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Old May 12, 2005, 02:19 AM // 02:19   #1
Pre-Searing Cadet
 
Join Date: May 2005
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Default Idea for Ranger?

Class: Ranger / Necromancer

Attributes: (cost) '+' indicates Rune attributes
Expertise: 8+3 (37)
Marksmanship: 8+3 (37)
Curses: 10 (61)
Wilderness: 10 (61)

Total attribute points used: 196/200(wilderness/1 skill are just a last hope any fixes for it?)

Skills: [Attribute] (Energy, Cast Time, Recharge Time)
1) Dual Shot [none] (10,0,5) Bow Attack: Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.

2)Faintedheartness [Curses] (10,1,5)For the next 34 seconds, target foe's attack speed is reduced and that foe suffers health degeneration of 2. (I should probably change this to whirlwind defense?)

3) Weaken Armor [Curses] (10,3,30) Hex: For 30 seconds, target foe has an armor penalty of -20 against physical damage.

4) Barbs [Curses] (10,2,30) Hex: For 30 seconds, target foe takes 7 more damage when hit by physical damage.

5) Marksman's Wager [Expertise] (5,2,24) Preparation: For 12 seconds, you gain 9 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike. This is an elite skill.

6) Charm Animal [Beast Mastery] (10,10,0) Skill: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.

7) Read the Wind [Marksmanship] (5,2,12) Preparation: For 12 seconds, your arrows move twice as fast as normal and deal 14 extra damage.

8) Healing Spring [Wilderness] (10,2,20)For 10 seconds, all allies in the area are healed for 15-51 health every 2 seconds. While activating this skill, you are easily interrupted.

Basically, read the wind, use barbs/weaken armor and then as many dual shots as you can, when your nrg gets low, throw up marksman’s wager, healing spring to help out the monk. Faintedheartness to slow dudes down/some dot…Goal? Mass damage when barbs/weaken armor/read the wind are on and dual shot.
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Old May 12, 2005, 02:22 AM // 02:22   #2
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oh also, i was wondering, in the trapp build, how would Order of Pain work out, especially if they have a good amount of melee guys, seems like itd just add to the good aoe/damage of the traps.
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Old May 12, 2005, 03:17 AM // 03:17   #3
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May want to invest a little more in blood magic. I found it to be a lot more useful an attribute than curses.
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