Background:
I've read a bit and played a bit (4 weeks) and I've been creating and deleting characters until I find combos I like. The other night, I decided I'd like to try a Ranger with some intriguing secondary, so I'm trying to iron out a playing style for my Ranger/Necro. I have little experience with PvP, since my highest level character is 11th level, and no experience with GvG. Currently, I'm still roaming the areas around Ascalon (sp?) Ruins, which should indicate how new to this game I am. This build is mostly for PvE, until I get the hang of things.
Playstyle:
I usually end up hiring henchmen and solo'ing since there are so many people just advertising to run people around or selling items....I don't want to PL (if that term is used here), I want to do all the quests and experience the entire game. I want to experience the PvE game first, and dabble in PvP occasionally.
Goals:
I'd like to build a character that can be efficient solo'ing (I'm patient) or good with groups. I'd like to be helpful in PvP, but I admit that I am a complete n00b when it comes to battlefield tactics and things like "interrupts", "spikes", "pressure builds", etc. I'm presently a basic damage dealer, but I have experience with other games (City of Heroes) where I've played non-aggro and thinking-man's builds, so the potential is there for me to learn to do less linear activities....
Plan:
Lay the three traps, then I open with Kindle Arrow, followed by spamming Poison Arrow-tab-Poison Arrow and when I get a mob moving, hit it with Hunter's shot. Draw them to the traps and ka-blooey.
The last two skills, I'm undecided about, and I'm not even sure that the above scheme will work. Thoughts or suggestions? I don't mind being a trapper (I'm not concerned with dps), as long as I get the job done. I do want to be self-sufficient, but also be a real contribution to a PUG if I find one (or if they find me).
If I go PvP, I'm thinking that I can learn to be an interrupter or maybe a touch-ranger (use the necro line for that). But, I'm a little lost on how to build, anticipate and play those correctly. Any advice would be welcomed.
As you are newer to Guildwars, I would suggest focusing on building characters that you have the skills for. I didn't manage to pick up many of the trap skills untill much later in the game. If you already have them, then congrats, you have gained them much faster then I did. PvE offers different skills along the way so that people will play with the skills they have and try out different skills. Don't be afraid to change the skill bar around and get a feel for different skills.
You do seem to be very up to speed on concepts and ideas, but you mentioned that you wern't sure of the game tactics for interupters, spike builds, and more pressure oriented builds.
An interupt build, is one that uses skills that will interupt your enemy. On a ranger, an interupt build uses skills like Savage Shot, Disrupting Shot, and Punishing Shot (E), as ways to interupt the opponents action. Interupt builds are tricky to play because your arrow has to hit them while they are attempting to use that skill. Skills that take a long time to cast are much easier to interupt. Also a faster paced bow can help in these catagories. http://www.guildwarsguru.com/content...ies-id1092.php
has a list of bows, and can give you the flight time of their arrows. Interupt builds benefit from faster arrows, and skills such as read the wind and favorable winds can help as well.
It may be a good idea to carry an interupt skill around with you in PvE, and probably a composit bow for the quick flight time. This way you can practice interupting skills. Interupts are particularly helpful when you go against creatures who have healing abilities. A monk boss can be difficult to kill if they keep healing themself. I usually go for savage shot and settle with a shortbow.
"Spike" builds are more damage oriented builds. The goal of spiking someone is to do a massive ammount of damage and kill them, before anyone has a chance to heal them. In PvP, Ranger spike teams are popular. 1 Ranger makes the call, and everyone else hits them with their damage skills. The advantage of using rangers is that they can quickly hit someone and change targets as needed.
The goal of a pressure build is to create problems for your target. Putting pressure on a monk makes them focus on surviving and protecting themself, and gives them less time to heal teamates. Many builds can be used for this extent. Ranger Pet builds, Hammer warriors, or a skiller interupter can all create pressure on their target.
There are lots of trapper builds floating around, and I must admit I know little of necromancers. Perhaps some others could help you out more in this catagory.
