Sep 20, 2005, 11:20 PM // 23:20
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#1
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Interuption Yo'
My interupt ranger 4v4.
1.Incendiary Arrows
2.Savage Shot
3. Distracting Shot
4. Leech signet
5. Drain enchantment
6. Tigers Fury
7. Favorable winds
8. Res signet
It works wonderful in 4v4 arenas, but for halls I can't see it working :S
Have fun!
Post comments if you want.
One thing I think I should say
-No choking gas because people dont really...Clump up in 4v4 arenas.
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Sep 20, 2005, 11:45 PM // 23:45
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#2
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Krytan Explorer
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Choking and incendiary arrows compliment each other very well, their recharge/durations synergize well. I'd drop probably both savage and distracting shots and use pin down and debilitating shot since you will have constant to near constant interruption preparations up.
But I'd consider keeping distracting because of the near instantaneous effect and lockdown of the skill for 20 seconds. Useful for RoF and Orison shutdowns.
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Sep 20, 2005, 11:48 PM // 23:48
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#3
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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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after the change savage shot > distracting shot. its nuts. sounds like a good build cookiehoarder
although since you are talking aobut 4-4 i dont see it working too well without a self heal... drop drain enchant maybe?
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Sep 21, 2005, 10:56 AM // 10:56
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#4
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by pagansaint
Choking and incendiary arrows compliment each other very well, their recharge/durations synergize well. I'd drop probably both savage and distracting shots and use pin down and debilitating shot since you will have constant to near constant interruption preparations up.
But I'd consider keeping distracting because of the near instantaneous effect and lockdown of the skill for 20 seconds. Useful for RoF and Orison shutdowns.
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Pindown might be a good addition, but I didn't bring choking gas because who groups up in team arenas? I can keep a target completely interupted for 16 seconds and wait for incendiary. Choking is a must in halls, pindown I can't see since we're bound to have a galer/windborne on our team
Thank you for the comment Pagan, and thank you for the compliment smurf
Quote:
Originally Posted by smurfhunter
after the change savage shot > distracting shot. its nuts. sounds like a good build cookiehoarder
although since you are talking aobut 4-4 i dont see it working too well without a self heal... drop drain enchant maybe?
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Sadly that is the part where it suffers. I use these stats though
14 Expertise
12 Beast Mastery
11 Marksmenship.
-Maybe drop to an 8 second TF, drop drain enchant, and get some inspiration for ether feast? :P
The 10second TF helps distract with Savage and distracting shot. I might think about dropping leech signet for something else...It helps a lot when I'm running and see someone start to cast
-One more note is, for a halls build I would possibley consider dropping a few skills for a trap or two/choking gas.
Last edited by cookiehoarder; Sep 21, 2005 at 11:01 AM // 11:01..
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Sep 21, 2005, 05:32 PM // 17:32
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#5
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Krytan Explorer
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Its not about how they group up or don't group up, its the constant interruption.
But with the enchant killers and the interruption potential looks like a stable build to harrass/nuetralize casters with.
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Sep 21, 2005, 06:28 PM // 18:28
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#6
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Academy Page
Join Date: Jul 2005
Guild: Blades of Redemption
Profession: Mo/E
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I personally run this build, and it works pretty good:
Expertise: 12 (8+1+3)
Wilderness Survival: 12 (11+1)
Marksmanship: 12 (11+1)
Savage Shot
Troll Unguent
Incendiary Arrows [Elite]
Distracting Shot
Penetrating Attack
Pin Down
Whirling Defense
Res Sig
Self heal and stance are in there due to the unreliability of teammates in Random and even Team Arenas.
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Sep 21, 2005, 07:04 PM // 19:04
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#7
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by pagansaint
Its not about how they group up or don't group up, its the constant interruption.
But with the enchant killers and the interruption potential looks like a stable build to harrass/nuetralize casters with.
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Yet choking gas is put to good use when they do group up. Choking gas is good for 1on1 interuption it just didn't fit into my build because of the stats, I'll look into the build, try to revise it a bit to fit CG in. BRB, gunna go fit CG in X_X
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Sep 21, 2005, 07:45 PM // 19:45
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#8
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Ok...Revised build, if you're running this build, drop BM till you have a 8 second Tigers fury(7 beast i think) then pump wilderness till you have an 8 second choking gas (9 wilderness i believe)
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Sep 21, 2005, 10:10 PM // 22:10
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#9
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Lion's Arch Merchant
Join Date: May 2005
Location: San Diego, CA US
Guild: SoF
Profession: Mo/
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Quote:
Originally Posted by cookiehoarder
Ok...Revised build, if you're running this build, drop BM till you have a 8 second Tigers fury(7 beast i think) then pump wilderness till you have an 8 second choking gas (9 wilderness i believe)
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What skill did you replace Chocking Gas with?
