Apr 29, 2009, 12:45 AM // 00:45
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#1
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Frost Gate Guardian
Join Date: May 2008
Guild: Order Of the Pheonix
Profession: Mo/
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ranger self heal
ok so i have looked around and found some old threads dealing with ranger self heals... but was just wondering what you guys are using right now... TU is a royal pain so yea just curious
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Apr 29, 2009, 12:52 AM // 00:52
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#2
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Lion's Arch Merchant
Join Date: Jan 2009
Location: South of Norway - The land of Vikings
Guild: I have no guild - Yet
Profession: R/
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Have monks, defensive stances and kill the enemies before they kill you ^^
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Apr 29, 2009, 01:08 AM // 01:08
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#3
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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I can't stand TU at all. I don't know why but it sucks imo.
For a ranger i always dip into the second prof for a personal heal.
usually though i just go /mo for any heal you want.
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Apr 29, 2009, 01:24 AM // 01:24
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#4
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Frost Gate Guardian
Join Date: May 2008
Guild: Order Of the Pheonix
Profession: Mo/
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Quote:
Originally Posted by Taurean
Have monks, defensive stances and kill the enemies before they kill you ^^
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Hehe i guess i should have said where i was playing my ranger... I do a lot of FA and JQ with my guildies. We do bring monks quite regularly but sometimes we do not get in together... thus the self heal... most of the time i dont even bring a self heal on my ranger since the monks and defensive stances keep me alive just fine. JQ and FA are a bit different though.
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Apr 29, 2009, 02:04 AM // 02:04
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#5
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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If its FA,JQ, bring speed skills instead of defensive skills. (cept for maybe 1 stance). Dying in those are actually beneficial.
1) The team doesnt gain any points
2) your health/energy is completly restored.
Rangers dont really have good heals without spending points in a secondary attribute.
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Apr 29, 2009, 02:48 AM // 02:48
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#6
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Mending touch at the least really. Defensive stances/cripple for melee enemies and interrupt casters. A ranger's best defense is a good offense.
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Apr 29, 2009, 02:49 AM // 02:49
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#7
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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the only real self heal a ranger has would be [heal as one] but it's elite and requires a pet.
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Apr 29, 2009, 03:38 AM // 03:38
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#8
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Ascalonian Squire
Join Date: Apr 2008
Location: Here and There
Profession: P/
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idk if you really want to add it but healing touch is an "ok" self heal
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Apr 29, 2009, 11:17 AM // 11:17
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#9
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Lion's Arch Merchant
Join Date: Jan 2009
Location: South of Norway - The land of Vikings
Guild: I have no guild - Yet
Profession: R/
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When i play pve at the moment, i run these heroes and henches:
Myself - R\
Pyre fierceshot - R\
Melonni - D\R
Gwen - Me\Mo
Aidan - R
Zho - R
Mhenlo - Mo
Lina - Mo
That's five rangers. I find it to be a very resilient team. I'm sure to utilize Favorable winds and the hero rangers carry interrupt skills, which are very accurate.
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Apr 29, 2009, 12:48 PM // 12:48
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#10
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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Troll is fine, you just need to use it well...
Along with stances rangers should be hard to drop
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Apr 29, 2009, 03:48 PM // 15:48
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#11
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Desert Nomad
Join Date: Jan 2007
Location: so cal
Profession: R/
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standard jq ranger R/mo melshot bar, which includes [troll ungent] is the best thing going for rangers in jq imo
pre-troll before you zone so that you can immediately engage enemy NPC longbows...pre-troll when you see red dots coming your way - it will save your ass when your all alone with that pesky mes hexing you (the troll regen will keep up with the hex degen - and while you poison/d-shot them and watch them die) or warrior trying to chink your armor (what the stance is for - I like to keep them in aggro and run them to the nearest friendly longbows - dunno why but they love to follow me)....and for going 3v1 against the enemy NPC's......or when you get that silly monk RoJ'ing you (if you missed with [distracting shot] or [savage shot]), use [mending touch], run and then troll to outlast the burn/damage...bottom line in JQ - troll (+ [zojun's haste]) has saved me more times than i can count
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Apr 29, 2009, 04:32 PM // 16:32
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#12
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Essentially, [natural stride] + [mending touch] will usually be enough if you know when to retreat and where the monks are (even in JQ/FA/AB). I always take [troll unguent] as well cus nat stride and mendtouch will get you away from the heat, but Trolls will get you back into the fight a looot faster (plus, with expertise @ 14 its practically free).
