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Old Nov 13, 2006, 04:20 PM // 16:20   #521
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Quote:
Originally Posted by Sir Mad
An interupt skill is something to cancel the action of your target. Rangers have two main interrupts: savage shot and distracting shot. Basically both interupt your target's action, but distracting deals only a few damage while savage deals full damage and even add more if the action was a spell, but distracting also disable the skill interupted for 20 more seconds.

I'm affraid I can't give you the build requested, for one reason: I don't know what skills are available to you, as it depends on what campaign you play, what skills you have unlocked, how far you are in the storyline, etc. And actually I had a level 20 ranger in mind when I posted this scheme.

The only tip I can give you, as a low lvl ranger, is not to spread your attribute pointsz over too many attributes. You need points in marksmanship of course: that's what can increase your damage. So it should be your primary attribute. Forget Beast Mastery, there are 2 attributes left: expertise (Exp) and wilderness survival (WS). You could choose to boost WS for troll unguent, and take a WS preparation, but I don't suggest that: you already have marksmanship preparations (Read the Wind for ex), so basically that would be for troll only. Boosting Exp instead will allow you to have longer defensive stances (Whirling Defense, Lightning Reflexes) AND will reduce the energy cost of your ranger skills.

I'd suggest you to keep raising those 2 attributes till you have 11-12 in markmanship and 9 in expertise (or 8+1 if you have a rune). When you'll be lvl 20 with all your attribute points then you'll be able to have effective builds also based on WS, but I think atm spreading the few attribute points you have over too many attributes is not a good idea.

Now again, for the attack skills, I can't help as I don't know what skills you have.

Thanks SOOOO MUCH!

But I think I know my skills.

Power Shot, Resurction Signet, Kindle Arrows, Double Arrow,(another skills that is JUST like power shot), remove hex, (some monk healing spell), and some run stance skill.
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Old Nov 13, 2006, 04:33 PM // 16:33   #522
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Quote:
Originally Posted by Arkalite
Thanks SOOOO MUCH!

But I think I know my skills.

Power Shot, Resurction Signet, Kindle Arrows, Double Arrow,(another skills that is JUST like power shot), remove hex, (some monk healing spell), and some run stance skill.
I'd lose Double Arrow over time. It stinks. Best get something like screaming shot (if you have NF), else I wouldn't know :\
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Old Nov 13, 2006, 05:18 PM // 17:18   #523
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I think I have screaming shot.
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Old Nov 14, 2006, 03:14 PM // 15:14   #524
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Bumpzorz?
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Old Nov 15, 2006, 01:23 PM // 13:23   #525
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Anyone have any good ideas of what skills I should use or any other advice?
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Old Sep 03, 2007, 03:23 AM // 03:23   #526
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As a general thing, I often see what was written a few posts ago - "forget beast mastery". I know in builds such as IWAY, or in bunny thumper builds, pets can be useful - but just for the moment, if we're talking about PvE with the occasional Faction battle, are pets useful or useless?
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Old Sep 04, 2007, 05:36 PM // 17:36   #527
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Most folks dismiss pet builds outright; I myself like them.

Your question: Are pets useful or useless?

I'd say useful, but the question is really "When is it worth using a pet-build over another build, if ever?".

Is there any such advantage? I like to think so, but I'll admit that it's often better to use another build. Where do I like it?

Well, I used a pet build in Arborstone (mission) for example; the falling ceiling there interrupts skills frequently, but pet attacks are activated instantly, and aren't waste if the pet is interrupted - it just shifts to the next attack. This allows you to continue to be effective even when facing interruption.

With Daze - if you are dazing your enemy it can be handy to have many attacks, to trigger interrupts. My party typically is caster heavy, and thus daze is often less useful, but with a pet+bow you do gain extra physical attacks.

Vs blocking. Now that Otyugh's Cry makes pets unblockable it's a handy way to take out certain types of foes that use blocking. If you expect to face a lot of them, a pet build can deliver its daamge pretty effectively through it.

Vs high armour levels. Enraged Lunge can deal as much as +80 damage per attack; this bonus damage is armour ignoring, as is the bonus damage from any pet attack. Since pets have relatively weak attacks they are given some pretty decent attack bonuses, allowing much of the damage to bypass armour; the pet still reliably is hitting for 80+ damage on really heavily armoured foes, and can chew right through things like destroyers.

