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Old May 03, 2005, 05:48 PM // 17:48   #61
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I'm playing a Ranger/Elementalist, but instead of focusing on Air I focused in Fire, so I get to do things like the aforementioned cover them in arrows while I cast Fire Storm (haven't gotten Pin Down yet, only L8 and not completely sure I have found everything either...)

I'm finding it's a great direct damage character, though I need to get more by the way of salvage items to boost my armor...
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Old May 03, 2005, 06:01 PM // 18:01   #62
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I'm an elementalist with ranger secondary looking for a way to incorporate more ranger skills into my character (right now I"m only using charm pet, which will be useless for PvP). I want to plan a lvl 20 build that will be better PvP than PvE.

I have considered switching to using a bow (rather than a staff or wand) and sinking points into markmanship. The only problem is that when you're using a weapon, you're not casting, and when you're casting, you're not using a weapon. So this would extremely lower the usefulness of my primary skill (aura of restoration), because I would be casting less, I would not be rejuvinating as much health. And if I lower the value of my primary skill, I may have well been R/E instead of E/R because then I could have expertise as well and use better bows. This could still be viable though because at least I get the extra energy from the energy storage attribute, despite lowering the usefulness of the one skill that uses it.

Another build option may be to go with the wilderness survival line and be an elusive mage with skills like dodge (evade?), and other skills that make me harder to hit and quicker.

Any other suggestions appreciated.
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Old May 03, 2005, 08:03 PM // 20:03   #63
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Your welcome Tanis.
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Old May 04, 2005, 03:41 AM // 03:41   #64
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Quote:
Originally Posted by Jackell
You get special bow strings just like Runes. You find a good bow that has the elemental damage, and use an expert salvage kit. Once again, this could take a while to get, and it is nescarry if you plan on using conjure lightning, conjure fire, or conjure frost with your skills.

It seems like you know a lot, so do you mind if I ask some questions?

I currently have a 14 R/E

I understand that you get runes from salvaging colored items w/ expert kits. But do you apply the runes to armor only? And can you take it back after you have done it? Also I see bow upgrades and strings, are they the same thing? Can you take them off also?

Correct me if I am wrong on any of this.

I was going for the Exp/Mark/Air Mag Configuration, so your statement about having a bow that does elem got me. So if i want to use conjure lightning I have to have a bow that does lightning dmg, so add a shocking rune to it?

If I have a rare yellow bow that already does cold dmg, can I add a shocking rune to it to make it do lightning?

Also for the config, it says like minor rune of such and such, I just get them and add them to my armor?

I am sorry for the all the ?'s but I would really appreciate it if they were answered. Thanks so much

One more thing...How many things can I add to my bow and pieces of armor? If I have a rare yellow bow that already has like +15% dmg, +7 armor, +10 armor penetration, can I add more? I would just like to know what can be added.

Again, thanks

Last edited by Barnum; May 04, 2005 at 03:43 AM // 03:43..
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Old May 04, 2005, 09:55 AM // 09:55   #65
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Quote:
I understand that you get runes from salvaging colored items w/ expert kits. But do you apply the runes to armor only? And can you take it back after you have done it? Also I see bow upgrades and strings, are they the same thing? Can you take them off also?
Ok, let me see here. First of all, you can only pull runes off of colored armors, and weapon upgrades off of colored weapons WITH NAMES (i.e. Sword of doing cool stuff)

Runes: These can only be applied to armor, and you can only take them off when you salvage the armor. Make sure to use an expert salvage kit, and there's no 100% guarantee you'll get the rune back. If you have, say, a Minor Rune of Marksman on a piece of armor, and you want it back for your new armor, that's your best bet, but you may take a loss.

Weaponwise, there's Bow grips and bow strings (also, sword hilts, wand covers, and other things for other weapons). You can have one grip and one string on a bow. So you can have a shocking bowstring and a grip of enchantment, or other combinations. To remove, you salvage the weapon with an expert salvage kit. Now, to the extent of my knowledge, you'll only get one of the two back, so it may not be the one you want. Once again, by playing like this, it is a risk. But, IMO, well worth it. What's another 2 hours of farming for a new shocking bowstring if you love your class? You may be able to get both back, and i don't know about it, but from my experience, I've always just got one back.

If you want to upgrade your weapon, you apply a new piece to it. Say you have a bowgrip of protection (armor +4) and want a grip of enchantment (enchantments 10% longer). You use the new grip just like the old one, and I beleive you loose the old upgrade. I don't think it goes back into your inventory. Same applies for bowstrings and runes as well.

