May 12, 2008, 11:21 PM // 23:21
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#21
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Arkantos
Radiant armor on a profession with their primary attribute being energy management is, well, really stupid.
Don't spam skills and you won't run into trouble. Use a zealous bow if you have to. But don't run +energy runes. Energy management > energy pool.
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Before insignias came out and the introduction of survivor all Rangers used mostly radiants or druids armour as it was back then.This is because even with expertise at 10 or 13 there are some skills that require more energy take dust trap for eg. and apply is 15@ 13 in expertise it will cost about 8 or 9e. if you only have 6 or 7 in wilderness survivial it will last about 4 to 6 sec. in duration.
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May 13, 2008, 12:11 AM // 00:11
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#22
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Frost Gate Guardian
Join Date: Mar 2008
Location: Scotland
Profession: R/
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Quote:
Originally Posted by Arkantos
Radiant armor on a profession with their primary attribute being energy management is, well, really stupid.
Don't spam skills and you won't run into trouble. Use a zealous bow if you have to. But don't run +energy runes. Energy management > energy pool.
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QFT!
I never know whether i should laugh or cringe when i see other Rangers pinging their energy and health. 30+ energy and health lower than 500 in PvE on a Ranger is just plain stupid. Not to mention that no matter what build you run you should always have good investment in Expertise. It has some good skills to offer and provides great energy management, so why ignore it?
I would suggest if running a build focused on bow attacks then put a minor Marksmanship rune on your headgear. And if running a beastmaster build then do the same but with a minor Beastmastery rune. You should always keep an Expertise rune, either minor or major, on one piece of armour.
If running a condition build then you should take a minor Marksmanship headgear. That way you can afford to swap points into Wilderness and still have energy management and a higher critical chance from bow attacks.
Personally i usually always have a major rune of Expertise on my gloves as i like to keep my Expertise at 14. It really helps to reduce energy costs no matter what build i run. The other other slots on my armour i fill with health runes and insignias.
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May 13, 2008, 01:23 AM // 01:23
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#23
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Age
Before insignias came out and the introduction of survivor all Rangers used mostly radiants or druids armour as it was back then.This is because even with expertise at 10 or 13 there are some skills that require more energy take dust trap for eg. and apply is 15@ 13 in expertise it will cost about 8 or 9e. if you only have 6 or 7 in wilderness survivial it will last about 4 to 6 sec. in duration.
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They used druids because 1) there were no other good armors until Factions and 2) druids looked cool and every pve player wanted to look cool.
Also, I have no clue what apply poison you're talking about. Apply poison lasts for 24 seconds, regardless of your attribute. At 12 expertise, it will cost ~9e, which has to be used every ~22 seconds. 9 energy every 22 seconds with 3 pips of energy regen (or 2 pips of energy regen and 1 energy every hit if you really need more energy management) on top of other skills is very manageable as long as you don't spam skills (which a ranger shouldn't doe unless barrage + zealous).
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May 13, 2008, 02:15 AM // 02:15
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#24
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Desert Nomad
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People can get away with a superior rune in PvE cause nothing prevents u to swap it for a minor after u get dp.
So if u are playing in a area where most mobs are physical and none will hit u for 200 or so, the only reason why you wont be using a superior rune is lack of space for both a minor and a superior rune headpiece.
If the area where you are playing is full of roaring ethers or djinns and their like, that hit hard and massed, able to kill u in a moment, the minor rune headpiece is the optimal choice .
So, players withs space and money have both a minor and superior setup. They use it and swap it accordingly. Those without money/space use minors cause even in the situations superior runes are optimal, minor runes only perform slightly worse.
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May 13, 2008, 09:48 PM // 21:48
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#25
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Arkantos
They used druids because 1) there were no other good armors until Factions and 2) druids looked cool and every pve player wanted to look cool.
Also, I have no clue what apply poison you're talking about. Apply poison lasts for 24 seconds, regardless of your attribute. At 12 expertise, it will cost ~9e, which has to be used every ~22 seconds. 9 energy every 22 seconds with 3 pips of energy regen (or 2 pips of energy regen and 1 energy every hit if you really need more energy management) on top of other skills is very manageable as long as you don't spam skills (which a ranger shouldn't doe unless barrage + zealous).
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You have no clue on what apply poison I am talking about even though you mentioned it.When my Wilderness Survival is at as at 7 apply doesn't last that long and that is where mine is 14 Marks,13 Expertise and 7 in WS.It costs 9e @13 Expertise not to mention other skill you will be using so in the end radiants aren't bad.it wasn't the look why those who chose druids it is because it was the only energy based armour much like gladiators was for Warriors.