However, I would consider changing a few skills to make it easier to play.
Swap hunters shot for another skill. Hunters shot creates bleeding on your opponent, but your barbed trap does the exact same thing. Serpents quickness will decrease your recharge time so you can lay traps more often.
Depending on the Group I would run either whirling defense, or Throw Dirt. If you are with a skilled group of players, Throw Dirt is the better route since it helps your teamates. With Henchmen, Whirling Defense may be easier to play. You can activate it at any time and then run into the fray to lay traps. Without some sort of protection traps are easily ruined. Whirling will help you set them during combat.
I'd also really recomend some sort of interupt. Being able to interupt healing after they run through the traps can help a lot. It also offers practice if you would like to run an interupt build later.
Serpents Quickness
Poison Arrow (E)
Savage Shot
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Barbed Trap
Dust Trap
Flame Trap
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Throw Dirt/Whirling Defense
Troll Ungent (or Capture signet, if you are running with 2 healers)
Just some ideas. You may decide you enjoy your build better. Oath Shot (E) really is the superior skill if you want to recharge all your skills, but again, there are plenty of trapper builds floating about. I am sure those players have been at it longer then I have.
Favorable winds won't work, as if you get hit with AOE the spirit dies very fast.
As for trapping, you need a way not to be interrupted, which is why most trapper Rangers use Mesmer secondary.
Hunter's shot... it gives bleeding. That's 3 degen. Not that great...
Poison arrow is gotten very late, like in southern shiverpeaks if I remember correctly. I'd rather use apply poison because you don't have to waste 5 energy every shot.
I'd say stop focusing on damage and more on how you will:
-interrupt
-keep alive
-benefit the team you are on (define a role)
-trap well if you run a trapper build --> antiinterrupts, skill recharge speedups fall here.
Thanks for the information on interrupters and what a pressure build is. Also, thanks for the info on Whirling, I'm sure I'll need an anti-interrupt (as LifeInfusion mentions) with any trapper build.
You're right, I don't have all of those skills, in fact, I just have Hunter's, Fav.Winds, and Troll Ungent (of my list) presently. More of an end-build type of idea. Presently, I'm mixing in some of the Blood and Death necro skills to a pretty decent affect. Since I have a pet, I use them to mitigate some damage, and if I get mobs inside of melee range, I switch to a sword that has health +45 when enchanted, pop Blood Renewal (enchant), then hit what I consider the worst target with Vampiric Touch, this seems to work pretty nicely and if counters most incoming damage. So, this is a fun build even prior to reaching the trapper/archer scenario I've laid out. I want to try as many skills as I can, I just tried to come up with a game-plan of what I wanted to end up with.
I'm going to have to figure out where to get the Capture Signet and how to use it. That's something I haven't come across yet in the game.
And, thanks for the bow info. I just assumed that the Long Bow would be best since it had the longest range (for pulling?), hadn't thought about fire rate.....
LifeInfusion;
The reason I selected Hunter's is because I figured I could counter approaching melee'ers with the Bleeding + poison draining them, assuming they stack. And, the timing seems right for spamming in conjunction with Poison Arrow. I hadn't thought about the 5 eng per shot though, even with 13 expertise, that would still be 2 per shot, and I think I could get a lot more damage for my eng with Apply Poison as you said.
Q: Does Apply Poison work on any physical weapon I use during the 24 seconds?
Yes apply poison works with all physical attacks including hammers, swords and axes.
That's why a common combo is cyclone axe & apply poison
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If you want to go full trapper, a build you might try is full traps, plague touch, throw dirt, troll unguent with 15 or 16 WS and 9 or 10 expertise. Then use a staff/wand & focus for more energy.
As for necromancer things, you might want to try incorporating ones that help with physical (mainly curses), like Mark of Pain, Price of Failure, Barbs, Weaken Armor, or Order of Pain.
