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Old Jul 11, 2005, 12:21 AM // 00:21   #1
Ascalonian Squire
 
Join Date: Jul 2005
Guild: Chicken Coop [cc]
Profession: R/E
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Default R/E Flame Slinger

Hello, my name is Bryan, this will be my first post on the forums here. In time I hope that I will be able to help people as i become an more experianced player, but for now I need help. I really like PvP so I've been trying to build a good PvP arena and/or HoH charactor. I have built a R/E that i think is good, but im not sure if I'm good or if its just my teammates. I would test it in PvE but my PvE charactor doesn't have the nessisary items (bow string, bow grip, a better bow), so I made a PvP char.

R/E
:I forgot: Fire 12
Marksmenship 9 (Rune +1)(Mask +1)
Wilderness survival 9 (Rune +3)
Expertice 3
Leftover 1

Armor:
Druids Set
Bow (Fire String) ?Bow Grip?
Runes: minor Marksmenship, superior Wilderness Survival, all 3 Vigor runes

Skills:
Penatrating Arrow
Melendaru's Arrow
Spirit of Favorible Winds
Troll Ungent
Conjure Flame
Mark of Rodgert
Glyph of Lesser Energy
Resserection Signet

Stratigie: Get favorible winds up, and conjure flame (those will last awhile). Then dive into the fight find a target use melendarus glyph and rodgert, and start shoting. Heal from time to time, and keep Melendarus and rodgert going on selected enemies.

I've tested it in the random arenas (I don't have anyone to test with in team or HoH or guild battles.) Sometimes the guy taking the hits will run and die off somewhere unless a monk heals them. Sometimes it seems i have no effect, im not sure if its me, or if im just facing good or bad duelers. I still havn't got the concept of team work down. I would like to know what everyone thinks and if they think its effective or I'm just being stupid, feel free to call me an idiot i wont mind. Any suggestions are welcome.

Is this any good or should I just turn my ranger into a shocksniper and if i should how do you make a shocksniper?

Last edited by flyingbunnys; Jul 11, 2005 at 12:52 AM // 00:52..
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Old Jul 11, 2005, 12:43 AM // 00:43   #2
Desert Nomad
 
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Guild: [GSS][SoF][DIII]
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Based on your attributes, I suspect you dont have all the attribute points you can. Max level is 20 and there are 2 quests which give you 15 more each. PvP chars will start out with the maximum of 200 att. points. For your current build, Id say

5 Expertise
10 Wilderness
10 Fire
10 Marksmanship

would be best. Aside from that, Ill say that I think your build is sread thin on attributes, pssibly doing too many things. He may run into mana trouble because of those expensive fire spells.

Edit: Changed Fire from 5 to 10 and Expertise from 10 to 5.

Last edited by Neo-LD; Jul 11, 2005 at 01:24 AM // 01:24..
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Old Jul 11, 2005, 01:01 AM // 01:01   #3
Ascalonian Squire
 
Join Date: Jul 2005
Guild: Chicken Coop [cc]
Profession: R/E
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Sorry I forgot to include that i was puting 12 into fire attribute. As for energy I find that I am ok as long as i don't use Penatrating Arrow too much. With glyph of lesser mark of rodgert only cost 10 energy 15 total, not to bad considering the time it last and its cool down time.
Quote:
pssibly doing too many things.
I do find it hard to manage everything. =/
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Old Jul 11, 2005, 01:19 AM // 01:19   #4
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Since it seems your going for a damage-dealing ranger, I would suggest dropping Ressurection Signet for Dual Shot when you find a team. Melandru's Arrows + Dual Shot hurts, and Conjure Flame will only add to the damage.

I would drop Mark of Rodgort completely. Since the attributes Neo-LD gave you would put the length of Mark of Rodgort at 12 seconds with a burn time of 2 seconds, you would be doing 14 seconds of burning at most. Add to that the fact that without a speed buff, the fastest bows shoot at 2.0 seconds, so he would not be burning the entire time it was on. Add to that the 25 energy cost, the 20 second recharge time, and the fact that Glyph of Lesser Energy takes up another skill slot, it is not worth bringing along.

Fire 12 is way too high for a non primary Elementalist. Expertise 3 is way too low for a primary Ranger. Rangers without Expertise are like cars without motors, they just don't work anyway you try to make them run.

