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Old Sep 19, 2005, 01:51 PM // 13:51   #1
Wilds Pathfinder
 
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Default Help building a team using 3 punishing shot rangers

I've tried a team with 4 of these rangers & while it is fun I would prefer running with three. Part of me just doesn't like running with a build that has to go to extremes of having the same primary with extremely similar skills in 4 slots. Also it seems like 3 of these rangers are enough to drop a target. So far we have been using 16 marksmanship, 13 expertise, & 9 wilderness. I have had them using frenzy & sprint, but after reading on the forums some I'm starting to think the frenzy is unnecessary. My question though isn't really so much what the rangers are running as what to have the other players on the team are running.

So far I have tried to keep fairly standard 2 heal & 1 prot monks. I have wanted at least 2 aegis's & preferebly 3 with my monks. As for another slot we have been running a necro. This nec's skills have changed from time to time from tainted to spiteful to lingering. Also sometimes he has focused more on enchantment removal whereas at other times focused more on things like faintheartedness.

The last spot is where I have debated what to put in the build. I have tried an axe warrior running shields up for altar capping. I have tried a wither & malaise necro. I have placed an illusion mes in the build w/ mantra of persistance & to spread around conjures. I have thought about putting a trapper in the last spot or even an emo smiting off of whoever is taking dmg. Any suggestions on what I could put into the build to go well with the three punishing shot rangers. So far the illusion mes has probably worked the best until I met up with a mes that kept diversion on him. Part of me thinks I should just have a dom mes to run diversion so we can shut down a skill or player that is causing us problems. Any suggestions?
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Old Sep 19, 2005, 02:32 PM // 14:32   #2
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Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
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you will need to run 14 expertise to effectively use 10 energy skills like savage shot, puninshing shot, and dual shot/debil shot. this means you will have to sacrifice 1 marksmanship, something that hardly affects the damage output (i think at least).

i would add another necro if i ran 3 rangers. both would run lingering curse, rigor, and rend. that way you can almost guarantee a debuffed target when you spike him. imagine, at the count of 3 2 1 you are shooting arrows at someone with rigor and lingering on him. you may actually want one to run tainted or something, just because im not sure you would need 2 lingerings.

however im not entirely sure that woulud be overly effective, the extra firepower from 4 rangers is pretty nescessary to drop the ghostly, who is pretty resilient with 3 monks backing him up.
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Old Sep 19, 2005, 03:05 PM // 15:05   #3
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A solid attribute distribution

Expertise 11+3
Marksmen 11+1+1
Beast Mastery 6+1 (For Tiger's Fury)
Wilderness Survival 6+1 (For Kindle)


Skills
Distracting Shot
Savage Shot
Tiger's Fury
Punishing Shot
Dual Shot
Kindle
Whatever
Whatever (Rez I guess)

Last edited by Allmightybob; Sep 19, 2005 at 03:09 PM // 15:09..
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Old Sep 19, 2005, 06:49 PM // 18:49   #4
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Quote:
Originally Posted by Allmightybob
A solid attribute distribution

Expertise 11+3
Marksmen 11+1+1
Beast Mastery 6+1 (For Tiger's Fury)
Wilderness Survival 6+1 (For Kindle)


Skills
Distracting Shot
Savage Shot
Tiger's Fury
Punishing Shot
Dual Shot
Kindle
Whatever
Whatever (Rez I guess)
Just take out Tigers and it will look perfect

To Ishamael Sedai: why sprint instead of storm chaser? And why does everyone need a run buff in the first place?
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Old Sep 19, 2005, 06:53 PM // 18:53   #5
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yea you dont need tigers since the 3 interupting skills are half second activations. serpents quickness would help a lot more
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Old Sep 19, 2005, 10:07 PM // 22:07   #6
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Determined Shot is also nice if they are running Aegis.
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Old Sep 19, 2005, 10:22 PM // 22:22   #7
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Oh I see, we trying to tickle our target
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Old Sep 19, 2005, 11:35 PM // 23:35   #8
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Determined Shot is actually a nice finishing shot to the interrupt spam. If you hit, you get a dmg bonus on top of kindle, if you miss, all your interrupts are recharged.

I run distracting, savage, punishing, determined, kindle, whirling, strip enchantment, res sig with 2 zealous bows that I switch between depending on target range.
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Old Sep 20, 2005, 12:00 AM // 00:00   #9
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The recharge is fine enough without determined shot. I'd call it a waste of a slot, because if you're trying to speed up the attacks that much, you're gonna be out of energy anyway.
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Old Sep 20, 2005, 05:05 AM // 05:05   #10
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Naw, I usually hit my determined anyway, so I just get the bonus dmg and determined is a 5 energy skill so at expertise 13 it's only costing 2 as opposed to 4 or 5 from dual shot.
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