Jan 12, 2006, 11:26 PM // 23:26
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#1
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Cyan's R/E Health Degen(Anti-Paladin!) Build
Profession: Ranger/Elementalist
Name: Anti-Paladin Build!
Type: Ca/Ta - Could work for GvG and Tombs, but i really dont think so
Category: Health Degen
Weapons: Whatever you want, just give it a Fiery Bow String. I prefer Short Bows.
Attributes:
Fire Magic: 12
Wilderness Survival: 9+3+1
Marksmanship: 8+1(7+1 if you have a Req. 8 bow)
Expertise: 5+1
Skill set:
1. Mark of Rodgort
2. Glyph of Lesser Energy
3. Melandru's Arrows(Elite)
4. Conjure Flame
5. Distracting Shot(Skill of choice)
6. Savage Shot(Skill of choice)
7. Troll Ungent
8. Rescurrection Signet
Summary: This build is nice for killing Warriors, and other with no health regeneration skills.
Use Conjure Flame - Glyph of Lesser Energy - Melandru's Arrows - Mark of Rodgort, and just keep shooting. Dont be afraid of Mend Ailments spammers, or other Condition removers.
Notes & Concerns: First i thought energy would be a problem, but it isnt. Of course this build have weaknesses such as Hex Removal, Energy draining and Health Regeneration.
Be careful using the 2 skills of choice, since it could cause too much energy use.
The reason why you shouldnt care about Condition removal, is because every shot you fire will cause the exact same Conditions again!
You shouldnt attack a target that is going to get killed in a few seconds, but choose one who have an enchantment on, since Melandru's Arrows will do +25dmg then(Which will make good dmg also)
Credit: Credit to the monk who told me to use Incendiary Arrows in a crap build, and to an annoying friend who gave me the idea of using Mark of Rodgort.
Any suggestions, feedback, improvements etc.?
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Jan 13, 2006, 12:53 AM // 00:53
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#2
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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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Very interesting build Cyan...I'll have to give it a whirl!
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Jan 13, 2006, 12:57 AM // 00:57
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#3
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Dun dun dun
Join Date: Aug 2005
Guild: Reddit Guild
Profession: R/
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Looks good.
But what I'm afraid of is the low expertise... It just scares me .
I can't test it out right now. No more character slots
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Jan 13, 2006, 01:20 AM // 01:20
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#4
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Wilds Pathfinder
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6 expertise.. ouch.
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Jan 13, 2006, 02:34 AM // 02:34
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#5
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Looking For Guild
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Since the main damage from this build comes from the burning and bleeding effect from the normal shots, six should be fine. I wouldn't take this into anything but CA though, as anywhere else Mark will be off within ten seconds.
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Jan 13, 2006, 03:28 AM // 03:28
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#6
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Frost Gate Guardian
Join Date: Aug 2005
Location: where ever u want me to be
Guild: Gangsters in the Hood
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u only need 9 or 10 fire magic u need more expertise
expertise > fire magic
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Jan 13, 2006, 06:55 AM // 06:55
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#7
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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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Esrever hit the nail on the head...the build relies on it's normal arrow shots to guarantee constant degen from the poison and burn, and that's why Expertise isn't necessarily required.
I agree with Esrever in that Hex Removal is the biggest problem. MoR is expensive in energy and time (due to MA setup and GLE as well); plus you don't have a cover hex. It is a nice CA Build and with some coordination from other teammates as such, I'm sure you can blend it into a TA build...still it's nice to see something new. Thx for the build.
Last edited by mr_boo; Jan 13, 2006 at 06:57 AM // 06:57..
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Jan 13, 2006, 06:59 AM // 06:59
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#8
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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Thanks, I'll try it out... looks like fun.
I'm a biiiig expertise fan, so I'll have to force myself to use that low.. low number, awwwh.
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Jan 13, 2006, 07:13 AM // 07:13
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#9
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Wilds Pathfinder
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u only need 9 or 10 fire magic u need more expertise
expertise > fire magic
^^^ Agreed.
Bump Expertise to 9. It should never be lower than that IMO (threshold for 10-->6), especially if you want to spam Savage Shot.