Also, my Ritualist sometimes plays with a pet; since he can throw Splinter Weapon on various party members and Ancestor's Rage off them it can be handy to have a pet to blast off of.

Are they better than other builds? Well, no - if they were you'd see many more around, but the fact is that they do have advantages, and can be very effective in the right places.
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Old Sep 17, 2007, 09:17 AM // 09:17   #528
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R/E

Flaming Shotgun/Machine Gun

Expertise 10+4
Marksmanship 10+1
Wilderness Survival 7+1
Fire Magic 9
(198 spent)

Point Blank Shot / Quick Shot[E]
Zojun's Shot / Needling Shot
Distracting Shot
Mark of Rodgort
Troll Unguent
Favorable Winds
Conjure Flame
Glass Arrows[E] / Kindle Arrows / Apply Poison / Read The Wind

Usage:

With the "Flaming Shotgun" build, you deal extreme damage, but on close range, and you shoot at the base speed of your bow. It is with this you pick "Point Blank Shot" and "Zojun's Shot". Because you don't spend your [E]lite skill here, you can use it on "Glass Arrows", which is pretty effective for even MORE damage. It is pretty simple.
Favorable Winds -> Conjure Flame -> Glass Arrows
Mark of Rodgort -> Zojun's Shot -> Point Blank Shot -> Zojun's shot.. etc.

As for the "Flaming Machine Gun" he doesn't deal just as much damage in single shots as Shotgun type, BUT he has the range and attack speed.
Here you should use Quick Shot and Needling Shot insted of Zojun's and Point Blank. Insted of glass arrows, take either Read The Wind (fast arrows, and +some damage), Kindle Arrows (+some damage, a bit more than Read The wind) or Apply Poison (For the poison effect).
The usage is once again very simple..

Favorable Winds -> Conjure Flame -> your chosen preparation.

Mark of Rodgort -> Needling Shot, SPAM quick shot untill enemy's on 50 Health <, there you should: needling shot, quick shot, needling shot, quick shot..
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Old Sep 19, 2007, 12:51 AM // 00:51   #529
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Can anyone recommend a good skill template for PvP Ranger/Mesmer?
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Old Nov 02, 2007, 11:01 PM // 23:01   #530
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Quote:
Originally Posted by Epinephrine
Most folks dismiss pet builds outright; I myself like them.

Your question: Are pets useful or useless?

I'd say useful, but the question is really "When is it worth using a pet-build over another build, if ever?".

Is there any such advantage? I like to think so, but I'll admit that it's often better to use another build. Where do I like it?

Well, I used a pet build in Arborstone (mission) for example; the falling ceiling there interrupts skills frequently, but pet attacks are activated instantly, and aren't waste if the pet is interrupted - it just shifts to the next attack. This allows you to continue to be effective even when facing interruption.

With Daze - if you are dazing your enemy it can be handy to have many attacks, to trigger interrupts. My party typically is caster heavy, and thus daze is often less useful, but with a pet+bow you do gain extra physical attacks.

Vs blocking. Now that Otyugh's Cry makes pets unblockable it's a handy way to take out certain types of foes that use blocking. If you expect to face a lot of them, a pet build can deliver its daamge pretty effectively through it.

Vs high armour levels. Enraged Lunge can deal as much as +80 damage per attack; this bonus damage is armour ignoring, as is the bonus damage from any pet attack. Since pets have relatively weak attacks they are given some pretty decent attack bonuses, allowing much of the damage to bypass armour; the pet still reliably is hitting for 80+ damage on really heavily armoured foes, and can chew right through things like destroyers.

Also, my Ritualist sometimes plays with a pet; since he can throw Splinter Weapon on various party members and Ancestor's Rage off them it can be handy to have a pet to blast off of.

Are they better than other builds? Well, no - if they were you'd see many more around, but the fact is that they do have advantages, and can be very effective in the right places.
it depends on build if build is good its useful if not no and it all depeneds on whos using it, some builds work out good for people that may not work out good for you
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Old Dec 04, 2007, 05:32 PM // 17:32   #531
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the only good use of pets was to provide a corpse and e-managment to n/ry healers, as well as to activate skills such as Roa. Now they don't even leave a corpse =[
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