Nov 16, 2008, 05:32 PM // 17:32
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#1
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Wilds Pathfinder
Join Date: Sep 2008
Guild: [YUM]
Profession: R/
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Attribute Points
OK this is for PvE, I run 1 of 3 builds.
[Broad Head Arrow] and [Epidemic]
[Barrage] and [Splinter Weapon]
[Burning Arrow] and interrupts
I'm wondering what my arribute points should be. Especially whether I should use major or supperior runes.
This will be used normally in NM PvE
Thanks guys!
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Nov 16, 2008, 05:56 PM // 17:56
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#2
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Lion's Arch Merchant
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[broad head arrow][epidemic] add [volley] too
marksmanship 12+1+1
expertise 12+1
silencing bowstring
[barrage][splinter weapon]
marksmanship 12+1+1
channeling magic 10
expertise 8+1
sundering/vampric/zealeous bowstrings (switch when needed)
[burning arrow] and w/e interupts
marksmanship 12+1+1
expertise 10+1
inspiration 8 [leech signet] is nice..
never superior unless u have a well organized h/h setup.
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Nov 16, 2008, 09:56 PM // 21:56
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#3
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Forge Runner
Join Date: Jul 2006
Profession: R/
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The last one doesn't make sense, 11 expertise is not a breakpoint (not important anyway). And why reduce expertise for a 30 sec recharge interrupt skill that might return (some of) the energy you lost?
Last edited by Amy Awien; Nov 16, 2008 at 10:05 PM // 22:05..
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Nov 17, 2008, 03:28 AM // 03:28
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#4
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Lion's Arch Merchant
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Quote:
Originally Posted by Amy Awien
The last one doesn't make sense, 11 expertise is not a breakpoint (not important anyway). And why reduce expertise for a 30 sec recharge interrupt skill that might return (some of) the energy you lost?
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[leech signet] is just an idea. no energy cost able to interupt any action. unless he wants to run a full interupt build w/ magebane (i doubt he does) leech signet is a good backup interupt to have. i find relying heavily on expertise to be ur energy managemnet is a bad choice pvp or pve.
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Nov 17, 2008, 03:54 AM // 03:54
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#5
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Why bother with a crap interupt that only hits once every 30 seconds (and is spell only) when rangers have d-shot and savage shot.
Basically, for attribute points, try and spread them so that expertise hits the most vital breakpoint. 13 if using mostly 5 energy skills, 14 if 10 energy skills. Not sure what it is for 15 energy skills, and 25 every rank is a breakpoint. Unless running a build with extreme energy management (prepared shot for example), I would never drop below 13 expertise.
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Nov 17, 2008, 04:02 AM // 04:02
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#6
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Lion's Arch Merchant
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Quote:
Originally Posted by Stealth Bomberman
[leech signet] is just an idea. no energy cost able to interupt any action.
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Quote:
Originally Posted by Stealth Bomberman
[leech signet is a good backup interupt to have.
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backup, understand im suggesting a backup skill not a "rely on all the time hope it hits skill."
and it does interupt any action. its been field tested many times before.
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Nov 17, 2008, 04:14 AM // 04:14
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#7
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Sorry, was thinking about signet of disruption as the one that only interupts spells... nvm that. But on the otherhand, its unreliable at best, and if you use it to interupt anything other then a spell you miss out on its emanagement aspect, not to mention it requires attributes and a secondary.
Seriously though, if you need secondary emanagement whilst running a ranger it means ur doing it wrong. If ur spamming skills you need an elite that allows it. If ur using spells/sklls that exp doesnt effect then only the right amount. The only time I run out of energy is usually when aggroing a mob and I hit off BHA, and Pain Inverter, then I use finish Him, Im usually low. In pvp, most bars are [Elite][Distracting Shot][Savage Shot][Apply Poison]. If you run out of energy using that, ur spamming too much.
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Nov 27, 2008, 01:26 AM // 01:26
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#8
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Ascalonian Squire
Join Date: Feb 2008
Location: houston, texas
Guild: [SCoA]
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break point for expertise is 13 and 14, 13 makes 5 energy skills cost 2, 14 makes 10 energy skills cost 4.
for the [splinter weapon][barrage] you should run:
expertise 12+1
channeling 10
marksmanship 8+1+1
for the [broad head arrow][epidemic] you should run:
expertise 11+1+1
wilderness survival 8+1
marksmanship 11+1
with [burning arrow] run
expertise 12+1+1
wilderness survival 8+1
marksmanship 10+1
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Nov 27, 2008, 07:17 AM // 07:17
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#9
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by grim lavamancer joe
expertise 12+1
channeling 10
marksmanship 8+1+1
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Better is
Expertise: 11 + 1 + 1
Channeling: 10
Marksmanship: 10 + 1
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Nov 27, 2008, 07:41 PM // 19:41
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#10
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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With splinter barrage, most of your damage comes from the splinter, so switch to 12 channelling
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Nov 27, 2008, 11:11 PM // 23:11
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#11
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Ascalonian Squire
Join Date: Feb 2008
Location: houston, texas
Guild: [SCoA]
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Quote:
Originally Posted by Fay Vert
With splinter barrage, most of your damage comes from the splinter, so switch to 12 channelling
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you're not gonna be able to hit the rank 13 expertise breakpoint if you use 12 channeling. 10 channeling is the breakpoint for a 4 shot splinterweapon, and the only difference between 10 and 12 channeling is 6-18 total damage, so its not worth it in the long run.