Quote:
I was going for the Exp/Mark/Air Mag Configuration, so your statement about having a bow that does elem got me. So if i want to use conjure lightning I have to have a bow that does lightning dmg, so add a shocking rune to it?
A shocking bowstring, but yeah, that's pretty much it. Personally, I'm all sorts of happy. I just bought a Frozen Composite Bow of Enchanting for real cheap, and my guildmate just found conjure frost. Now I just have to get there.

But, it's not just you that's screwed. That applies to swords as well, and I think wands.

Quote:
If I have a rare yellow bow that already does cold dmg, can I add a shocking rune to it to make it do lightning?
Yup. You'll loose the cold though.

Quote:
Also for the config, it says like minor rune of such and such, I just get them and add them to my armor?
Yeah.
(In case you haven't seen em, runes are like: Minor rune of Marksmanship, etc.)
Minor - +1 to whatever skill the rune is for.
Major - +2, and -50 hp
Superior - +3 and -100 hp

Quote:
I am sorry for the all the ?'s but I would really appreciate it if they were answered. Thanks so much
It's no problem at all. Half of what I know I learned from asking. The only thing I'm not going to answer is "Where do I learn Conjure Frost." That's my R/Ele's little secret. At least for another 2 days before everyone else gets there.

Quote:
One more thing...How many things can I add to my bow and pieces of armor? If I have a rare yellow bow that already has like +15% dmg, +7 armor, +10 armor penetration, can I add more? I would just like to know what can be added.
This might get a little complicated, so bear with me if I mess up a thing or two. It is 5:30 am after all.

It sounds like the +7 armor has a bow grip of defence, and a cool string that will do the armor penetration. So, the extra 15% it looks like is there to stay while the others change with your additions.

The best way to tell, once again only from my experience, is to read the name. If it has an upgrade on it, it will say it in the name. I'm going to use my bow as an example so you can see what I mean:

Normally, it would be Composite Bow.
I add the Frost string, it becomes Frozen Composite Bow.
I add the Enchanting grip, it becomes Composite Bow of Enchanting.
Add em both, you have a Frozen Composite Bow of Enchanting. Since their in the name, the Frost and Enchanting are the upgrades.

I'm not sure if I explained that well enough, so let's do one more. (Humor me people, I'm sleep depped. )

Ok, let's make up a Vampiric Longbow of Protection
Damage - 13 - 19
Damage +10% when hexed
For every attack you hit, you loose one life but gain 1 energy
Damage 20% customized for Joe Shmoe
Armor +4

In the name Vampiric, so the loose life gain energy was an upgrade that you will loose if you upgrade that piece again, or may get if you salvage it.
Also, protection - Armor +4.

The damage 20% was a customization, which is something you can do at ANY weapons crafter. You get an extra 20% damage, but you can't sell the item to other players.

So, when this bow started out, it was just a Longbow with damage 13 -19, with Damage +10% when hexed.

So to answer your original question. 4. 3 if it was just a regular bow to begin with.

Did this make sense? I kind of confused myself here.

Oh, and as for armor, I think just one rune per peice of armor. Not sure if you can add a rune to a headpiece though. I've only gotten one rune I can use so far, so, I haven't played with that too much.

Also, I'm pretty sure you can only use runes from your primary, not from your secondary.

Quote:
Again, thanks
No problem. Let me know if I can be of any other help. My in-game name is Jackell Keliant, feel free to add me to your friendslist, so if you need an answer on the spot, you can pm me if I'm on.

Last edited by Jackell; May 04, 2005 at 09:58 AM // 09:58.. Reason: Forgot some stuff.
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Old May 04, 2005, 10:14 AM // 10:14   #66
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Quote:
Originally Posted by Tyveil
I'm an elementalist with ranger secondary looking for a way to incorporate more ranger skills into my character (right now I"m only using charm pet, which will be useless for PvP). I want to plan a lvl 20 build that will be better PvP than PvE.

I have considered switching to using a bow (rather than a staff or wand) and sinking points into markmanship. The only problem is that when you're using a weapon, you're not casting, and when you're casting, you're not using a weapon. So this would extremely lower the usefulness of my primary skill (aura of restoration), because I would be casting less, I would not be rejuvinating as much health. And if I lower the value of my primary skill, I may have well been R/E instead of E/R because then I could have expertise as well and use better bows. This could still be viable though because at least I get the extra energy from the energy storage attribute, despite lowering the usefulness of the one skill that uses it.

