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Old Mar 13, 2008, 02:39 PM // 14:39   #1
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Default Can Archer Signet be effective?

I was intrigued with the challange that someone presented in the "Worst Elite In The Game" thread, when someone said sarcastically something like "Please make me a build using Archer's Signet. kthx"

I, personally, had never really considered using the elite due to several other really nice choices for rangers in the way of elites.

So I decided to look into this. I threw a few skills together and went to my favorite place to try out random new builds....AB/RA.


[skill]Archer's Signet[/skill][skill]Concussion Shot[/skill][skill]Sloth Hunter's Shot[/skill][skill]Screaming Shot[/skill][skill]Savage Shot[/skill][skill]Needling Shot[/skill][skill]Dodge[/skill][skill]Troll Unguent[/skill]


-The main purpose of the build that makes it worthwhile is the ability to use Concussion Shot with no massive energy downside.
-With 6 energy free shots it's quite fun to daze mulitple casters and have any melee guys just wail away on them for a bit.
-Distracting shot for more interuption and to hopefully stop monks from removing the condition.
-While dazed, it's best to use Sloth Shot, becuase they are not doing much skill usage.
-Screaming Shot is pretty interchangable it seems, just helps with DPS and adding a cover condition.
-And Needling Shot has been very useful while waiting for the Signet to recharge, doing some pretty decent repeating damage, and keeping fast casters on their dazed little toes.
-Dodge and Troll are to avoid mobs in AB and cap, or general survivability in RA.

You can keep sig up pretty often in AB by popping it a bit before the battle and then again once it recharges, if the fight lasts that long.


I have tried a few various skills in there such as: Pin Down instead of Dodge, which was great at getting that monk to stay still so we could kill him. The main problem with that is, in AB it was usually less with about getting them to stand still and more about avoiding large mobs of people/minions. In RA Pin Down was nice and more useful.

I tried Marauder's Shot since the non-attack skills were already recharging and it did nice damage, but the extra recharging got in the way when I was just trying to spam skills and then use Troll.

Poision Tip Signet and Apply Poision are both nice choices for more degen and cover conditions, but it's hard to find a good skill to replace for it. Possibly Dodge in AB.

Penetrating Shot was kinda just blah, had nothing beneficial about it really.

I have not tried Precision Shot, but I imagine it could help to keep interupting dazed targets that got a chance to put up a block skill. Crossfire and Arching Shot might also work in that situation.

Determined Shot could be nice, but I have no real problem with skill recharge times.



I have yet to try this is any real organized PvP, so it likely has several flaws that I haven't noticed. Does anyone have any suggestions as far as making it more effective against more organized teams?


I am open to criticism. I would prefer mature, constructive, and creative criticism that will make this build stronger. I am not asking for builds that are better or ones that are more people use in high level GvG. I am just trying to find a good use for Archer's Signet and try new things.

Last edited by Flem; Mar 13, 2008 at 08:18 PM // 20:18..
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Old Mar 13, 2008, 02:44 PM // 14:44   #2
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it can be put to good use actually
you can spam certain skills with it but better combine it with [skill]mantra of inscriptions[/skill] and some devestating bow attacks and it will surely can be put to a good use
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Old Mar 13, 2008, 02:48 PM // 14:48   #3
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The problem with Archer's Signet, is that once you get to playing around with it, and tweak your stats to the point where it would make it effective....you start to realize that you could essentially accomplish the same thing using other (and often better) skills. [ie....Prepared Shot]
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Old Mar 13, 2008, 02:49 PM // 14:49   #4
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Or you could toss in [skill]Serpent's Quickness[/skill] And not spec into a new attribute. ;3
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Old Mar 13, 2008, 03:03 PM // 15:03   #5
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Quote:
Originally Posted by N1ghtstalker
it can be put to good use actually
you can spam certain skills with it but better combine it with [skill]mantra of inscriptions[/skill] and some devestating bow attacks and it will surely can be put to a good use
Quote:
Originally Posted by Kyomi Tachibana
Or you could toss in [skill]Serpent's Quickness[/skill] And not spec into a new attribute. ;3

Good ideas, didn't even think of that.


