Nov 30, 2005, 07:31 PM // 19:31
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#1
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Wilds Pathfinder
Join Date: Nov 2005
Location: In a cardboard box with Internet
Guild: The Order of the Frozen Tundra (TofT)
Profession: N/
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Concise Ranger opinions requested...
I pulled this from the last page of the "ranger basics" thread to get more attention to it. So please excuse the dual post.
I have read and absorbed all 19 pages of Ranger build information above in the ranger basics thread and a lot of extraneous information that doesn't even belong there. Please forgive me if I ask any redundant questions here. I primarily have been playing a Necromancer Minion Master. I just started a new Ranger and have not yet chosen a secondary. I have accumulated the following equipment for my character to have once he is post searing. I would like opinions, backed with examples of possible routes to take this character. I do plan on running through all the pre-searing quests and reach about lvl 8-10 before going through the searing.
My initial thoughts are to work up to the following R/Mo build to include:
Marksmanship 16
Healing 11
Expertise 9
Wilderness Survival 3
Kindle Arrow
Barrage
Rebirth
Vigorous Spirit
Live Vicariously
Essence Bond
Mending
Divine Boon
Armor to be --- 1st Ascalon Leather, then Druids at Amnoon Oasis, and finally Druids from Droknar’s
I will be using this as a PVE character.
Current status:
Lvl 3
BM: 1
Expertise: 3
Wilderness: 0
Marksmanship: 2
Current Pre-Searing Skills:
Orson of Healing
Power Shot
Bane Signet
Troll Unguent
Resurrection Signet
Equipment available Post-Searing
1. Gold - Ivory Bow of Enchanting: Piercing Dmg:15-26 (Req 8 Mark), Dmg +14^50%, Enchant last 17% longer
2. Gold – Icy Half Moon of Warding: Cold Dmg:15-28 (Req 13 Mark), Dmg +13% while in stance, Armor +7 vs Elemental attack
3. Gold – Fiery Longbow of Skeletonslaying: Dmg:11-19 (Req 6 Mark), Dmg +16% vs skeletons
4. Blue – Longbow of Fortitude: Piercing Dmg: 11-18 (req 3 Mark), Dmg +10% while in stance. Health +20
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Nov 30, 2005, 07:43 PM // 19:43
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#2
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by pkodyssey
My initial thoughts are to work up to the following R/Mo build to include:
Marksmanship 16
Healing 11
Expertise 9
Wilderness Survival 3
Kindle Arrow
Barrage
Rebirth
Vigorous Spirit
Live Vicariously
Essence Bond
Mending
Divine Boon
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First off Barrage will strip your preps, to include Kindle Arrow. Second, why on earth would you need Divine Boon? Third, disgarding Divine Boon altogether, there is no way you can effectively use Barrage while maintaining Essence Bond, Live Vicariously and Mending. That would leave you with zero energy regen. If you did take Boon for whatever odd reason, you would have -1.
I am guessing you are thinking a Zealous mod with Barrage......I just don't see why you want to maintain enchantments and your list of bows has no Zealous mod anywhere. Rangers get by with Defensive Stances and Troll Ungent. The only reason(s) for a R/Mo is a res skill and possibly if you went with Judge's Insight. Aside from that there are Pet Smite R/Mo's.
A rather odd coincidence....the other night I was doing CA with a ranger build of mine. This other ranger in my group casts Strength of Honor on himself. I look to see what weapon he uses....it's a bow.............I speak up "dude....that only works on melee". He never said a word.
My suggestion: Pick a secondary with 1 use you can use that requires relatively little investment in attributes. Many go R/Mo for res skills. You can go R/N and just use Shadow of Fear with no investment in curses. R/W for Frenzy. You won't have the attributes to invest in a second profession for much of the pre-ascension game so don't worry over it. After you ascend you can change to whatever profession you prefer, however it is best to plan ahead so the quests you do net the skills you need and you aren't left paying 1k each for them.
Last edited by Vexed Arcanist; Nov 30, 2005 at 07:53 PM // 19:53..
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Nov 30, 2005, 07:53 PM // 19:53
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#3
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Wilds Pathfinder
Join Date: Nov 2005
Location: In a cardboard box with Internet
Guild: The Order of the Frozen Tundra (TofT)
Profession: N/
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ok then what?
A friend of mine has been raving about this build for farming. I didn't believe it. Would you suggest a R/E then? The bows I have are from a post-searing character of mine and I will get them once I finish pre-searing. I can add enhancements once I get them
MUhahahahahaahha
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Nov 30, 2005, 07:57 PM // 19:57
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#4
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Quote:
Marksmanship 16
Healing 11
Expertise 9
Wilderness Survival 3
Kindle Arrow
Barrage
Rebirth
Vigorous Spirit
Live Vicariously
Essence Bond
Mending
Divine Boon
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As stated, you can only maintain 1 enchantment per pip of energy regen unless you have another source of energy to make up the difference. Essence Bond is not going to do so.
Is this intended as a healer? Archer? Healer with a bow?
Dump the healing points and put it in Wilderness and use Troll's unguent on yourself and focus on being an archer. Especially at the early stage of the game, you don't have the attribute points to spread out like that. Also Barrage comes really late in the game so as a pre-sear character just use what you have and expand on it as you get new skills.
As ranger/monk I find Judges Insight cumbersome to use with the cast time, duration and cost. I'd rather go ra/elem and use a conjure, which lasts 60 seconds. Unfortunately it also has a 60 second recharge so if it gets stripped you do without until it is ready again. If you are not using barrage then a prep is better - it gets the cost reduced by Expertise and is not an enchantment that can be stripped. Conjure + Barrage + 1 interrupt attack should be sufficient, plus trolls, rez, defense and 2 skills of your choosing.
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Nov 30, 2005, 08:00 PM // 20:00
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#5
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Snuck another post in there before mine...
A farming build is different than a "play the game" build. In farming you will be controlling the situation, such as all melee attackers and all attacking you so you can do things like that. In the "real GW world" it doesn't work.
Just use the skills you get to improve your build as you go, no sense planning for Barrage when it isn't available until Iron Mines. /monk is good for the multi-use rez.
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Nov 30, 2005, 08:03 PM // 20:03
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#6
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by DeanBB
Snuck another post in there before mine...
A farming build is different than a "play the game" build. In farming you will be controlling the situation, such as all melee attackers and all attacking you so you can do things like that. In the "real GW world" it doesn't work.
Just use the skills you get to improve your build as you go, no sense planning for Barrage when it isn't available until Iron Mines. /monk is good for the multi-use rez.
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As a farming build the original build may indeed work, but it will not get you through the game as DeanBB points out. There is absolutely no need for Divine Boon as a Ranger, period. Solo farming or in a group. I think you have listed it by mistake, check with your friend.
Last edited by Vexed Arcanist; Nov 30, 2005 at 08:06 PM // 20:06..
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Nov 30, 2005, 08:08 PM // 20:08
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#7
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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I've used a build like that before, just to see if it worked. I didn't bother with Kindle, took JI instead. And I used Balthazar's Spirit instead of essence bond, like anyone smart. The trick is to cast BS, then mending, then whatever else you're maintaining, so that BS can keep your energy up. I never bothered with 16 marksman, though. He might have been talking about farming Ice Imps, which is what I tried. It does work, takes some practice, like anything. However, if you try that build for anything but farming, I'll have to smack you. With a kielbasa. You don't want that.
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