Another build option may be to go with the wilderness survival line and be an elusive mage with skills like dodge (evade?), and other skills that make me harder to hit and quicker.

Any other suggestions appreciated.
PvP E/R eh? Not really my expertise, but I'll take a crack at it.

For your elusive mage, evade could work, but look into Lightning Reflex's or... Hmm, can't remember the name of it, but it blocks arrows and basically throws em at close enemies. Sorry I can't remember the name.

I have a few ideas I'd like to float by you. I'm not too well-versed in Elemantalist primaries, so let me know if these wouldn't work.

First of all, you can find decent bows for Marksmanship 8. So, maybe if you find one during a fight, or see one for cheap (don't pay too much, I don't know if this will work out well, but it may be worth a try), try bumping your marksmanship to 8, and add like, a frost, fire, or lightining (depending on what your primary element is) you shouldn't take too hard of a hit on an elemantilist attribute, and put conjure *frost/fire/lighting* on your tool bar. It last for 60 seconds, and if anything could just give you a little extra damage when your just plain attacking instead of casting. I'm sure once or twice during a fight you throw your little wand sparklies of pain. This could make it a little more effective damagewise for those few seconds before you cast again, while only taking up one skill slot. The major downside I see to this is loosing your energy bonus from your second hand Chakran or whatever you use, but that's why they make secondary weapon sets.

The other suggestion I have is if your focusing on Earth magic instead. Have a crappy little bow you can quickly switch to for a second or two. Knock em down with your Earth magic and give em a little Hunters shot to show you care. Once again, only taking 1 spot away from your Elemantilist skills.

I honestly don't think your going to want too many bow attack skills, since you won't have expertise to bring the cost down, but I don't know how good energy storage is, so I can't speak from experience there.

Oh, more ideas I just thought of.

Elementalist with wilderness survival for traps? Surround yourself with traps so if a melee comes close kaboom? Or try some spirits. Fertile Season, or the spirit that makes your skills recharge twice as fast. From my experience in my little dabbling with my elementalist secondary, ele skills do take a little while to recharge.

Just some ideas. Like I said, I haven't tried them, so, I can't say for sure they will work.
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Old May 04, 2005, 01:34 PM // 13:34   #67
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I think serpent's quickness (which lowers your recharge time on spells by 33%) from ranger would work well with an elementalist primary. Since Serpent's Quickness is from the wilderness survival line, maybe add in troll ungent for some self healing. Another from wilderness survival that might be helpful is Barbed Trap, which has AoE cripple, making it easier to smack the other team with your AoE. Just a few suggestions, which may or may not work.
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Old May 04, 2005, 02:01 PM // 14:01   #68
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Quote:
Originally Posted by Garrett
I think serpent's quickness (which lowers your recharge time on spells by 33%) from ranger would work well with an elementalist primary. Since Serpent's Quickness is from the wilderness survival line, maybe add in troll ungent for some self healing. Another from wilderness survival that might be helpful is Barbed Trap, which has AoE cripple, making it easier to smack the other team with your AoE. Just a few suggestions, which may or may not work.
I'd agree that Wilderness is the line to go with. I'm working on a Ranger/Mesmer caster right now, planning to use wilderness and mesmer attributes (I wanted the Ranger armours, I can afford the loss of fast cast and 1 pip of regen for the better armour out of the deal) so I am essentially in the same boat as you are - a caster with a ranger secondary, though it's really my primary.
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Old May 04, 2005, 02:07 PM // 14:07   #69
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[QUOTE=Garrett]I think serpent's quickness (which lowers your recharge time on spells by 33%) from ranger would work well with an elementalist primary. QUOTE]

no

it is SKILLS not spells
it will not help elementalist spells at all

Description For 15-27 seconds, recharge times for your skills are lowered 33%. Serpent's Quickness ends if your health drops below 50%
Energy Cost 5
Casting Time 0 seconds
Recharge Time 45 seconds
Skill Type Stance
Linked Attribute Wilderness Survival
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Old May 04, 2005, 02:11 PM // 14:11   #70
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[QUOTE=Loviatar]
Quote:
Originally Posted by Garrett
I think serpent's quickness (which lowers your recharge time on spells by 33%) from ranger would work well with an elementalist primary. QUOTE]

