Oct 12, 2005, 08:07 PM // 20:07
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#1
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: FDR
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OMFG A good E/R Build
I don't know how I did it, but I guess I was just really bored. Now, I didn't say this build was unbeatable, I just said it was good.
1.Conjure Flame
2.Mark of Rodgort
3.Meteor
4.Favorable Winds
5.Savage Shot
6.Melandru's Arrows {E}
7.Troll Ungent
8.Resurrection Signet
Fire Magic:9 (8+1)
Energy Storage:11 (9 + 1 + Eye) (63 Energy)
Marksmanship:9
Wilderness Survival:11
Equips: Fiery Bow with a Req. of 9 Marksmanship
The Fire Magic is just high enough so that the MoR can set the enemy on Fire for 3 seconds. You all know about Favorable Winds here, so I won't explain how to use it. When approaching an enemy, use these spells in the order that they appear: Favorable Winds -> Conjure Flame -> Melandru's Arrows -> Mark of Rodgort. Meteor is for fleeing enemies and interruption, while Savage Shot is used right after a normal shot for twice the damage, or just interrupting. Meteor is also fantastic against Monks, especially if they're below 50% Health. Use Troll Ungent when you suffer a degenerating from a Condition or when you are just above 50% Health. Although this may seem like a weak or Energy consuming build, it surpisingly isn't. The only real weakness is Warriors, and degeneration , Meteor, and Savage Shot can help against them. ALWAYS have Conjure Flame, Melandru's Arrows, and FW on yourself. The massive damage and interruption this build causes makes up for the low armor rating, and as long as you dont cast Mark of Rodgort every time chance you get, and you don't spam Savage Shot, your Energy should be fine. If this build doesn't seem like it would work to you, just try it - it's really pretty good, especially for an uncommon and usually unreliable combination of a E/R.
EDIT: Give me some advice if need be, but try not to criticize.
Last edited by Nirconus Otreum; Oct 13, 2005 at 09:06 PM // 21:06..
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Oct 12, 2005, 10:56 PM // 22:56
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#2
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Unfortunately rangers do this better with dual shot and preparations...
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Oct 13, 2005, 09:03 PM // 21:03
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#3
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: FDR
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Alright, number one, I have a preperation in there: Melandru's Arrows. Number two, how the heck would Dual Shot benefit this build?
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Oct 13, 2005, 09:05 PM // 21:05
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#4
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Ascalonian Squire
Join Date: Aug 2005
Guild: Select Few [SF]
Profession: Mo/Me
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/sigh
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Oct 13, 2005, 09:41 PM // 21:41
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#5
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Desert Nomad
Join Date: Mar 2005
Location: UK
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.......preps work off the arrows..... therefore.... if there are more arrows... there is more prep.... so there is more damage.
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Oct 13, 2005, 09:54 PM // 21:54
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#6
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Nirconus Otreum
EDIT: Give me some advice if need be, but try not to criticize.
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In that case, nobody will want to help you.
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Oct 13, 2005, 10:01 PM // 22:01
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#7
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Does it not rile you slightly when people wander in and say things like 'omg i just made a good build out of x'..... of course you did, its not hard. That is highly pretentious and somewhat grates across my nerves.
I did post a long thing about how to improve the build.... but ie screwed up and now i cant be bothered to retype-.-... dont worry though, it was constructive
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Oct 13, 2005, 11:16 PM // 23:16
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#8
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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this has basically the same problems a r/e using mark of rodgort has. hex has a long recharge, and hex removal in an organized pvp isnt uncommon.
other than that youre relying on -10 pips of degen and a little bit of bow. not to scary when you come up against a monk.
i think youre right in one area tho, savage shot is better than dual shot, maybe in every build. same recharge and you get a dual shot affect, but you get full damage. although, it probably takes a half second longer than dual shot does
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Oct 13, 2005, 11:33 PM // 23:33
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#9
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Frost Gate Guardian
Join Date: May 2005
Location: Manchester, UK
Profession: W/
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*yikes*
I guess good is a subjective word...
I don't know where to start....
Problem #1 -- Is that you've picked Fire
Problem #2 -- Is putting Bow Attacks and a Ranger Preparation with a caster primary....
Am I missing some secret trick or is this utter cack :X
Last edited by Man With No Name; Oct 13, 2005 at 11:39 PM // 23:39..
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Oct 13, 2005, 11:35 PM // 23:35
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#10
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Nirconus Otreum
Give me some advice if need be, but try not to criticize.[/B]
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If you want to do something like this go ranger primary, and don't use garbage like mark of rodgort.
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Oct 14, 2005, 09:27 PM // 21:27
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#11
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: FDR
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Okay guys, I didn't mean "good" as in "amazing," I meant "good" as in "isn't beaten every time." This build is mainly for 4v4, and usually only on casters. Attacking Warriors isn't too smart (although degeneration helps, and if they have no Armor+ skills it sometimes does around 40 a shot), and Rangers have better armor, but it is sometimes possible to beat them. Average damage per shot to mages is anywhere from 60-90, depending on their skills. Even with that, they have max degeneration and interruption. It's not an amazingly fantastic build, but it is decent. As I said before, if you don't think it looks very good, try it. I'm open up for suggestions, too. That doesn't mean "don't use this," or "that's a stupid skill to put in." Give me a replacement skill to put in. I'm trying to think outside the box, and not stick the same traditional Ranger build.
And by the way: What's wrong with using Fire?
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Oct 15, 2005, 02:40 AM // 02:40
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#12
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Looking For Guild
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Fire is bad for PvP because most of it's skills are high-cost, long-cast AoE spells with high recharge times. People tend to move out of them or interrupt them.
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Oct 15, 2005, 09:52 PM // 21:52
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#13
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Frost Gate Guardian
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Ice E/R combo is fun to play. Whereas Fire is high dmg, Ice is high defense and support.
Water Magic 16
Energy Storage 9
Marksmanship 8
Wilderness Survival 7
Icy Bow of Enchanting
Water Trident {E}
Conjure Frost
Hunters Shot
Armor of Mist
Troll Ungent
Blurred Vision
Ice Prison
Rez sig
Weaknesses: Shatter Enchantment, Cripple
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