Quote:
Originally Posted by Amy Awien
Better is
Expertise: 11 + 1 + 1
Channeling: 10
Marksmanship: 10 + 1
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same difference lol
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Nov 27, 2008, 11:15 PM // 23:15
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#12
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Forge Runner
Join Date: Jul 2006
Profession: R/
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+1 to marks, for free.
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Nov 27, 2008, 11:30 PM // 23:30
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#13
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Ascalonian Squire
Join Date: Feb 2008
Location: houston, texas
Guild: [SCoA]
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its the same end stats, it just depends on how he runs his mask. the majority of players (sadly) run a marksmanship mask, so i taylored it to that
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Nov 27, 2008, 11:33 PM // 23:33
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#14
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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8+1+1=10
10+1=11
they are not the same.
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Nov 27, 2008, 11:35 PM // 23:35
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#15
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Ascalonian Squire
Join Date: Feb 2008
Location: houston, texas
Guild: [SCoA]
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woops, didnt read it right, my bad.. x.X
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Nov 28, 2008, 12:00 AM // 00:00
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#16
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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Quote:
Originally Posted by grim lavamancer joe
you're not gonna be able to hit the rank 13 expertise breakpoint if you use 12 channeling. 10 channeling is the breakpoint for a 4 shot splinterweapon, and the only difference between 10 and 12 channeling is 6-18 total damage, so its not worth it in the long run.
same difference lol
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I was refering to the 12 marks/10 chan split. On a full 4 target barrage the difference is 4(ish) * 4 for the barrage and 6 * 12 on the splinter. So with 12 Marks you are 56 worse off than with 12 Chan.
The ish part is the dependancy on the target armour. With level 100+ your difference is about 2-3, with level 60 its more like 4-5.
The 56 extra differemce will be less if you are only barraging 3 or 2, but then, if that is what you are doing you should question why you are bringing barrage.
This was refering to Stealth Bommerman's 8+1 expertise level attributes. If all you are doing is mostly spamming 5e skills then that is plenty, and on S/B that is generally what you are doing. If you want to fire off more 10e skills then use zealous, though high energy skills don't have good synergy with S/B spam.
Of course, pre-nerf splinter... (sigh)
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Nov 28, 2008, 11:54 AM // 11:54
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#17
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Forge Runner
Join Date: Jul 2006
Profession: R/
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You would normally fire multiple barrages between having splinter weapon active. The end result varies heavily depending on the number of foes, their AL and how you are casting splinter weapon. Just as an example, with 4 adjacent targets (the optimum for splinter)
splinter @12 1 * 4 * 3 * 41 = 492
splinter @10 1 * 4 * 3 * 35 = 420 => -72
barrage @12 3 * 4 * 17 = 204
barrage @10 3 * 4 * 15 = 180 => -24
Weapon @12 3 * 4 * 25 = 360
Weapon @10 3 * 4 * 30 = 300 => -60
But you'll rarely have exactly 4 target, and with both more and fewer targets the damage from Barrage and arrows itself weigh in more heavily, so 10 channeling with higher marks would not be less effective then a 12 channeling spinterweapon with lower marks.
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Nov 29, 2008, 12:51 AM // 00:51
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#18
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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Quote:
Originally Posted by Amy Awien
barrage @12 3 * 4 * 17 = 204
barrage @10 3 * 4 * 15 = 180 => -24
Weapon @12 3 * 4 * 25 = 360
Weapon @10 3 * 4 * 30 = 300 => -60
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I wish my Barrage could shoot 3 * 4 arrows.
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Nov 29, 2008, 12:56 AM // 00:56
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#19
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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Quote:
Originally Posted by Stealth Bomberman
backup, understand im suggesting a backup skill not a "rely on all the time hope it hits skill."
and it does interupt any action. its been field tested many times before.
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Rangers don't need backup interrupts.
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Nov 29, 2008, 02:03 AM // 02:03
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#20
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by Fay Vert
I wish my Barrage could shoot 3 * 4 arrows.
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I am glad my Barrage can shoot every two seconds, in stead of the five second recharge yours has. Perhaps yours can too if you capture the right one (mine is from Markis), It's really nice to have a barrage that can fire multiple times between two castings of splinter weapon. Good luck with finding a proper Barrage.
Last edited by Amy Awien; Nov 29, 2008 at 02:07 AM // 02:07..
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