Sep 16, 2008, 06:06 PM // 18:06
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#1
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Wilds Pathfinder
Join Date: Jan 2007
Location: England (GMT)
Guild: The Imperial Guards of Istan [TIGI]
Profession: R/
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AB/PvE Ranger Build: Incendiary Arrows
I've been playing around with what I consider the "new" barrage, and come up with this build that, for me, works excellently for base capping in AB (and fighting mobs, MMs and stuff), as well as PvE.
Note: Description of Incendiary Arrows is wrong here. The real description:
Shoot arrows at target foe and up to 2 foes near your target. Those foes are set on fire for 1...3 seconds.
[build prof=R/Mo marksmanship=8+1 wildernesssurvival=11+1 expertise=11+1+1][Incendiary Arrows][Distracting Shot][pin down][ignite arrows][mending touch][troll unguent][natural stride][resurrection signet][/build]
I did some tests on the Isle of the Nameless (Master of Damage), and with a vamp bow this hits ~233 between three targets , which is ~78 damage per target per shot of Incendiary, and then with the 3 seconds of -7 degen that's 14(3)= 42, 78+42 = 120.
120 damage for one shot of IA, per target, which there can be three. Not to mention if there are more than three people around, then they will get some punch from Ignite Arrows too.
I have also come up with two variants:
#1: [build prof=R/E marksmanship=9+1 wildernesssurvival=10+2 expertise=9+1+1 firemagic=8][Incendiary Arrows][Distracting Shot][pin down][ignite arrows][conjure flame][troll unguent][natural stride][resurrection signet][/build]
Here we have an extra 13 damage per target per hit, but at the sacrifice of our condition removal and the necessity of a major to get Wildy to the breakpoint of 12 (at which point the burning last 3 seconds instead of 2).
#2: [build prof=R/Rt marksmanship=8+1 wildernesssurvival=9+1 expertise=9+1+1 channelingmagic=10][Incendiary Arrows][Distracting Shot][pin down][ignite arrows][splinter weapon][troll unguent][natural stride][resurrection signet][/build]
In this case we have the extra damage of splinter weapon, which is good fun, however, unless we want to use a Sup Wildy or sacrifice other attributes too heavily, the burning only lasts 2 seconds. Secondly, our energy can occasionally suffer a bit as spamming Splinter Weapon can be a bit demanding. We also lack out condition removal here too.
In both these variants we can, of course, take out Res Sig for Antidote Sig, but in anything but AB that's not optimal.
Thoughts?
Last edited by Taisayacho; Sep 16, 2008 at 06:09 PM // 18:09..
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Sep 16, 2008, 08:10 PM // 20:10
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#2
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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Needs moar apply poison. -10 gogo
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Sep 16, 2008, 09:27 PM // 21:27
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#3
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Wilds Pathfinder
Join Date: Jan 2007
Location: England (GMT)
Guild: The Imperial Guards of Istan [TIGI]
Profession: R/
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Apply poison would a) defeat the purpose of the build, because it needs Ignite, and b) make it just a standard IA ranger.
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Sep 17, 2008, 12:41 AM // 00:41
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#4
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Wilds Pathfinder
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What IA is good for in PvP (non-AB):
[incendiary arrows][apply poison]
What IA is good for in AB:
[incendiary arrows][ignite arrows][splinter weapon]
What IA is good for in PvE:
[incendiary arrows][ignite arrows][splinter weapon][Ebon Battle Standard of Honor]
All three are certainly decent, but not spectacular given the alternatives.
But I will admit that the last combo is actually surprisingly potent, due to the beneficial way that the Ebon Honor ward behaves with ignite arrows.
Last edited by Grammar; Sep 17, 2008 at 12:57 AM // 00:57..
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Sep 17, 2008, 02:41 AM // 02:41
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#5
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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For an Incendiary build, I would run:
Expertise 12+2
Marks 6+1+3
WS 11+1
AP left: 5
-Breakpoint for 10 energy skills
-Breakpoint for q9-10 bows
-Breakpoint for 3-second burn from Incendiary
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Sep 17, 2008, 02:50 AM // 02:50
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#6
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Banned
Join Date: Jun 2008
Location: Aussie Trolling Crew - Spah!
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Quote:
Originally Posted by WhiteAsIce
For an Incendiary build, I would run:
Expertise 12+2=14
Marks 6+1+3=10
WS 11+1=12
AP left: 5
-Breakpoint for 10 energy skills
-Breakpoint for q9-10 bows
-Breakpoint for 3-second burn from Incendiary
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Use your headpiece on your highest attribute.
Exp 11+1+2 = 14
Marks 8+3 = 11
WS 11+1 = 12
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Sep 17, 2008, 08:39 AM // 08:39
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#8
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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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I wouldnt use a sup rune.
This is what I use for IA in AB:
[build prof=R/Mo box Marks=8+1 Wild=11+1 exp=11+1+1][Incendiary Arrows][Distracting Shot][Savage Shot][Pin Down][Apply Poison][Natural stride][Mending Touch][Troll Unguent][/build]
A marksmanship higher than 9 isnt hugely important, as long as you reach 12 wilderness survival (for 3s burning) and 13 expertise (to hit the break point for 5e and 15e skills).