Vampiric touch's 15 energy cost doesn't justify its use on a ranger with 3 pips of energy. You are better off just using vampiric gaze, as it has more range and it is 10 energy. 15 energy things are not advisable on warrior or rangers for the most part.
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Ranger Necro PURE trapper
Throw Dirt (Expertise)
Target touched foe and foes adjacent to your target become Blinded for 12 seconds.
Energy:2.8 Cast Time:1 Recharge:45
Oath Shot [Elite] (Expertise)
If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. (50% miss chance with Expertise attribute of 7 or less)
Energy:5.6 Cast Time:0 Recharge:20
Dust Trap (Wilderness Survival)
When Dust Trap is triggered, every seconds(for 5 seconds total), all nearby foes are Blinded for 11 seconds and take 26 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:14 Cast Time:2 Recharge:30
Flame Trap (Wilderness Survival)
When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 31 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
Energy:5.6 Cast Time:2 Recharge:20
Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all foes in the area take 68 piercing damage, become Crippled, and begin Bleeding for 26 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:8.4 Cast Time:2 Recharge:20
Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:2.8 Cast Time:0.75 Recharge:0
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +11.
Energy:2.8 Cast Time:3 Recharge:10
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Plague Sending (Curses)
Sacrifice 10% max Health. Transfer one negative Condition and its remaining duration from yourself to target foe and all adjacent foes.
Energy:10 Cast Time:2 Recharge:0
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 10 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:3.2 Cast Time:0.5 Recharge:10
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 22 damage.
Energy:6.4 Cast Time:0 Recharge:5
Pin Down (Marksmanship)
If Pin Down hits, your target is Crippled for 10 seconds.
Energy:9.6 Cast Time:0 Recharge:15
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 15 seconds.
Energy:9.6 Cast Time:2 Recharge:12
Virulence [Elite] (Death Magic)
If target foe was already suffering from a Condition, that foe suffers from disease, Poison and Weakness for 10 seconds.
Energy:5 Cast Time:1 Recharge:10
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +10.
Energy:3.2 Cast Time:3 Recharge:10
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Capture signets are acquired later on in the game. If you follow the main story line and pick up quests in the towns you will come across them. Basically, to acquire any elite, you have to hunt down a boss using that elite and then use your capture signet after killing them.
Longbow is very nice for pulling as it has the highest range. I always try to keep 3 bows with me. A longbow, shortbow, and recurve bow. Shortbows are best for the damage, recurve for interupting, and longbow for luring.
Poison and bleeding stack, and it also stacks with other conditions such as burning from a flame trap. The only issue with using poison and bleeding to kill off targets is that it wount effect targets that have no flesh. Undead, or shadows for example. It's only a problem in a few areas, but it gives a good reason to try out other skills. The nice thing about poison and bleeding is that they do consistent damage and it isn't reduced by high armor. Makes it helpful against those tough guys.
Poison arrow certainly has it's uses. Apply poison uses a preperation, which means it wount stack with kindle arrows, ignite arrows, or read the wind. 2 energy a shot is really cheap, and it can translate in to quite a bit more damage over time. It's just a matter of preferance, and playing with the skills to find a suitable combo.
Later in the game you have the option to change your 2ndary class, so don't get discouraged if you can't make the perfect trapping build with a necro.
Geministorm, I just thought I'd throw my two cents in here...
Your plan as far as tactics go is a wonderful plan, I like the way you think. However, if you plan on using Barbed Trap among the traps you set, the bleeding from Hunter's Shot is redundant. Barbed Trap also induces bleeding, so you could probably switch Hunter's Shot for a higher damage bow attack, or an interrupt attack for use against nasty caster monsters.
Vampiric touch's 15 energy cost doesn't justify its use on a ranger with 3 pips of energy. You are better off just using vampiric gaze, as it has more range and it is 10 energy. 15 energy things are not advisable on warrior or rangers for the most part.
Just though I'd point out that expertise lowers the energy cost of Vampiric Touch as it's actually a 'skill' and not a 'spell'.