I use +e bow as well and it doesn't take me long to get down in energy.
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May 13, 2008, 09:51 PM // 21:51
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#26
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Emo Goth Italics
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Age, how does that make radiants not bad?
A ranger should be able to deal with their energy with 14 expertise, AKA the common digits. No +E, or other energy management.
And yes, I do not encounter energy problems while playing properly.
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May 13, 2008, 10:02 PM // 22:02
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#27
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I have 13 in Expertise not 14 as that is in Marks.I specc in Marks WS maybe my next one with a 12+1+1.
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May 13, 2008, 10:06 PM // 22:06
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#28
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Emo Goth Italics
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And I have 12+1+1 expertise, 9+1 marksmanship and 9+1 wilderness survival for Natural Stride.
Try that out. Energy shouldn't be screwey unless you're bad.
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May 13, 2008, 10:42 PM // 22:42
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#29
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I am not bad but I would rather stick to my current set up with 12+1 in expertise as I use more in Marks.
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May 14, 2008, 12:31 AM // 00:31
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#30
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by Age
You have no clue on what apply poison I am talking about even though you mentioned it.When my Wilderness Survival is at as at 7 apply doesn't last that long and that is where mine is 14 Marks,13 Expertise and 7 in WS.It costs 9e @13 Expertise not to mention other skill you will be using so in the end radiants aren't bad.it wasn't the look why those who chose druids it is because it was the only energy based armour much like gladiators was for Warriors.
I use +e bow as well and it doesn't take me long to get down in energy.
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Apply Poisons' duration is fixed - 24 seconds. What you're talking about is the poison duration per hit... but that gets refreshed when you attack them again. You have 9 seconds to do so, so you can reliably keep 3 people poisoned, with a possible 4th if you're using a short/flatbow.
Also, um, did you look at the other armors? Conditional armor bonuses weren't wanted. You're better off having more energy than those conditional armor bonuses. Then there's the farming aspect...
Quote:
I am not bad but I would rather stick to my current set up with 12+1 in expertise as I use more in Marks.
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That indicates that you're using Marksmanship attack skills. Most suck, which is why the 12+1+1 Expertise, 9+1 Marksmanship, 9+1 Wilderness Survival attribute spread is advocated. Also, if Expertise is not enough energy management for you, extra max energy (which isn't energy management) won't help you. You'll get, at most, two extra skills off.
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May 14, 2008, 01:35 AM // 01:35
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#31
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Emo Goth Italics
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Quote:
Originally Posted by Age
I am not bad but I would rather stick to my current set up with 12+1 in expertise as I use more in Marks.
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I did not imply you were bad.
And adding onto what Kale said, the only decent build for pure damage was the Ranger Turret, which died, because it was extremely degenerate, and can manage to take down NPC's after the first Prepshot.
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May 14, 2008, 01:42 AM // 01:42
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#32
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Age
You have no clue on what apply poison I am talking about even though you mentioned it.When my Wilderness Survival is at as at 7 apply doesn't last that long and that is where mine is 14 Marks,13 Expertise and 7 in WS.It costs 9e @13 Expertise not to mention other skill you will be using so in the end radiants aren't bad.it wasn't the look why those who chose druids it is because it was the only energy based armour much like gladiators was for Warriors.
I use +e bow as well and it doesn't take me long to get down in energy.
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[apply poison]
Take a good look, 24 second duration. Poison on the enemy may last that long, but that has nothing to do with the nergy cost.
Yes, warriors used gladiator's armor. Guess what? They also used 15k ascalon helmets. Do you think they did that for the +1 in tactics, or because 15k gladiator's and 15k ascalon helm was a good looking combo?
if you use radiant insignias, a +5 energy bow, 13 expertise and it doesn't take long to get down to little energy, you're doing something horribly, horribly wrong, and you might want to learn about something called energy management.
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May 14, 2008, 04:11 AM // 04:11
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#33
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Ascalonian Squire
Join Date: Mar 2008
Profession: R/
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So, trying to read through this latest bit . . . spent a couple days peeking in and not playing my Ranger until I had a better 'grasp' on what I wanted . . .
I get it, drop Radiant out of the chest armor (possibly, what, give it to one of the Monk Heroes?) and put something in its place. Beastmaster if I plan on using a pet, or whatever other "conditional bonus" I feel I want more since the spells largely target JUST chest armor. Every other piece gets Survivor's for the health boosts?
