Jul 06, 2005, 11:10 PM // 23:10
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Ranger - With Dirty Precision
Quote:
Class: Ranger / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Expertise: 11+2 (77)
Marksmanship: 10+1 (61)
Wilderness Survival: 10+2 (61)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Precision Shot [Marksmanship] (10,0,6) Bow Attack: If Precision Shot hits, you strike for +17 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.[Droknar's Forge (Bartoch) Quest: The Forgotten Ones]
2) Savage Shot [Marksmanship] (10,0,5) Bow Attack: If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 24 damage.[The Amnoon Oasis (Tengsao) Quest: Blood and Smoke]
3) Concussion Shot [Marksmanship] (25,0,10) Bow Attack: If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is dazed for 16 seconds. This attack deals only 12 damage.[Droknar's Forge (Bartoch) Quest: The Royal Papers]
4) Lightning Reflexes [Expertise] (10,0,60) Stance: For 10 seconds, you have a 75% chance to evade melee and arrow attacks, and you attack 33% faster.[Yak's Bend (Captain Osric)]
5) Ignite Arrows [Wilderness Survival] (10,2,12) Preparation: For 24 seconds, your arrows explode on contact, dealing 15 fire damage.[Ascalon City (Sir Bertran)]
6) Throw Dirt [Expertise] (5,1,45) Skill: Target touched foe and foes adjacent to your target become blinded for 14 seconds.[Quarrel Falls (Sorim) Quest: The Ascalon Settlement]
7) Quickening Zephyr [Wilderness Survival] (5,5,60) Nature Ritual: Create a level 8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This Spirit dies after 126 seconds.[Yak's Bend (Captain Osric) Quest: The Charr Staging Area]
8) Troll Unguent [Wilderness Survival] (5,3,10) Skill: For 10 seconds, you gain health regeneration +9.[Ascalon City (Sir Bertran) Quest: Ranger Test, Endangered Species]
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Thoughts? I don't quite have time to explain this skill set, but it's primarily centered around energy/recharge time reduction. Figure if I can get the loop going...it may work out well.
Thanks.
~Siren
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Jul 06, 2005, 11:40 PM // 23:40
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#2
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Ascalonian Squire
Join Date: May 2005
Profession: R/
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The most noticeable problem I see is that if you have Quickening Zephyr up, you can't use Concussion Shot. 25 energy at 30% more is 32.5 energy, and Druid's Armor (Energy Boosting Ranger Armor) only takes you to 32 energy.
Edit: Ack, forgot about Expertise. It still will cost you a bit to get Concussion Shot off though.
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Jul 06, 2005, 11:41 PM // 23:41
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#4
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Frost Gate Guardian
Join Date: Jun 2005
Profession: R/N
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The loop I don't see is the way you'll get your mana back after using those shots. I'd maybe using something like Marksman's Wager or Oath Shot to get that energy back. If you do things right as a Ranger, you'll only REALLY need one defensive skill.
my .2 cents are not worth *anything* in PvP though, so dont' trust that opinion.
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Jul 07, 2005, 12:04 AM // 00:04
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#5
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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This build takes a whole bunch of skills that I dont particularly like. A few preferences of mine would lead me to take out precision for penetrating, ignite for kindle, and unguent for whirling. There are others too but they would completely cahnge your build.
Then again, looking at your build I definately got the sense that this guy could get the job done, though it would be ugly (this thread is aptly named) The only bug I see that definately needs work is that QZ + Conc Shot = no thx energy cost. Drop one. You lack an elite, so maybe you could add poison arrow or greater conflag to go along with the "ugly but effective" theme.
Oh, and I would change that +2 expertise to +3 by going switching to a superior rune. (someone already said that) 14 expertise will make 10 mana stuff (savage, precision, lightning, ignite) cost 4 instead of 5 at 13 expertise.
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