no

it is SKILLS not spells
it will not help elementalist spells at all

Description For 15-27 seconds, recharge times for your skills are lowered 33%. Serpent's Quickness ends if your health drops below 50%
Energy Cost 5
Casting Time 0 seconds
Recharge Time 45 seconds
Skill Type Stance
Linked Attribute Wilderness Survival
I was under the impression that the word skills refers to all skills, and that spells are a subset of skills. I believe you are wrong...
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Old May 04, 2005, 03:13 PM // 15:13   #71
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how about a R/W with furry and Ignite Arrows. cast ignite arrows (lasts for 12 sec) then furry and you attack speed jumps like crazy and you have fire arrows. there is also another attack speed jump for the ranger so he could deal an insane amount of damage with furry and a prep. i am going to try this build out.
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Old May 04, 2005, 03:26 PM // 15:26   #72
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Quote:
Originally Posted by sulos
how about a R/W with furry and Ignite Arrows. cast ignite arrows (lasts for 12 sec) then furry and you attack speed jumps like crazy and you have fire arrows. there is also another attack speed jump for the ranger so he could deal an insane amount of damage with furry and a prep. i am going to try this build out.
I'm busy laughing at the furry ranger
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Old May 04, 2005, 06:40 PM // 18:40   #73
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Thank you Jackell for all of the replies, they have improved my understanding of the game greatly
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Old May 04, 2005, 08:49 PM // 20:49   #74
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Considering a Ranger/Warrior with more focus on using a melee weapon instead of a bow. My question is regarding Expertise: (Expertise reduces the costs of all Attack Skills, Preparations, Traps, Stances, Rituals, Glyphs, and Shouts by 4% per attribute level.)

Are the weapon skills like Cyclone Axe, Belly Smash and Crude Swing considered attack skills to which the energy reduction of expertise will apply to? The Expertise guide here on guru doesent list specifically which attack skills it applies to. I looked over the caster profession list and it appears that any of the caster ones that are a touch range are listed as skills instead of spells.

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Old May 04, 2005, 08:56 PM // 20:56   #75
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As far as I know, yes those are considered attack skills. I think it's anything that uses your weapon to do damage is considered an attack skill.
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Old May 04, 2005, 09:03 PM // 21:03   #76
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Quote:
Originally Posted by Epinephrine
I was under the impression that the word skills refers to all skills, and that spells are a subset of skills. I believe you are wrong...
I just logged in for two minutes to test this out, using Serpants QUickness and Phoenix.

Serpents Quickness does indeed affect spells. It was actually pretty amazing how fast Phoenix recharged.
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Old May 04, 2005, 09:18 PM // 21:18   #77
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Quote:
Originally Posted by Jackell
Elementalist with wilderness survival for traps? Surround yourself with traps so if a melee comes close kaboom? Or try some spirits. Fertile Season, or the spirit that makes your skills recharge twice as fast. From my experience in my little dabbling with my elementalist secondary, ele skills do take a little while to recharge.

Just some ideas. Like I said, I haven't tried them, so, I can't say for sure they will work.
Thanks for your thoughts, I'll have to re-spec for awile and see if I can make a bow work for this class.

I also thought about using trap skills, I just question how effective this will be in PvP. If they know I'm laying traps, won't they just stay out of their range and use ranged attacks on me?
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Old May 04, 2005, 10:33 PM // 22:33   #78
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I'm afraid I can't actually answer this, since I've neither used traps or been hit with one, but I have heard of people having success with trap based characters, and I can definatly see the advantage to traps in GvG, so I wouldn't rule them out entirely.

I'd say give it a try. With a little practice, this could be quite devestating if it works like I'm thinkin it would.

I don't think the trap laying animation is very complex. Probably just the standard ranger crouch, glowing circle around them, maybe I'll give it a try sometime. I'll just have to figure out what quests and trainers I have to go to first.

Last edited by Jackell; May 04, 2005 at 10:36 PM // 22:36..
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Old May 04, 2005, 10:45 PM // 22:45   #79
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I know this isn't a Ranger skill, but can I eventually buy conjure lightning or do I have to quest?

Also, for my bows dmg, what is the best dmg to have that will do the most dmg, like overall what is the weakest armor. I am going to stick with lightning but I would like to know, thanks.
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Old May 04, 2005, 11:12 PM // 23:12   #80
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I have a R/E and I can't decide between Fire or Air. Could someone lay out the general differences between them?

Thanks
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