I would suggest finding a way to work in Tiger's Fury. This will let you fire off more arrows, doing more damage. The downside is it requires at least 4 Beastmastery to work well, and your attributes are already spread thin.

Also, Vigor runes do not stack, so adding three is not going to work.
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Old Jul 11, 2005, 01:20 AM // 01:20   #5
Desert Nomad
 
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From What I can tell you are focusing on damage per shot, and destroying a single picked target. You are ALSO trying to inflict lots of dot with fire and bleed. If you ask me those are two different rangers which you have uncomfortably squished into one.

Also, a lot of stuff can "go wrong" in your build. You may be super-effective if everything goes according to plan, but here are some things that may go wrong:

-Favorable Winds gets killed
-Rodgort gets dispelled
-Conjure Flame gets dispelled
-The enemy you picked for rodgort does not have an enchantment, which means that the interests of rordgort and melandrus would have you attacking 2 different people simultaneously.

A lot of those things likly to happen every few battles, and theres nothing much you can do about any of them cus of their huge recharge times. Like I said, your build will certainly own the sh!t out of any opponent that you stick with rordgort and has an enchantment... as long as none of the above occur.

My advise is to either go with the huge dott-rordgort plan, which would involve Marksmans Wager, more arrow attacks, and alot more expertise (like 14, drop the wilderness if you need to )

Or go with the damage per shot plan, which would involve switching from melandrus to kindle arrows, so you can pick up Quick Shot as yor elite. Add tigers fury and drop fire altogether. Use a Zealous Bow.

Hope I helped

Edit: oops, thanks Esrever, I didnt realize. Guess 10 in fire and 5 in Expertise would be better for the current build cus expertise only affects like 4 of his abilities. 10 should be enough for an effective rordgort, right? Also am changing previous post to match attributes.

Last edited by Neo-LD; Jul 11, 2005 at 01:23 AM // 01:23..
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Old Jul 11, 2005, 01:29 AM // 01:29   #6
Ascalonian Squire
 
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That's an interesting build. I might suggest getting hunter's shot (for melandru's arrows) and poison arrow (for res signet). If you do this, your enemy could have about 14 health degen (which is not actually possible, but if they use a health regen spell, it counters it) Along with your favourable winds, your attacks will be faster, then stacked with conjure flame, this could be very deadly. For troll unguent, you may want to take these other skills into consideration: kindle arrows or storm chaser.

The secret to using this build is not to be seen, obviously. The objective is to deal damage like heck without getting killed, for there are no escaping skills in this build.

Remember: How can you get killed if you kill your enemies first?

Last edited by Augustian; Jul 11, 2005 at 01:32 AM // 01:32..
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Old Jul 11, 2005, 02:01 AM // 02:01   #7
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The build I thought he was going for was more of a Shock Sniper build, one that does single high damage attacks instead of the Quick Shot damage per arrow type. I would put this build at:

14 expertise
12 marks
10 wilderness
5 beast

Melandru's Arrows
Penetrating Attack
Dual Shot
Distracting Shot
Pin Down
Tiger's Fury
Whirling Defense
Ressurection Signet

Using Melandru's Arrows and spamming Penetrating Shot and Dual Shot would result in high damage attacks. You could switch Distracting Shot and Pin Down for Hunter's Shots and Power Shot for pure damage. Use Tiger's Fury to shoot more. The only problem is if a target is not enchanted, the build is serously cut in damage output. However, since you'll be probably be picking on Monks, this won't be a problem.
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Old Jul 11, 2005, 02:43 AM // 02:43   #8
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Im *fairly* sure that quick shot with kindle arrows does more damage than penetrating with melandrus arrows, even if there is an enchantment involved.
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Old Jul 11, 2005, 02:47 AM // 02:47   #9
Ascalonian Squire
 
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I know this is probly a newbe question, but what makes expertise so great?
Quote:
Every rank in Expertise reduces energy costs on any attack skills, preparations, or traps by 5%. At skill rank 12, energy costs are reduced by 60%. It is highly advisable to have a high Expertise rank as it not only increases the power of all its linked skills but also reduces energy cost on other attack skills as well, even from other professions or attributes.
If that is correct when expertice is 4 that is 20% and 20% of 10 is 2 so I would save 2 energy each time i use penatrating arrow and 1 energy when I use melendarus? Do I really need it higer than 6 sence all the skills im using cost 5 energy except penatrating arrow and conjure which is 10 and rodgert + glyph which is 15. all my skills added up 10+10+5+5+5+5+15=55 energy to cast all at once, or with expertice would it be 8+8+4+4+4+4+12=44?

