Nov 05, 2008, 06:25 PM // 18:25
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#21
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Wilds Pathfinder
Join Date: Mar 2007
Location: California
Guild: [Vr]
Profession: E/Me
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Quote:
Originally Posted by Targren
I will, thank you. I'm just trying to suss out a few things about how it works before I try to use it.
Wilderness=11 + 1 + 4? I'm not sure how that comes about. A superior mask and what else? Is that including the grail?
To keep up SF, I'm guessing Dwarven to make SQ last 40+ sec and SQ makes SF recharge in 45, with the team's essence brining the recharge to 30. with a +20% and a grail, SF will last 27*1.2=~32 sec.
So you carefully keep up SF, and then it's the same as raptor farming basically? Gather the monsters, pin them against a wall on their left, and let loose with the aoe/traps?
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Yes, I included the grail. I guess I shouldn't have, but I know 100% of UWSC groups use a full conset, though I personally don't see why you need an armor of salvation. How it works is just as you said. Essence reduces recharge of SQ to 34, so your dwarven rank needs to be high enough that after being multiplied by dwarven stability, it lasts 34 seconds or more. Again, correct with SF, 32 seconds. add casting time of .75 seconds, and you're left with a mere 1.25 second leeway to re-cast SF, but unless you get a lag spike, that should be fine.
Usage, you'd want to pull as many together as you can, lay a barbed trap and hit viper's defense, then signet of infection to give them all -11 (-10) degen. Get as many as you can adjacent to you and spam Light of deldrimor as often as possible, or if energy is low you can merely let them degen to death. -11 degen is sufficient to allow them to degen to death (if energy is low) even with well of power. However, doing so is much slower.
Your main concern will be making sure you keep SF up due to the 1.25 second leeway, and to make sure your health is greater than 50% to keep SQ active. The only way you can take damage at all is from masterless bone horrors allowing them to cast Feast of Corruption and suffering on you, but if you use death's charge and be careful, that shouldn't be an issue either.
If you have to choose, your primary target is Dead Collectors, as they make the horrors and wells of power, but your primary concern is masterless bone horrors. If you can keep all foes around you, they should all die roughly the same time, wich makes that a non-issue. Well of power slows things down, but the +6 regen still gives you 10DPS from degen, plus 10DPS from light of deldrimor, keeping a constant 20DPS on all of them adjacent to you even with well of power. Hope that helps
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Nov 05, 2008, 06:31 PM // 18:31
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#22
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Wilds Pathfinder
Join Date: Mar 2007
Location: California
Guild: [Vr]
Profession: E/Me
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Quote:
Originally Posted by Fia Nightingale
Black Powder Mine is a PvE Trap that makes them bleed too and costs 5 less energy that Spike trap, which might help energy management, but with the current build LOD or Dwarven Stablility would have to be taken out, which maybe isn't worth 5 energy.
Energy coiuld also be increased with Sweets too, if needed.
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For the first point, you're wrong. Black Powder Mine isn't effected by Expertise for some stupid reason, because "Traps" aren't one of the things that Expertise effects, just Ranger Skills, Touch Skills, and Attack skills. So it'd actually be 1 energy more, less damage, and less bleed duration I belive.
Dwarven stability must stay for SQ, there's simply no way to keep it up 100% of the time unless you had 19 wilderness, and in order to do so you would need... 16, grail, candy corn, and a golden egg or lunar blessing. However, that is a viable solution, but I didn't include it because not everyone has that Also, LoD could be replaced with an energy managment skill, but your only options are PvE-only skills, and the only energy managment skills I can think of are Air of Superiority and Smooth Criminal.
Actually, speaking of, that reminds me. You don't need a skill for energy managment. You can use a zealous scythe 3 energy per swing, plus 25% IAS, is good energy managment
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Nov 05, 2008, 06:40 PM // 18:40
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#23
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Desert Nomad
Join Date: Aug 2007
Guild: Primeval Warlords[wuw]
Profession: R/
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Here's a question/concern (and I am not trying to shoot down your idea. This is my last, best hope for a UW statue!):
Like most(all?) AoE, traps cause scatter. Presumably the left-wall trick will stop them from scattering but once you hit Viper's, since they are likely to follow you, how do you keep them from scattering at that point? Lay off the LoD until you get them back against the wall?
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Nov 05, 2008, 06:48 PM // 18:48
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#24
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Wilds Pathfinder
Join Date: Mar 2007
Location: California
Guild: [Vr]
Profession: E/Me
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Quote:
Originally Posted by Targren
Here's a question/concern (and I am not trying to shoot down your idea. This is my last, best hope for a UW statue!):
Like most(all?) AoE, traps cause scatter. Presumably the left-wall trick will stop them from scattering but once you hit Viper's, since they are likely to follow you, how do you keep them from scattering at that point? Lay off the LoD until you get them back against the wall?
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Yes, you'll want to try and trap them as best as you can, but I don't think that a single trap would cause AoE scatter. (It might, I could be wrong) I do know that large groups of foes will scatter due to degen (tested with tainted flesh on minotaurs) however, if the trap is the cause of scatter, there are alternatives. You can, if needed, even use radiation field, however then you would definetly need a zealous scythe.
EDIT : Either way, they'll still be crippled, and you'll have 25~33% IMS depending on the build/variant you use, so you could easily catch them if they did try to escape.
I've never done Pools, but considering (afaik) you really only have to kill terrorweb dryders, you could very likely even use this build there. Rangers would be very useful running past charged blacknesses too, as 100AL, or even 140AL if you were worried of failure. (70 +30 (elemental) +15 (stormbound insignia) +10 (vs lightning shield) +8 (0 tactics/mot/whatever) +7 (sword/axe/spear) to use while running, and weapon swap to enchanting for recasts.
Lastly, as for "best, last hope" this DOES work. (or should, as the original build that Der still has in his post when I wanted to make it into a template code, worked.) It didn't work well, and took a very long time, but it worked.
The current build is just my best reworking of it to attempt to increase success rates, and decrease overall time spent.
Last edited by Daisuko; Nov 05, 2008 at 07:05 PM // 19:05..
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Nov 05, 2008, 07:40 PM // 19:40
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#25
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Desert Nomad
Join Date: Jan 2007
Location: so cal
Profession: R/
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i wish for u many ectos once u get this build working....hopefully enough to pay back all the testing (consets, entry fees, other consumables, time, etc.)! Its nice to see people trying to buck the trends and think outside the box, especially for the rangers...nice work
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Nov 05, 2008, 09:25 PM // 21:25
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#26
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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I'm proud of you Daisuko. Go rangers! Now to get all set up...
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Nov 06, 2008, 12:34 AM // 00:34
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#27
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Now if only I could get a group that would let me go in... lol
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