DO NOT use healing breeze, not worth taking points from expertise or wilderness survival for an enchantment which can be stripped, costs more etc etc etc.
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Apr 29, 2009, 04:38 PM // 16:38
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#13
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Jungle Guide
Join Date: Oct 2008
Location: There
Guild: [ToA]
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[natural stride]+[mending touch]+[troll unguent]..if you die with that your doing it wrong.
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Apr 29, 2009, 04:42 PM // 16:42
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#14
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Lion's Arch Merchant
Join Date: Jan 2009
Location: South of Norway - The land of Vikings
Guild: I have no guild - Yet
Profession: R/
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...unless you get [Ice prison] cast on you
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Apr 29, 2009, 05:27 PM // 17:27
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#15
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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Troll is a fine heal, if used properly. Without going to a secondary Rangers lack an effective self battle self heal.
It cancels out Degen very nicely.
It is NOT a battle heal, it's ment for, as mentioned above, pre combat as well as for after combat or for "run away --> Troll --> re-enter combat" The sheer 3 seconds of cast time eliminate if from being a solid battle heal.
Stances and Mend Touch for battle, Troll for before and after.
Natural Stride is pure crap, and don't argue with me, it's easily removed (by you own monks even) it lasts a very short amount of time and it only blocks %50. The ONLY reasons (besides stupidity) that people use it is 1) low recharge 2) increased movement. If you are going to use NS use it ONLY to run away,(but then even [Dodge] is better for that due to the fact it's not easily removed) it is a failure as a battle stance. You are better off with [Lightning Reflexes] or [Whirling Defense] in battle, despite their longer recharges they WILL give you far greater survivability than Natural Stide anytime anywhere.
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Apr 29, 2009, 10:25 PM // 22:25
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#16
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Lion's Arch Merchant
Join Date: Jan 2009
Location: South of Norway - The land of Vikings
Guild: I have no guild - Yet
Profession: R/
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The only thing [Natural stride] would really shine with, would be [Vow of silence]..
Either way, as a ranger, i also try to determine quickly the outcome of the battle, so that i may get the team away, heal up and pull some monsters/attack defensively instead.
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Apr 30, 2009, 04:20 AM // 04:20
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#17
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Quote:
Originally Posted by Taurean
The only thing [Natural stride] would really shine with, would be [Vow of silence]..
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I think you forgot about that whole 'or enchanted' part of natural stride
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Apr 30, 2009, 10:20 AM // 10:20
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#18
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Administrator
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Quote:
Originally Posted by Axel Zinfandel
I think you forgot about that whole 'or enchanted' part of natural stride
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Casting VoS before activating NS avoids this problem.
__________________
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Apr 30, 2009, 12:45 PM // 12:45
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#19
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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I don't think I would ever waste my Elite slot on a skill that is directly related to and only used for slightly buffing a bad stance.
VoS is Mysticism, so its a 5 sec max duration (6 with a +20% enchats mod) While Nat Stride is going to be a 5-7 duration, depending on your attribute distribution.
So every 12 secs I'm going to VoS then Nat Stride? I don't think so.
Use Nat Stride to run away NOT for defense, unless of course your running from a Hexspam bot, then your screwed.
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Apr 30, 2009, 01:43 PM // 13:43
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#20
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Orange Milk
Natural Stride is pure crap, and don't argue with me
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The point of NS is you get blocking and IMS in one skill slot, with better uptime than something like dodge. And if you have monks nearby you hardly need the blocking part, except to buy that extra second for monks to react.
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