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Sep 24, 2005, 01:24 AM // 01:24
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#10
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Pre-Searing Cadet
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Well i use this build for my ranger :
Beast Mastery : 10 (9+1)
Expertise : 13 (10+3)
Wilderness Survival : 10 (9+1)
Marksmanship : 12 (8+1+3)
Practiced Stance {E}
Distracting Shot
Savage Shot
Choking Gas
Serpent's Quickness
Tiger's Fury
Troll Unguent
Resurrection Signet
I use this when i play with my guild in GvG or tombs because then i know i will get healed or protected.
Last edited by Sp3tzn4z; Sep 24, 2005 at 01:27 AM // 01:27..
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Sep 24, 2005, 01:26 AM // 01:26
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#11
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Quote:
Originally Posted by Sp3tzn4z
Well i use this build for my ranger :
Beast Mastery : 10 (9+1)
Expertise : 13 (10+3)
Wilderness Survival : 10 (9+1)
Marksmanship : 12 (8+1+3)
Practiced Stance {E}
Distracting Shot
Savage Shot
Choking Gas
Serpent's Quickness
Tiger's Fury
Troll Unguent
Resurrection Signet
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Thats like 3 stances...
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Sep 24, 2005, 01:32 AM // 01:32
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#12
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Pre-Searing Cadet
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Quote:
Originally Posted by knives
Thats like 3 stances...
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i know but i dont use tiger's or serpent because those were actually two open slots so i filled them up with those.
But i changed it to this now.
Expertise : 14 (11+3)
Wilderness Survival : 12 (11+1)
Marksmanship : 12 (8+1+3)
Practiced Stance {E}
Distracting Shot
Savage Shot
Choking Gas
Hunter's Shot
Throw Dirt
Troll Unguent
Resurrection Signet
Last edited by Sp3tzn4z; Sep 24, 2005 at 01:45 AM // 01:45..
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Sep 24, 2005, 04:11 AM // 04:11
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Profession: N/W
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bah just run the new fad. The interupting/spike dmg ranger.
Kindle arrows
distracting
concussion
punishing
savage
troll
rez sig
skill w.e u like
personally i like some inspiration to help with the enregy
Spam interupts all togther but get expertise high. 4 shots in a row and i believe just as fast as quickshot
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Sep 24, 2005, 04:16 AM // 04:16
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#14
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Wilds Pathfinder
Join Date: Jun 2005
Location: #amplitudestudios
Guild: Xen of Onslaught [XoO]
Profession: W/Mo
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I run:
13 into Expertise
11 into Marksmanship
10 into Wilderness Survival
4 into Beast Mastery (just enough for 4 second TF)
My build is the same as listed above, with Tiger's Fury filling the open slot. Although this is really the new fad, just because you have the skills doesn't mean you know how to use them. I'd like to think I'm more effective than most others using this build because I know energy management, target calling, movement, position, and when to spam all of your 1/2 second cast shots at once for over 200 spike damage, as well as when to conserve them to interrupt casters. I'll be putting up a video of this soon.
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Sep 24, 2005, 05:45 AM // 05:45
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#15
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Wow, most impressive. I for one think interrupt rangers are one of the deadliest rangers in any arena...
You want interrupt? Let's try this one...
12+1+3 Marksmanship
8+1 Expertise
7+1 Beast Mastery
Rest to Wilderness Survival +1
[yes, I'm very anti-single class but only the ranger seems qualified to do it.]
Incendiary Arrows {E} - the REASON Ranger is the best interruptor
Choking Gas - the OTHER reason Ranger is Best Interruptor
Concussion Shot
Savage Shot
Distracting Shot
Determined Shot
Favorable Winds
Res Signet
Similar to the opening build but with massive Marksmanship giving you devastating crits and LOOOONG lasting effects from your weapon. Should you fight a cheat who'll cower behind stances/enchants, then use Determined shot to recharge your stuff and let loose! I was thinking of using Marksman's Wager just for a second to offset the massive energy loss this build creates.
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Sep 24, 2005, 08:10 AM // 08:10
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#16
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Desert Nomad
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Did you forget about Tiger's Fury in between assigning your attribute points and picking your skills?
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Sep 24, 2005, 08:42 AM // 08:42
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#17
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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You will need Troll for arenas I'm afraid. I like to put in Throw Dirt as well for the nice little warriors with mending. Healers are poor and people have a habit of forgetting rez sigs. And you wont be inturrepting much once you're dead :/
I'm talking about worst-case-scenario-PUGs of course. If you're lucky enough to be part of an actual "TEAM" then have fun, its all good
Last edited by M3lk0r; Sep 24, 2005 at 09:18 AM // 09:18..
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