Oct 24, 2005, 09:04 PM // 21:04
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#1
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Pucker's Penguins
Profession: E/Me
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PvP R/Me or R/E build question
I'm starting to use the Ranger in PvP, but I just can't think of a build to run. I already know that it's either going to be R/Me or R/E. I was thinking maybe some of these:
- Barrage Bot
- Shock Sniper
- Interrupt + Poision + Mesmer Degens
- Fragility Build
Those are just the build I've heard of. I just don't know what to go with. I also don't know if there any any other effective R/Me R/E builds out there. Any help?
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Oct 24, 2005, 09:09 PM // 21:09
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#2
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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I know I always try a R/xx and always wind up running them as a pure ranger, so there's a thought.
With R/E, you could bring Conjure Flames or whateveritis to kick up your damage I suppose, as long as you're flinging fire damage.
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Oct 24, 2005, 09:11 PM // 21:11
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#3
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Pucker's Penguins
Profession: E/Me
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Expertise: 13 (12+1)
Wilderness Survival: 16 (12+4)
- Dust Trap (Wilderness Survival)
When Dust Trap is triggered, all foes in the area are Blinded for 11 seconds and take 71 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:12 Cast Time:2 Recharge:30
- Spike Trap [Elite] (Wilderness Survival)
When Spike Trap is triggered, all foes in the area take 71 piercing damage, become crippled for 17 seconds and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast Time:2 Recharge:20
- Flame Trap (Wilderness Survival)
When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 31 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast Time:2 Recharge:20
- Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all foes in the area take 68 piercing damage, become crippled, and begin bleeding for 27 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:7.2 Cast Time:2 Recharge:20
- Serpent's Quickness (Wilderness Survival)
For 31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.
Energy:2.4 Cast Time:0 Recharge:45
- Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.4 Cast Time:0.5 Recharge:10
- Whirling Defense (Expertise)
For 18 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 10 piercing damage.
Energy:4.8 Cast Time:0 Recharge:60
- Resurrection Signet ()
Resurrect target party member. You can only use this skill ring once per mission.
Energy:0 Cast Time:3 Recharge:0
Does this build sound any good? I completly forgot about a trapper build, and I remembered that I was thinking about running this one.
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Oct 24, 2005, 09:28 PM // 21:28
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#4
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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heres an idea: take a bunch of random ranger skills that are for the most part tied to 2-3 attributes, and try them out in CA. aside from the fact that you get no healing and die in seconds, try to see what could be done to improve your build, etc. its actually quite fun
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Oct 24, 2005, 09:29 PM // 21:29
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#5
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Krytan Explorer
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I'm thinking you want Mantra of Resolve in there. In place of Whirling. Speaking of Barrage Bot, I've not seen one of those in a long time...ever since the no cooldown Quickshot hype began and then the ranger interrupter, and now the ranger spikes. I think Shock Sniper and Fragility are pretty much disproven now...
Also, I don't see quickshot in that list?
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Oct 24, 2005, 09:33 PM // 21:33
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#6
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Pucker's Penguins
Profession: E/Me
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I didn't put the Quickshot build in there because I though they had nerfed something that messed up the build. Did I just hear wrong? I just though that no one ran the QS build anymore.
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Oct 24, 2005, 09:37 PM // 21:37
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#7
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Krytan Explorer
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Quote:
Originally Posted by Alderon2765
I didn't put the Quickshot build in there because I though they had nerfed something that messed up the build. Did I just hear wrong? I just though that no one ran the QS build anymore.
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Yeah. Now it has a cooldown. So you have to alternate between normal shot and Quickshot. Its no biggie though, some people chose to do that even when Quickshot/QZ meant it had no cooldown. As for nobody running it anymore, I can't say I'm the grand pumba of the Rangering community...but I see no reason why not. It's good for DPS, you can also use it to spike if you want.
Heres a really generic ranger.
http://www.guildwarsguru.com/forum/s...68&postcount=9
Skill point distribution is the main thing to watch for a Ranger. Its easy for the Warriors, drop the strength to 8 if needed, not so for the ranger who has one line they pretty much NEED to get to 13-14 and possibly another to 12+. In the above build I used 3 lines of wilderness survival, marksmanship and expertise. If you need another line, then take it out of wilderness survival, you could go with Read the Winds as a prep and then whatever then.
Using it is simple, use all your setup skills, then while under Tiger's Fury use Dual Shot, Quick Shot, Savage Shot. If you got a team doing this the guy should be dead...if not, pin him down, then alternate between Quick Shot and Normal Shot, or switch target or something...
Last edited by JYX; Oct 24, 2005 at 09:49 PM // 21:49..
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Oct 24, 2005, 09:56 PM // 21:56
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#8
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Looking For Guild
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I would switch out Spike Trap for Oath Shot on the trapper. This would allow you to either have Whirling Defense or Serpent's Quickness on all the time.
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