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Jan 13, 2006, 07:21 AM // 07:21
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#10
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Personally I'd drop Melandru's Arrows for Poison Arrow for some more DoT. I'd drop Conjure Flame because it just isn't totally necessary except to deal a little more damage per hit. I'd rather focus on degen, if that's what the build is built around. I'd take out CF for Hunter's Shot, perhaps a trap, or Throw Dirt. That way you can take a few points out of Fire and throw them into Expertise.
I really think Poison arrow would work quite nicely in there in place of MA. If there is a condition spammer, well spam PA. Not only that but with every hit (unless Mark of Rodgort is removed) you're doing fire damage (just grab a fiery string). I like the idea of inflicting 11 pips of degen with every other hit.
I like the build... I'll try it out later.
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Jan 13, 2006, 08:55 AM // 08:55
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#11
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Desert Nomad
Join Date: Jul 2005
Location: Tyria, cappin' ur bosses
Guild: Boston Guild [BG]
Profession: R/W
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Actually, I agree with Sol_Vie on everything but one part: you need a cover hex. Maybe some junk Water spell in place of Conjure just to get that one extra hex? I don't know Ele too well. Is there a quick casting Water spell with a hex?
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Jan 13, 2006, 09:29 AM // 09:29
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#12
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Rust could be an idea, but i dont like its recharge time.
You cant have a degen of 11 though, thats why i use Melandru's Arrows. For the low cost, extra dmg on enchantments and bleeding + I dont have to use Melandru's all the time like Poison Arrow... and my normal ranger build already use it, so i wanted to try something new.
Expertise isnt high because it wouldnt lower the cost of Melandru's much, and i nearly never use the skills of choice, only Distracting Shot for Res signets..
You could lower Wilderness Survival if you dont want the extra dmg, and set in Expertise to use the skill of choice more.
You could actually take out everything in Marksmanship, but i like the extra dmg i can make.
Thx for the replies
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Jan 13, 2006, 10:00 AM // 10:00
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#13
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Quote:
Originally Posted by Cyan The Archer
Rust could be an idea, but i dont like its recharge time.
You cant have a degen of 11 though, thats why i use Melandru's Arrows. For the low cost, extra dmg on enchantments and bleeding + I dont have to use Melandru's all the time like Poison Arrow... and my normal ranger build already use it, so i wanted to try something new.
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Ah ha! But you can- you just don't see it. If you (for example) throw a Life Transfer and start degenning 7 pips of health and light em up (burning) they will have a total of -14 pips of degen. If a monk casts Healing Breeze on the poor sap, he will have -4 pips of degen. See how it works? So even though your degen maxes out at -10, there is still some left over. The extra degen, btw is really nice.
As for a cover hex... hmm I'm not sure. If you ran this in a non random PvP you could have a necro bring along SS and Parasitic Bond to cover. (Better yet- why not a R/N! Life Transfer with the above build might be fun. Hooray for getting sidetracked at 5am. I'm not tired- really I'm not!)
Back to the cover hex- while expensive, Blurred Vision could work nicely. Even if you don't put any points into Water Magic, you should be able to cover Rodgort's Invocation long enough to deal the necessary damage. You should be able to slap it on before a monk gets Veil on and off.
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Jan 13, 2006, 12:04 PM // 12:04
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#14
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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You dont loose the extra health with a degen of 14.. it will still count as -10.. unless the enemy have health regen.
and R/N is a totally different build :P
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Jan 13, 2006, 03:47 PM // 15:47
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#15
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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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Here is my version:
Expertise: 8
Marksmenship: 9
Wilderness Survival: 12
Fire Magic: 12
Called Shot
Distracting Shot
Savage Shot
Melandru's Arrows
Mark of Rog.
GLE
Whirling Defense
Res Sig
I kinda enjoy the breakpoint in Expertise at 8; iirc it dropped Called Shot, Distracting Shot, & Savage Shot down to 3 Energy. I switched out Conjure Flame for Called Shot just as a safety measure against any guardians or evade/block stances. And I chose Whilring Defense over Troll U just because I've never been a big fan of Troll U and it took to long to cast it given time constraints in this build.
Last edited by mr_boo; Jan 13, 2006 at 03:52 PM // 15:52..
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