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Old Jun 22, 2005, 02:31 PM // 14:31   #1
Ascalonian Squire
 
Join Date: Jun 2005
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Default Trying to design a r/mo solo build... what do you think?

I'm trying to help my friend design a r/mo solo/farming build, which is pretty difficult since he doesn't have much energy or many aoe skills. So I figure with 200 attribute points, you can have 10 in healing, 10 in smiting, 10 (9+1 minor rune) in wilderness survival and 10 (9+1 minor rune) in expertise.

Balthazar???s aura (10 seconds of up to 22 dmg)
Symbol of wrath (5 seconds of 27 dmg)
Balthazar???s spirit (energy recovery)
Healing hands
Orison of healing
Zealot???s fire (up to 37 dmg every time you cast something on yourself)

Whirling defense (evades 75% of attacks for up to 18 seconds and causes up to 10 dmg per evasion)

Barbed trap (up to 56 dmg causes crippled and bleeding for up to 21 seconds which is 6 dmg per second)

I figure it???ll work by first casting balthazar???s spirit and setting the barbed trap (which is good for 90 seconds). Let your energy regen until at least 35, cast zealot???s fire, use a longbow to aggro, cast balthazar???s aura, symbol of wrath, healing hands and whirling defense when you have enough energy and spam orison of healing to keep your health up. This seems like a decent balance between attacking and defense.

Once you have everything going, in ten seconds you???d do (56+10*6+10*22+5*27+3*37+2*10*0.25*10 (assuming 2 hits per second))/10 = 60.7 dmg per second for the first 10 seconds or so. These are approximations, and you???ll obviously do less since this assumes you max out each attribute. With healing hands, orison of healing and whirling defense, I'd imagine this is enough damage to kill a group of melee creatures before they kill you.

Anyway, any help would be appreciated. Thanks

Last edited by Rubch One; Jun 22, 2005 at 06:18 PM // 18:18..
Rubch0   Reply With Quote
Old Jun 22, 2005, 05:29 PM // 17:29   #2
Furnace Stoker
 
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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You won't be able to regen your energy to 35. Rangers have a max of 31 with full druid gear.
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Old Jun 22, 2005, 05:44 PM // 17:44   #3
Ascalonian Squire
 
Join Date: Jun 2005
Default Why spend attributes on MOnk

I have a lvl20+ R/Mo and the only reason I took Mo was for the rebirth skill. I have no points into the Mo secondary at all and I do quite fine farming solo with henchies in the desert and southern mountains (above camp Rankor).
Farming solo without henchies in these areas would be difficult for any charactor.
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Old Jun 22, 2005, 05:46 PM // 17:46   #4
Wilds Pathfinder
 
Join Date: May 2005
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Quote:
Originally Posted by dargon
You won't be able to regen your energy to 35. Rangers have a max of 31 with full druid gear.
Exactly, R regen is too slow to pull this trick too. If you want to dedicate 40,50,60 etc hours to farm, it would be much easier to play a monk or e/mo for it.

R/Mo may be a good build though. I am thinking whether to convert mine, using either healing hands or life barrier. Hmm, you may become the most welcomed R if you make trap and carry a life barrier in UW.
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Old Jun 22, 2005, 05:52 PM // 17:52   #5
Academy Page
 
Join Date: Jun 2005
Location: Texas
Guild: Appetite For Destruction
Profession: R/Mo
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I've been trying something similar myself.

I can dish out the damage easily. It's when I get more than 4 mobs that I begin to have problems. It's hard, as a ranger, to keep yourself alive.

I use...

Healing hands
Zealot's Fire
Symbol of Wrath
Balthazar's Aura
Balths' Spirit
Essence Bond
Healing Touch (probably better to use orison but I'd rather make a mo/w than spend the skill points on it)
Healing Breeze

I often switch Healing Hands for Shield of Judgement. I get the same effect as far as keeping my health up.

It's just extremely hard for a ranger to keep himself healed. He doesn't have the high defense of a warrior and doesn't have the energy/energy recovery of a monk or e/mo.

If you can perfect the healing aspect then you should be golden.
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Old Jun 22, 2005, 05:57 PM // 17:57   #6
Wilds Pathfinder
 
Join Date: May 2005
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No matter what Monks do, they get healed because they have divine favor. You cast a balthar aura, and you can see +32 or so floating from your head, that is the divine bonus.

No other classes have that. E/mo can compensate with high energy. N or ME may be, if we have skillbar of more than 8 slots...
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Old Jun 22, 2005, 05:57 PM // 17:57   #7
Desert Nomad
 
Join Date: Apr 2005
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THe problem with Whirling Defense is that you won't get mana because they won't be hitting you. Btw, I suggest you drop healing prayers for protection prayers instead, and drop Healing Hands for Mark of Protection. It basically gives you 10 seconds of invincibility (heals you back to full if you're low on health too) in which you can spam zealot's fire triggers as much as you want.
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Old Jun 22, 2005, 06:17 PM // 18:17   #8
Ascalonian Squire
 
Join Date: Jun 2005
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I think he's got 40+ total energy from a staff, but you're right in that the energy regen is pretty slow. I realize that whirling defense will slow down mana regen, but I was trying to strike a good balance between offense and defense. I want to experiment with mark of protection, shield of judgment and healing hands to see which one works best. If someone has done so, please share your thoughts.

I personally have an el/mo. The high energy reserve and ether renewal eliminate the energy problem. There's got to be a way though for a ranger to solo melee foes without henchies. Don't you think?
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