Mar 18, 2008, 11:25 AM // 11:25
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#21
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Krytan Explorer
Join Date: Aug 2006
Location: England,UK
Guild: Incredible Edible Bookah [YUM]
Profession: R/
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i like to run r/e for massive spike dmg. Usually run:
[skill]Triple Shot[/skill][skill]dual shot[/skill][skill]hunter's shot[/skill][skill]needling shot[/skill][skill]glass arrows[/skill] A Conjure A defence eg WD, LR, [skill]"I Am The Strongest!"[/skill]
using a bow with a bow string that matches the conjure you can hit out huge dmg.
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Mar 18, 2008, 02:23 PM // 14:23
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#22
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Frost Gate Guardian
Join Date: Feb 2008
Profession: R/N
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Quote:
Originally Posted by MasterSasori
Barrage is a subpar skill by itself unless its used with Splinter Weapon. The problem with what you suggested is that the CF + MoR don't do nearly as much damage as Splinter, it takes 3 slots instead of 2, and leaves you with lower expertise (in this case you have none).
If you want to run R/E, just stick with the spike builds instead of AoE.
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Obviously I wasn't suggesting that a ranger run with no expertise... I just didn't put the attribute in there... With 12 Marks and 12 Fire and at least a minor Marks rune, you should have 25 points left. I run a Superior Expertise so with that build I think I have 9 Expertise which is plenty to make Barrage spammable. If it is spammable and Mark of Rodgort lasts for 30 seconds, I should be able to get at least 10-12 Barrages on them in that timeframe. Since the burning lasts 3 seconds, thats constant burning for 30 seconds which is enough to take out just about anything.
As far as lower expertise, it shouldn't lower anything... most people run with 12 Channeling so it would be the same as 12 Fire Magic. I do run a Splinter build from time to time but it gets old having to cast Splinter every 5 seconds (literally). It would be nice to cast something like Conjure + MoR - a combo that lasts for unlimited attacks and 30 seconds.
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Mar 18, 2008, 04:38 PM // 16:38
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#23
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Then the attribute point spread is not so good and using a superior rune to increase a low spec attribute is rather bad. With 12/10+1+1/8+1 you reach the same specs and gain an additional 75 HP (and some cash saved on the superior).
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Mar 18, 2008, 06:27 PM // 18:27
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#24
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Frost Gate Guardian
Join Date: Feb 2008
Profession: R/N
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Good call, Amy. My point was that Barrage + Conjure + MoR was a more than capable damage-dealing combo, possibly even more deadly than Splinter Barrage, against cold-based foes in the shiverpeaks like Pinesouls, Avalanches, Ice Elementals, Ice Imps, etc.
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Mar 20, 2008, 08:54 PM // 20:54
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#25
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Wilds Pathfinder
Join Date: Apr 2006
Guild: House of Caeruleous [HoC]
Profession: R/E
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Since, well, for a while now, I have used what I called an artillery R/E build.
[skill]Melandru's Shot[/skill], [skill]Distracting Shot[/skill] (or other preferable skill of equivalent value), [skill]Dual Shot[/skill], [skill]Triple Shot[/skill], [skill]Kindle Arrows[/skill], [skill]Conjure Flame[/skill](can be changed per string/situation of course), Utility (eg [skill]Troll Unguent[/skill]), [skill]Resurrection Signet[/skill]
Over time I realized Melendru's Shot can be traded out for Prep shot when in low-enchantment user areas (awesome in Nightfall dervs for the energy win). I picked Melendrus Shot originally because of its high energy gain and high amount of damage. MS works VERY well in enchantment rich areas, but becomes a burden in the opposite. Bit Prep Shot fills in that gap for me very well. Knowing your enemies is the key to my build more or less, but with that balance I found a very effective alternative to Prep Shot.
Very fun too. Although a major factor I have noticed in this build is the bow you pick. Shortbows are best to catch that first trip shot hit off the bat, but the range concerns me. Longbows are ideal, but not perfect by far. Unfortunately, I have a love for Hornbows, so at first seeing all those "dodged" texts popup was depressing when launching the trigger finger first salvo of triple shot. Flatbows = completely useless in this build. Period.
Last edited by Aerian_Skybane; Mar 20, 2008 at 08:57 PM // 20:57..
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Mar 21, 2008, 10:01 AM // 10:01
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#26
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Wilds Pathfinder
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Quote:
Originally Posted by Vasallus
Which is more beneficial to the group? Burning or spike damage?
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Spreading conditions (daze, burning, poison) and interrupting.
Trying to deal damage with a ranger is like trying to heal with a warrior. It doesnt work. It's just my opinion, but if you believe than conjure deals good damage, you can try. All in all it's just pve we're talkin about.
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Mar 21, 2008, 04:26 PM // 16:26
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#27
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Maverick2201
As far as lower expertise, it shouldn't lower anything... most people run with 12 Channeling so it would be the same as 12 Fire Magic. I do run a Splinter build from time to time but it gets old having to cast Splinter every 5 seconds (literally). It would be nice to cast something like Conjure + MoR - a combo that lasts for unlimited attacks and 30 seconds.
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Well there are still a few problems with this. First off, conjure is an enchant which can be removed by a wide variety of monsters. Second, mark is a hex, which can be removed by a few monsters, but a problem nonetheless. Third, if that group of monster dies, you have to wait to get enough energy to cast mark on another group and use barrage while using splinter, you can just change targets. The monsters may also disperse, which is really annoying. Fourth, it still takes up 3 slots unlike splinter's 2.
What you have is a fun and interesting build, but I don't see any advantages this build has over Splinter at the moment.
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Mar 21, 2008, 08:25 PM // 20:25
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#28
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Wilds Pathfinder
Join Date: Apr 2006
Guild: House of Caeruleous [HoC]
Profession: R/E
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Gotta agree on the Barrage + Mark thing, Splinter does a better job with one less skill spot taken up.
But I had a fun night last night trying it out on my above Artillery build. Haven't quite pieced together whether or not its too effective, but I found it synergizes OK. Still looking for something to throw around in that slot other than Troll Unguent. Also, I cannot use Mark if I switch to another Conjure. The time on 0 Fire is not as useful to me. Any suggestions for the 7 slot that might work out well?
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