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
Quote:
Originally Posted by Geministorm
If I go PvP, I'm thinking that I can learn to be an interrupter or maybe a touch-ranger (use the necro line for that). But, I'm a little lost on how to build, anticipate and play those correctly. Any advice would be welcomed.
Most rangers would carry at least one interrupt regardless of the build in both PvE and PvP so I'm not too sure what being an "interrupter" really means. Here is a sample interruption/spike build (for Competition Arena).
Dual Shot
Punishing Shot (Elite)
Savage Shot
Read the Wind
Troll Unguent
Whirling Defense
Throw Dirt
Resurrection Signet
Touch Rangers are based around the energy-cost reducing property of the Expertise attribute. Expertise will reduce the cost of anything that is classified as "Skill" (as opposed to spell) in its description. Necromancers have a few low-cooldown spammable skills but they are a little energy intensive for most professions. The ranger has no such problem though. Vampiric Touch, an ability that ordinarily costs 15e will cost a touch ranger 5-6 depending on points in expertise. Here is a sample touch build.
Blood Magic: 12
Expertise: 12 + 1 + 2 (dont need to take it all the way to 16)
Wilderness Survival: 3 + 1
Touch of Agony
Vampiric Touch
Signet of Agony
Plague Touch
Troll Unguent
Escape (Elite)
Whirling Defense
Resurrection Signet
You can also replace Signet of Agony with Life Transfer (Elite) and use a damage-mitigating skill of choice in place of Escape.
... However, if you plan on using Barbed Trap among the traps you set, the bleeding from Hunter's Shot is redundant. Barbed Trap also induces bleeding, so you could probably switch Hunter's Shot for a higher damage bow attack, or an interrupt attack for use against nasty caster monsters.
Ahhh, hadn't thought of that. I was looking at Hunter's strictly as a low-cost bleeding selection. However, I've noticed since getting Hunter's Shot that it doesn't hit nearly often enough to be useful. I can't believe how often charging enemies dodge it.
Called shot seems to work for me wonderfully in those cases, and penetrating shot does a good job too, although at a higher cost.
Since I'm still in the pre-traps/pre-Elites section (I've gotten my R/N to level 12 pretty quickly, for me ), I've tried a few different Necro skills while running around with the henchies.
1. I started out with Vamp. Gaze and Vamp Touch, and got rid of Troll Ungent, but I found I was only using them when the enemy finally focused on me (Monk and War were dead), and then it was too little, too late.
2. Then I jumped to Death magic and tried Animate Bone Horror and sometimes Putrid Explosion, and I thought I was doing pretty well getting the little horrors to play meat shield, but too often they wouldn't concentrate on my targets and died way too quickly to transition between areas, and in the middle of a fight, they were too costly and took too long to spawn. Not to mention, fighting Boulder Ele and Stone Fury gave me a useless slot. I met a really nasty end fighting the massive groups of Charrs in the Lowlands doing the Angela's Ashes quest(s).......I just didn't think I could pull it off.
3. I got rid of the pet, and I discovered Curses! First, I took Enfeebling Blood and mixed it with Parasitic Bond. Then I went out and went through the entire Breach and Lowlands maps and wiped out the entire maps, must have been 100s of Charrs dead that night! The weakness gave my warrior-bot time to get some good licks in, and the PB gave me back the health I sacrificed from EB, while making the melee'ers degenerate (at 5e, PB is pretty much spammable, btw).
I was so impressed that I started messing with Faintheartedness, Mark of Pain (wow, that one works on bunched up mobs! Ignite Arrows + Mark of Pain + warrior standing in the middle of a bunch of mobs = win).
I have to say, my R/N is the most fun I've had so far, and she can go through missions/areas where my other characters wouldn't even dream of attempting. If I'm patient, I can find a solution for just about any map I've gone through so far, the hardest part is narrowing down my choices to 8 skills....
Anyway, I can't wait to get the traps. I figure I might try to go with;