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Old Oct 15, 2005, 09:05 AM // 09:05   #1
Ascalonian Squire
 
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Default Could I get some help with my Interruption Ranger

R/*

Exp. 11+1+1
Marks. 10+3
WS. 10+2

Distracting Shot
Savage Shot
Pin Down
Throw Dirt
Choking Gas
Practiced Stance {E}
Troll Unguent
Rez Sig.

I know I won't be doing much damage with this build, but thats not what it's for. Energy is not a problem because of the exp. and I put pin down and TD in there to deal with warriors/other rangers.

Well, any comments to make this better?
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Old Oct 15, 2005, 09:18 AM // 09:18   #2
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I run close to the same build, but have either Whirling Defense or Storm Chaser in place of Pin Down. Pin Down may be better, BUT without pin down I can drop my marks and master in WS or Expertise...

Expertise 10 +1 +1
Marks 8 + 1 for bow req. Savage shot is for quick interupt not damage
WS 12 +3 10 Regen (TR), longer Choking, longer Storm Chaser.

This may or may not do you better, it has worked well for me. Whirling is great under focus, but Storm Chaser is great for running away, or catching a running monk to interupt his heals in his getaway, (cripple can, and most likely will be mended)

You can also run 12+1 Exp, and WS 10+1+3...still 10 regen (TR) and throw dirt, PS will last longer...This too has done me well.

Good luck, enjoy the colorful language over local in Random Arena on this build.

Edit: Thanks for the correction Arathorn...dunno why I typed it like that...anyway I like the Flurry thing, don't care for Frenzy. I think I'll test that out now.

Last edited by stryphe; Oct 15, 2005 at 10:12 AM // 10:12..
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Old Oct 15, 2005, 09:27 AM // 09:27   #3
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For me, I like to go R/W for frenzy, put it in instead of pindown. Increased attack speed is awesome when running choking gas. Practiced stance simply needs to be active when you cast choking gas, no the whole time. So PS -> CG -> frenzy -> repeat. Throw dirt (or whirling defense, though it means you can't keep running PS or frenzy) for wars attacking you, and interrupt a caster continuously.

For attributes, I go expertise 13, WS 14, marks 9

edit: the above poster has his attribute points mixed up a bit, you can either go 11/11/8 or 12/10/8. You want 13 expertise for the breakpoint on your 5 and 15 energy skills.

Last edited by Arathorn5000; Oct 15, 2005 at 09:31 AM // 09:31..
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Old Oct 15, 2005, 09:54 AM // 09:54   #4
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Well if PS only needs to be active when you cast CG, I will change to R/W and use flurry instead of pin down.

I think this is one of those cases where flurry>frenzy.
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Old Oct 15, 2005, 12:46 PM // 12:46   #5
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What I use(d) when I play ranger interrupt and I guess I am not the only one who played this.

Expertise 10+3+1
Wilderness Survival 10+1
Markmanship 11+1

Kindle Arrows
Favorable Winds
Dual Shot
Punishing Shot
Distracting Shot
Savage Shot
Serpent's Quickness
Resseruction Signet

Good Interruption, Good Damage, No energy problems. Need to say anything more?
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Old Oct 16, 2005, 12:59 AM // 00:59   #6
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Quote:
Originally Posted by damocles
Kindle Arrows
Favorable Winds
Dual Shot
Punishing Shot
Distracting Shot
Savage Shot
Serpent's Quickness
Resseruction Signet

Take out Kindle and add in Read the Winds, I would ditch Serpents quickness for Dust trap or Throw Dirt, to counter wars coming at you, use a 5:1 vamp bow on your secondary and a regular bow on your primary, switch to the vamp when you start battle. The current fab is using order of vamp necro to add additional lifestealign to your attacks, and to use Mark of Pain so your arrows deal AOE damage to any team stupid enugh to bunch up against ranger spike and then have the Elite barrage for mass HP gain from Vamp order, personally I find that type of build fun to play but not effective. Distracting shot I wouldnt think is not all that great, I would change it up for StormChaser or Dodge.

Dual Shot <--Damage Dealer and Anti ROF
Punishing Shot <--Adds Damage instead of Hard Damage and Interupts
Savage Shot <-- Sama as Above
Read The Winds <-- Helps you Interupt greatly
Favorable Winds <-- Helping the Team
Dust Trap <-- Blind Anyone Near you
StormChaser/Dodge/WhirlingDefense <--3 Good Stances, take your Pick
Res Sig


Shielding Hands does Counter Ranger Spike, but only for 10/20 seconds, so its not effective counter, ROF gets owned by ranger spike because it negates only 20-30 damage and then gains it back, ROF is for big Damage Spiking and castign through interupt mesmers. What does stop ranger spike is Block and evade effects, Aegis hurts but doesnt really stop the build since so many arrows are flying. Aegis + Shields Up + Deflect Arrow + Shield Stance on everyone on the opposing team would pretty much render this build useless, at least noone can run that kind of build without getting stomped by iway first.
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Old Oct 16, 2005, 01:58 AM // 01:58   #7
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well the OP's build is centered around choking gas/practiced stance, which is significantly different from a punishing shot build...

but i would have to agree, if you use choking gas you almost need either tigers fury or frenzy, or just some way of making your arrows shoot faster. in this case flurry might actually be not bad considering you never really intended to do damage, but i think frenzy is good enough.

im guessing with things like troll unguent and throw dirt this is meant for TA/CA, but in either case i think whirling defense can replace one of those (or both), and as long as you can keep practiced up when you use choking gas it shouldnt be that bad of an overlap.

i would usually go with 14 expertise in a ranger build like this, and definetly consider using two superior runes and the +30 hp mod on the bow for 410 hp, but im too lazy to actually work out what the stats should be at
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