006 at 04:45 PM // 16:45..
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Old May 25, 2006, 06:25 AM // 06:25   #33
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Join Date: Feb 2006
Default

http://www.guildwarsguru.com/forum/s...88#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.

Last edited by Metanoia; May 26, 2006 at 08:24 AM // 08:24..
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Old May 26, 2006, 07:01 AM // 07:01   #34
Academy Page
 
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Join Date: Aug 2005
Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
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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
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Old May 30, 2006, 12:05 AM // 00:05   #35
Pre-Searing Cadet
 
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Join Date: May 2006
Default

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/s...64#post1476264

Morgan Blackwood - R/Rt
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Old Jun 02, 2006, 05:18 AM // 05:18   #36
Draconic Rage Incarnate
 
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Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
Default Teletrapper

http://www.guildwarsguru.com/forum/s....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.
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Old Jun 13, 2006, 05:11 AM // 05:11   #37
Pre-Searing Cadet
 
Join Date: May 2005
Location: San Diego
Guild: Dragons Phalanx
Profession: R/
Default ...Enter the Curse Ranger...

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
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Old Jun 19, 2006, 05:52 AM // 05:52   #38
Academy Page
 
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Join Date: Jun 2006
Location: Tyria
Guild: Gamer Edge(TRE)
Profession: R/Me
Default The Spiker!

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

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.

Last edited by Dyon Adell; Jul 08, 2006 at 12:21 PM // 12:21..
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Old Jun 19, 2006, 06:34 AM // 06:34   #39
Pre-Searing Cadet
 
Join Date: May 2006
Guild: The Green Union
Profession: R/W
Default

Profession: R/W

name: running build

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
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Old Jul 22, 2006, 01:23 AM // 01:23   #40
Krytan Explorer
 
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Join Date: Aug 2005
Location: Fort Aspenwood
Default

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

Last edited by Lord Oranos; Jul 22, 2006 at 01:26 AM // 01:26..
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