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Old Aug 27, 2010, 04:30 PM // 16:30   #1
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Default Ranger Frostway??

Can a ranger run a build in HM Frostway DoA ?
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Old Aug 27, 2010, 04:57 PM // 16:57   #2
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Do you know the Frostway team build? Do you understand it? Because you wouldn't be asking this question if you did.

http://pvx.wikia.com/wiki/Build:Team_-_DoA_Frostway

A ranger can't run any of these build effectively. And the idea of Rt DwGs is so then they can go /Me with Mantra....

A blunt no, basically.
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Old Aug 27, 2010, 05:24 PM // 17:24   #3
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Eh I guess Waterbound/Frostbound or w/e they're called insignias plus Storm Chaser could work.
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Old Aug 27, 2010, 06:16 PM // 18:16   #4
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Quote:
Originally Posted by Fate Crusher View Post
A ranger can't run any of these build effectively. And the idea of Rt DwGs is so then they can go /Me with Mantra....
Umm.. Mr Condescension is closed-minded. A ranger can use Storm Chaser for the energy he won't gain from Mantra. What the ranger lacks is the damage a Rit primary does with higher Channeling, and he doesn't gain the damage reduction from Mantra. He does, however, have better armor than the rit and memser, particularly versus elemental damage. This mainly comes into play when SY drops at a bad time. This, coincidentally, is also the time where the damage reduction from Mantra matters most. One other advantage rit/mes and mes/rits have is that Arcane Echo allows you to drop 5 glaives in the same time a ranger can drop 3.

So, yes, a ranger can build for Frostway. Would I choose this over a rit/mes or mes/rit? No. But it still works.

Last edited by TheodenKing; Aug 27, 2010 at 06:49 PM // 18:49..
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Old Aug 27, 2010, 08:44 PM // 20:44   #5
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The ranger can obviously replace the Rt/R Soul Twisting role. The Spawning Power skills are about energy management, which the ranger substitutes with expertise. Union and Shelter will be a little less effective on a ranger than a rit but the ranger will be able to take other skills to help the party instead. There is always room for more PvE skills.
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Old Aug 28, 2010, 12:10 AM // 00:10   #6
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Originally Posted by Fay Vert View Post
The ranger can obviously replace the Rt/R Soul Twisting role. The Spawning Power skills are about energy management, which the ranger substitutes with expertise. Union and Shelter will be a little less effective on a ranger than a rit but the ranger will be able to take other skills to help the party instead. There is always room for more PvE skills.
ranger ST would be terrible. Awful idea.
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Old Aug 28, 2010, 01:35 AM // 01:35   #7
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ST isnt about e-management, its about popping 3 shelters out every 12 seconds, or whatever the recharge on ST is after an essence!
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Old Aug 29, 2010, 12:02 PM // 12:02   #8
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Ok so i can run it as a soul twisting role but can anyone make me a build up with some equipment or even templates
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Old Aug 30, 2010, 02:47 PM // 14:47   #9
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except that ST is spawning power which Ranger doesnt have.....
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Old Aug 30, 2010, 02:55 PM // 14:55   #10
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Originally Posted by Bodock View Post
except that ST is spawning power which Ranger doesnt have.....
The ranger can still take it, just not spec into it.
It'd only be good for one spirit every 15 seconds though.

It's a bad idea, don't do it.
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Old Aug 30, 2010, 03:16 PM // 15:16   #11
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Nooooo! Ranger can not run ST! Just because one skill gets used out of ranger does not mean he can reverse the build and still use it. The build must be run by a rit to be able to get 3 spirits in ~12sec - and believe me you will have to. If your imbagon sucks or your monks suck at keeping conditions/hexes off him, you will find you spirits dying faster than you can put them back up. Not only that, but as a Ranger with no spawning power your spirits will have significantly less health, meaning Union & Shelter will die yet faster, and Winter will be a 1-shot kill 100% of the time rendering half your team's vs Cold dmg skills and mods useless.
Fay Vert clearly has not played a ST in HM.

As a Ranger you can play a DwG in either a general DwG or Frostway group, but you will be restricted to NM only. If and only if you are going with a guild group, and you are all comfortable in DoA, have sufficient ranks, etc, you should be able to pull off HM. But you have to understand that you will be slowing your group down by not switching to a more effective class for the team build.
I do understand it sucks, there are lots of great players that are rangers, including my friend that I play everything with and had to tell him the same thing. But its true.
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Old Aug 30, 2010, 07:22 PM // 19:22   #12
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Well of course you couldn't play that build duh! But you guys need to get your head out of the cookie jar and try some different builts, the basic priciple could work, sure not as good, but if you have a ranger wanting a slot you could do it.
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Old Aug 31, 2010, 08:35 PM // 20:35   #13
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Quote:
Originally Posted by Fay Vert View Post
Well of course you couldn't play that build duh! But you guys need to get your head out of the cookie jar and try some different builts, the basic priciple could work, sure not as good, but if you have a ranger wanting a slot you could do it.
One can also take a bike and travel from Paris to Berlin in a couple of days, but wouldn't a 2 hour flight be more comfortable and easier?
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Old Sep 03, 2010, 02:52 PM // 14:52   #14
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If you have a ranger wanting a slot in a guild group there is an optional utility build on the page which happens to slimly allow a few more classes. At the cost of replacing your Panic. Its not a good idea, and quite frankly I see tons of mesmers so that space is usually filled before you show up with a non-optimal class.

The ST build is still absolutely not runnable by any other class. There's no 'cookie jar' BS about that. Though, if you've got your guild group, you could likely work out a different concept if you didn't want to bring a ST for some reason. That is not the build you should target to replace with another class first though if you simply want to fit somebody non-optimal in. The DwGs really are the most flexible.
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