R/N
14 Expertise (10+3+1)
11 Marksmanship (10+1)
8 Beast Mastery (7+1)
9 Curses
1. Marksman's Wager {E} (Expertise)
2. Spinal Shivers
3. Tiger's Fury
4. Dual Shot
5. Distracting Shot
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Icy Shortbow of Fortitude (15% vs hexed foes)
That's what I use when I go Spinal Shivers. With Marksman's and Spinal going at the same time, you *gain* energy, even when you strike an interrupt (-7 from Spinal, +10 from Marksman's = +3 gain) on a normal attack. When you use Dual Shot, you gain even more energy (+10 from each arrow) and only lose the -7 from Spinal once for that attack, giving you a total of +13 after Marksman's and Spinal, and after the 4 energy cost of the Dual Shot is considered, you still managed to get +9 energy out of the whole deal. A ranger can keep that up indefinitely.
Some things you would want to consider when making changes to what I posted and your own original build would be a cover hex for Spinal, since its presence is crucial to your whole plan. As for your own build, your expertise is woefully low, you're going to be using Offering of Blood a whole lot to keep your energy topped off, and that means you'll be using Troll Unguent a whole lot. 5 out of every 10 seconds I foresee the originally posted build having to stop, using OoB and Troll, then reacquire the target. Not much interrupting going on there.
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