Quote:
Also, Vigor runes do not stack, so adding three is not going to work.
I can't use minor major superior? I've never tried i thought it might work though, I guess i could use expertice rune in place of that.

Read the wind vs Tigers fury vs Favorible winds is this page accurate? http://www.guildwarsguru.com/skill.php

As for escaping I forgot about that=/. I guess i figured troll ungent would keep me alive.

Penatrating shot vs Duel Arrow? Since I don't have much of a team to play with, I need rez, but could I switch penatrating out for Duel? I never thought of useing duel and melendarus but I like the idea.

I also didn't think about the skills getting dispelled =/...huh very good thought. I guess if they get dispelled i can just pump melendarus and duel/penatrating shots, but yea I wouldn't be much use for awhile if they get dispelled.

Sorry I don't understand more, perhaps in the futere i will. Thank you guys for your help and advice. I greatly appreciate the comments that you all made, and hopefully one day I'll be as good as you guys, and able to help people.
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Old Jul 11, 2005, 11:51 AM // 11:51   #10
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Quote:
Originally Posted by flyingbunnys
I know this is probly a newbe question, but what makes expertise so great?


If that is correct when expertice is 4 that is 20% and 20% of 10 is 2 so I would save 2 energy each time i use penatrating arrow and 1 energy when I use melendarus? Do I really need it higer than 6 sence all the skills im using cost 5 energy except penatrating arrow and conjure which is 10 and rodgert + glyph which is 15. all my skills added up 10+10+5+5+5+5+15=55 energy to cast all at once, or with expertice would it be 8+8+4+4+4+4+12=44?


I can't use minor major superior? I've never tried i thought it might work though, I guess i could use expertice rune in place of that.

Read the wind vs Tigers fury vs Favorible winds is this page accurate? http://www.guildwarsguru.com/skill.php

As for escaping I forgot about that=/. I guess i figured troll ungent would keep me alive.

Penatrating shot vs Duel Arrow? Since I don't have much of a team to play with, I need rez, but could I switch penatrating out for Duel? I never thought of useing duel and melendarus but I like the idea.

I also didn't think about the skills getting dispelled =/...huh very good thought. I guess if they get dispelled i can just pump melendarus and duel/penatrating shots, but yea I wouldn't be much use for awhile if they get dispelled.

Sorry I don't understand more, perhaps in the futere i will. Thank you guys for your help and advice. I greatly appreciate the comments that you all made, and hopefully one day I'll be as good as you guys, and able to help people.
Dont worry about it. I only bought the game like a couple months ago (come to think of it, so did everyone else ) This game is still very young, so you havent missed THAT much.

Expertise is important for a ranger that fires a lot of special arrows, lays alot of traps, etc. Because rangers only have 3 pips of energy regen, they really need this discount. 14 expertise can save you 6 energy per 10 energy shot (penetrating *cough*) 3 energy per 5 mana shot (Quick Shot if you decide to use it) It also reduces the cost of preperations, spirits, etc. Now think about how many times you can fire a penetrating shot (a lot, considering the short recharge) during a fight. Its not uncommon to save over 100 energy over the course of an extended fight, one of the reasons rangers are so good at attrition style warfare.

Dual Arrow is probably a good pick for this build since it takes advantage of the massive damage buffs you have applied to each arrow.

For escaping, Whirling Defnse has always been my favorite, I really never have needed anything else as long as my friendly guild monk is around. In random arena you may also need Unguent though. But as a general rule, Whirling D is the best survival skill that rangers have. Whirling D > Unguent. (Yet another reason for expertise )

btw, since the title of this thread is "fire slinger", Im pretty sure you were planning on using rordgort ftw? You are using that + another style ranger in one, but here is a pure Rordgort build:

R/E Rordgort

Marksman’s Wager {E}
*arrow shot 1*
*arrow shot 2*
Tigers Fury
Glyph of Lesser Energy
Mark of Rordgort
Conjure Flame
Resurrection Signet

** Expertise
** Marksmanship
** Fire Magic
3+1 Beast Mastery (rune)

Wont give away the whole thing, you can figure out which way you prefer the rest.
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