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Sep 17, 2008, 12:28 PM // 12:28
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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 WhiteAsIce
Expertise 12+2
Marks 6+1+3
WS 11+1
AP left: 5
-Breakpoint for 10 energy skills
-Breakpoint for q9-10 bows
-Breakpoint for 3-second burn from Incendiary
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1) You don't need to make the breakpoint for 10E skills at 14 if you're not using them that often, I'd rather use something like 11+1+1 expertise, 10+2 WS and 10+1 Marks, or:
2) If you do want 14 Exp (maybe to spam Savage Shot), Using a superior rune on a low attribute is a no-no, it's better to drop the high attribute down from 12 and use majors. In this case you could use 11+1+2 Expertise, 10+2 Wildernes and 10+1 marksmanship. By redistributing you'd have gained +1 to marksmanship and +40 HP. And majors are cheaper too.
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Sep 17, 2008, 07:56 PM // 19:56
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#10
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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I'm too poor to afford multiple armor sets, so I just used the same gear from my Barrage build (Exp 12+2, Marks 12+1+3) on my Incendiary build; 14 Exp for Sloth-Savage on single targets once Barrage has cleaned up the pack.
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Sep 17, 2008, 09:52 PM // 21:52
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#12
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Wilds Pathfinder
Join Date: Jan 2007
Location: England (GMT)
Guild: The Imperial Guards of Istan [TIGI]
Profession: R/
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Quote:
Originally Posted by the Puppeteer
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The point of this build is to NOT use PvX? Maybe? Because PvX only has meta builds really?
However I did put this on PvX, altho a bit different.
Quote:
Originally Posted by WhiteAsIce
I'm too poor to afford multiple armor sets, so I just used the same gear from my Barrage build (Exp 12+2, Marks 12+1+3) on my Incendiary build; 14 Exp for Sloth-Savage on single targets once Barrage has cleaned up the pack.
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Sup runes are a fail.
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Sep 17, 2008, 10:07 PM // 22:07
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#13
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by WhiteAsIce
I'm too poor to afford multiple armor sets, so I just used the same gear from my Barrage build (Exp 12+2, Marks 12+1+3) on my Incendiary build; 14 Exp for Sloth-Savage on single targets once Barrage has cleaned up the pack.
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Ok, superior isn't to hot, -75 HP is more the the hit from two majors. I find that I use my piece with major expertise frequently, along with minors in marks and ws. Add two masks (marks and expertise) and you're very flexible.
Armor isn't that expensive, 1k base, +100 gold for insignia, if you use Sentry or Scout. Leave the Survivor and Radiants until you do have the gold.
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Sep 18, 2008, 05:57 AM // 05:57
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#14
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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Quote:
Originally Posted by Taisayacho
Sup runes are a fail.
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Like anything in PvE is gonna spike my Ranger so hard that I need to be running around with 500+ health. But yeah, I do agree that Sup runes on a low attribute are wastes. I suppose I'll just go with the gear I have and keep to a Barrage build then until I can afford more.
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Sep 18, 2008, 07:56 AM // 07:56
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#15
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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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Have you tried hard mode? Try eating a Spirit Rift from Bodalz the Furious and tell me that again.
Bosses in HM regularly hit for over 500 with elites etc. Id much rather have the +100 health that you miss. Unless, of course you're constantly running with an infuse monk...
Also, you're running 12 marks and 12 expertise in an incendiary arrows build, how much is in wilderness survival? 3?
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Sep 18, 2008, 09:50 AM // 09:50
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#16
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Forge Runner
Join Date: Jul 2006
Profession: R/
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He had 12 in exp and ws, 10 in marks and since he is so low on cash one could assume HM is not what he is playing currently.
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Sep 20, 2008, 03:00 PM // 15:00
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#17
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Wilds Pathfinder
Join Date: Nov 2006
Profession: R/
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What do you think about...
- I'm the strongest
- Apply Poison
- Splinter Weapon
- Incendiary Arrows
- Sloth hunter's shot (Or rez skill)
- Savage Shot
- Distracting Shot
- Antidote Signet
Expertise 8 + 1
Wildness Survival 9 + 1
Marskmanship 10+2+1
Channeling 9
Cast the first 3 skills and then incendiary arrows. Aoe degen damage
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Sep 22, 2008, 08:20 AM // 08:20
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#18
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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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Quote:
Originally Posted by Amy Awien
He had 12 in exp and ws, 10 in marks and since he is so low on cash one could assume HM is not what he is playing currently.
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Ahha, ok thanks, my mistake.
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Sep 23, 2008, 07:20 PM // 19:20
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#19
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Academy Page
Join Date: Jan 2008
Guild: Unemployed
Profession: R/Mo
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Quote:
Originally Posted by Taisayacho
Apply poison would a) defeat the purpose of the build, because it needs Ignite, and b) make it just a standard IA ranger.
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Your build is bad; sorry. You have Res signet for an AB build, that's bad. You can't barely do anything when someone tries to pick a fight with you and your group. In order for this build to work better than Apply Poison, you would have to assume that everyone would be bunched up and not moving. You also have very little disrupting ability, which means you maybe only catch one important skill like Healing Signet at the Warrior shrine or whatever. Frankly, in order for this build to work, you need to sub in Res Signet for Savage Shot and Ignite Arrows for Apply Poison.
You are essentially trying to do what an Apply Poison build does better.
Last edited by Proud Elitist; Sep 23, 2008 at 07:23 PM // 19:23..
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