Quote:
Originally Posted by SnipiousMax
The problem with Archer's Signet, is that once you get to playing around with it, and tweak your stats to the point where it would make it effective....you start to realize that you could essentially accomplish the same thing using other (and often better) skills. [ie....Prepared Shot]
When you say stats, your referring to Attribute Points? Maybe I did it wrong, but my stats were pretty similar to other builds I use. High-ish Marksmenship and Expertise, and the rest in Wilderness.
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Old Mar 13, 2008, 05:30 PM // 17:30   #6
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if your gunna have high expertise, then you wont need signet, opt for a better elite. and if your going marksmenship max it out.
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Old Mar 13, 2008, 05:35 PM // 17:35   #7
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maybe a prep as well like poison and SQ would help to use your high energy shots more frequently
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Old Mar 13, 2008, 05:48 PM // 17:48   #8
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Someone on pvx made a machinegunner with this one and QZ to halve recharge time on Archer's Signet and the attacks....
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Old Mar 13, 2008, 07:18 PM // 19:18   #9
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What skill is QZ?
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Old Mar 13, 2008, 07:19 PM // 19:19   #10
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Quote:
Originally Posted by Flem
What skill is QZ?
[skill=text]Quickening Zephyr[/skill]
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Old Mar 13, 2008, 07:21 PM // 19:21   #11
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It's about as effective as a chocolate teapot.
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Old Mar 13, 2008, 07:40 PM // 19:40   #12
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I'm not a fan of ranger spirits usually. They don't follow me, they effect everyone, and they are time consuming to maintain. SQ seems promising though.
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Old Mar 13, 2008, 07:53 PM // 19:53   #13
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There's no reason to use Archer's Signet because by the time you put enough into Expertise to make it not suck, you don't need it due to your massive Expertise. It's not a bad thing that this frees up your elite, you really don't need to force a build that uses it...

That said, this build needs a prep and a Natty Stride before any seasoned Ranger would be interested in it.
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Old Mar 13, 2008, 08:02 PM // 20:02   #14
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if you ask me i think it would need to lsoe the elite before any seasoned ranger would be interested in it.
that said, the build needs more savage shot in my opinion
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Old Mar 13, 2008, 08:16 PM // 20:16   #15
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Quote:
Originally Posted by Sha Noran
There's no reason to use Archer's Signet because by the time you put enough into Expertise to make it not suck, you don't need it due to your massive Expertise. It's not a bad thing that this frees up your elite, you really don't need to force a build that uses it...

That said, this build needs a prep and a Natty Stride before any seasoned Ranger would be interested in it.
Yea, I'm gonna try out NS when I get home and see if it's alright with medium WS points.

The main thing that I think makes Archer's Signet possibly usable in organized pvp is the possiblity of consecutive use of Concussion Shot and still have the energy to pop off many other shots and have energy to spare.

Quote:
Originally Posted by Sir Pandra Pierva
if you ask me i think it would need to lsoe the elite before any seasoned ranger would be interested in it.
that said, the build needs more savage shot in my opinion

As it turns out, I put the wrong skill up there. It's Savage Shot, not DS that I used.
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Old Mar 13, 2008, 10:15 PM // 22:15   #16
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Better, probably, as D-shot's effect does not trigger when it hits a dazed target and Savage Shot has the shorter recharge. On a daze target the 1 sec skills are as good at interrupting as the interrupts normally are. I wish we could trade in the extra damage on Savage for a shorter recharge, or a lower energy price.

AS can work, theoretically, used with concussion shot it's >60 energy every 45 seconds, which is not bad at all. If you want to daze and cripple, concussion and pin down, maybe a savage shot, the rest is free to fill up, with enough energy to use it, a pet maybe, on feral aggression or never rampage alone (you have the energy now) it would come in handy on a dazed target.

But it's a pain to use.
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Old Mar 13, 2008, 10:16 PM // 22:16   #17
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Nope.
The higher your Expertise, the more useless.

And with a decent attribute point investment in Expertise, you shouldn't be needing any more energy or energy management at all.
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Old Mar 13, 2008, 10:26 PM // 22:26   #18
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a interesting build I saw a little while ago was a ranger running onslaught with d shot, concussion shot, and savage shot.

needless to say i could not cast anything stupid ranger....
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Old Mar 13, 2008, 10:58 PM // 22:58   #19
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Quote:
Originally Posted by tyla salanari
Nope.
The higher your Expertise, the more useless.
It's use is limited more by the 30 second limit on the free shots then it's

Quote:
And with a decent attribute point investment in Expertise, you shouldn't be needing any more energy or energy management at all.
You are now stating that in your view an elite like Prepared Shot is useless?

Quote:
Originally Posted by Sir Pandra Pierva
a interesting build I saw a little while ago was a ranger running onslaught with d shot, concussion shot, and savage shot.
Interesting, though applied after expertise, another method to bring 10E skills down to 3E.
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Old Mar 14, 2008, 01:21 AM // 01:21   #20
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Quote:
Originally Posted by Amy Awien
Better, probably, as D-shot's effect does not trigger when it hits a dazed target
Unless it's a non-spell skill which it hits (like what? [wiki]Glyph of Concentration[/wiki]), which *is* the advantage of ranger disruption. Ranger's aren't best when glued to one target anyways, pick 3 challenge yerself


Quote:
Originally Posted by Sir Pandra Pierva
a interesting build I saw a little while ago was a ranger running onslaught with d shot, concussion shot, and savage shot.
mmm, throw in some Expert's Focus...
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