Oct 21, 2005, 01:04 PM // 13:04
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#2
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Well, being good 1 on 1 vs warriors isn't the point of tombs PvP, and while conditions can be useful they are wasted in a sense on a melee player when as a ranger you could be putting 7 pips of degeneration on everyone, not just one player. Hunter's shot/apply poison and you've got a decent way to start poisoning multiple people.
Tombs is very different from 4v4 and demands different things from you. If you want to inflict conditions the best ways are through the traps or through arrows, trying to spread them by hand involves chasing around and wasting time.
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Oct 21, 2005, 01:51 PM // 13:51
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#3
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Academy Page
Join Date: Jul 2005
Guild: None
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There are some serious problems with your build. First, take out most of your p[oints from wilderness survival, it only increases the duration of ythe poison not rthe actual preparation so it will be redundant as you are reapplying the same poinson every few secs. You might say it is for troll, but no respectable melee build would have a heal with them in tombs that what monks are for. If you need to heal youreself in tombm then your team is bascically screwed. I would suggest get swordsmanship[ to 12 or even better, switch to axe for the evis/pen or something else adreneline spike. After the 12 in your weaopn attribute, might want to have some in bm too for tf becasuse you wont be needing much in expertise. The best possible choice fo you is to simply dont goi meleeing with a ranger, its for warrior. Go qs, traping, spirit spamming, or distracting and you'll get into tomb groupos alots easier.
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Oct 21, 2005, 04:23 PM // 16:23
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#4
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Krytan Explorer
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Start by shifting some points from Wilderness until you get 12 in Sword. It will improve your damage by a good bit.
Other then that, play around with the sword skills until you find a combo that you like. Most people that play a sword R/W use mostly energy skills allowing them to spam them due to Expertise and not rely upon having adrenaline.
So pumping expertise up a decent bit will also help. Keep in mind at 13 expertise 5 energy skills drop to 2 energy each to use. And its 10 Expertise to get them to 3 energy each.
Like Tevash said, dropping Wilderness really low won't hurt your build too badly because it is really only offensively for Apply Poison. Troll's Unguent will probably take a hit but it can still be useful to counter a decent chunk of degen or you can drop it and get Throw Dirt, which can help MUCH more against warriors and rangers.
I use this attribute split for a TF using R/W
Sword: 12
Expertise: 10+3
Beast Mastery: 6+1
Wilderness: 6+1+1
That nets you full crit and damage potential from your weapon, reduces 5 energy skills to 2 energy, a 8 second duration Tiger's Fury and a 7 pip Troll's Unguent.
Also I'd look at Seeking Blade and Pure Strike to run alongside Hundred Blades. Both are 5 energy skills that add a decent bit of damage and you can easily spam all 3 without running out of energy even using TF and Apply.
Also Wildblow is another decent damage skill at 5 energy that you can spam if you aren't using adrenaline skills.
It would look something like this:
Apply Poison
Tiger's Fury
Seeking Blade
Pure Strike
Hundred Blades
Wildblow
Troll's Unguent/Storm Chaser/Hamstring
Res Signet
I'd also use a Poisoner'r Hilt and the Fortitude Pommel
Last edited by pagansaint; Oct 21, 2005 at 04:28 PM // 16:28..
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Oct 22, 2005, 12:02 AM // 00:02
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#5
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Krytan Explorer
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Yeah, you also might try a disrupting-type beastmaster using something like disrupting chop or whatever, and distracting blow, combined with the 2 disrupting pet spells. It's what I personally always advocate for r/w.
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