I HAD started using Sloth Hunter's Shot . . . it's not performing quite where I like it though. Distracting Shot is giving me some good results but given I'm getting a lot of mobs which like b locking stances I'm thinking of sticking Seeking Arrows in the slots so I can actually HIT SOMETHING to land conditions at all.
Especially annoying are Hard Mode ranger-types who love those stances (and Barrage) . . . Hard Mode warriors, and Assassins. I mostly get to stick my H/H team on them while I target something else with my pet and split the damage. Normally I feel it's not a safe idea but when I am mostly hitting air? Why waste my shots . . .?
Any case, the advice and explanations here are starting to make me more comfortable with my choices. Sure I'll NEVER be a "True Ranger" . . . I'm too sloppy in places to own the role. But I'll at least have fun carving my needlessly-difficult way through missions/areas/dungeons and coming out the other side alive.
Maybe next I'll ask for advice on bows/other gear. But seeing the threads already in progress makes me notice there's a huge divisive opinion on "better" or "more effective". I'll stick to the Shocking Mursaat Recurve for now
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May 14, 2008, 07:13 AM // 07:13
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#34
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
I get it, drop Radiant out of the chest armor (possibly, what, give it to one of the Monk Heroes?) and put something in its place. Beastmaster if I plan on using a pet, or whatever other "conditional bonus" I feel I want more since the spells largely target JUST chest armor. Every other piece gets Survivor's for the health boosts?
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All spells get hit location too. They don't auto-hit chest armor. A while ago, projectile attacks (including spells) didn't hit the hands, but that has since been fixed.
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May 14, 2008, 07:23 AM // 07:23
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#35
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Age
When my Wilderness Survival is at as at 7 apply doesn't last that long.
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Do you mean the poison condition (from Apply Poison) itself doesn't last long at 7 WS? (As opposed to the preparation not lasting long.)
Also, I beg of you...please use a space after a full stop.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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May 14, 2008, 09:08 AM // 09:08
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#36
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Frost Gate Guardian
Join Date: Mar 2008
Location: Scotland
Profession: R/
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Quote:
Originally Posted by Tyla
And adding onto what Kale said, the only decent build for pure damage was the Ranger Turret, which died, because it was extremely degenerate, and can manage to take down NPC's after the first Prepshot.
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Agreed. There hasn't been such a good pure DPS build for Rangers since the good old "pew pew pew" turret build. God i miss it, as retarded as it was, i still had fun using it in PvE and PvP.
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May 14, 2008, 09:34 AM // 09:34
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#37
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Jungle Guide
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Quote:
Originally Posted by Age
You have no clue on what apply poison I am talking about even though you mentioned it.When my Wilderness Survival is at as at 7 apply doesn't last that long and that is where mine is 14 Marks,13 Expertise and 7 in WS.It costs 9e @13 Expertise not to mention other skill you will be using so in the end radiants aren't bad.it wasn't the look why those who chose druids it is because it was the only energy based armour much like gladiators was for Warriors.
I use +e bow as well and it doesn't take me long to get down in energy.
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Quote:
Originally Posted by wiki
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3...13...15 seconds.
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Duration for AP is always the same.
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May 14, 2008, 02:04 PM // 14:04
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#38
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Ascalonian Squire
Join Date: Mar 2008
Profession: R/
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Earlier someone posted about Chest armor being the only one worth putting +AR mods in . . .
So, well, is that now a fallacy and if I want protection it should go all over?
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May 14, 2008, 08:40 PM // 20:40
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#39
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Celestial Beaver
Do you mean the poison condition (from Apply Poison) itself doesn't last long at 7 WS? (As opposed to the preparation not lasting long.)
Also, I beg of you...please use a space after a full stop.
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No.The preparation itself will only last 7 to 8 sec. with 7 in WS .This is no more different than stormchaser the more you have in WS the longer it lasts.
I thought having 14 in Marks was good number for the elites in Marks?
I can't read skill tags with my ad blocker on and no script on.
Last edited by Age; May 14, 2008 at 08:44 PM // 20:44..
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May 14, 2008, 08:45 PM // 20:45
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#40
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Emo Goth Italics
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The majority of Marksmanship skills work like a charm at 9+1.
BHA lasts the full 15 seconds, 100% upkeep with a Silencing Bowstring.
Cripshot lasts 6 seconds, 8 seconds with Crippling Bowstring. (Although, more PvP oriented at the elite.)
Although I still don't understand you about the durations. Do you mean the 24 seconds, or the duration of poison?
Because no offense, but your grammar is quite confusing...
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