Dec 10, 2005, 04:52 AM // 04:52
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#21
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by fallot
Kindle Arrows changes your damage to fire, Barbs will not trigger as long as you maintain that prep. Weaken Armor reduces armor against physical damage, not elemental, so Kindle Arrows is useless here too. Swap it out with RtW.
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Meant to put ignite, it's kinda obvious about the barbs/weaken thing, as I would hope the icy string would be as well.
Quote:
Originally Posted by Epinephrine
Well, I am trying to get a flourish build going for my R/W - the only skills it really serves much purpose with are the longer recharge skills though, so it may help you use debilitating shot more often for example, and pin down twice as much or so, concussion shot more frequently, but this collection of skills is not what people tend to use. Concussion shot/PinDown covers the dazed, then flourish (recharging both) and repeat on the next caster, but I haven't tested to see how it works. It should be able to reliably hit longer spells by elementalists/mesmers/necromancers; monks would be tough as they often have short casting times, so for the monks you'd include Debilitating shot which you can recharge as well; this would allow you to drain energy pretty fast. We'll see, I hope to find SOME use for flourish :P
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THAT sounds really cool, props to you for being creative. Still, it's not going to be that great of an energy engine on a ranger primary, but maybe on a w/r... hmmm...
Last edited by jesh; Dec 10, 2005 at 04:54 AM // 04:54..
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Dec 18, 2005, 08:51 AM // 08:51
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#22
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Forge Runner
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It may seem a bit weird, but I used to have a bit of fun with this R/W 'tank' build in Comp Arenas.
Attributes:
Swordsmanship 11
Tactics 10
Wilderness Survival 10
Expertise 8
The basis of the build is using lots of condition inflicting and Victory is Mine.
Skills:
Healing Signet
Sever Artery
Apply Poison
Sprint
Hamstring
Galrath Slash
Victory is Mine
Resurrection Signet
Expertise means apply poison costs less, and then you basically sprint after your target, having applied poison, use hamstring, and sever artery. That's 3 conditions. Usually, you'll get targeted by warriors, elementalists and sometimes necromancers. But, by inflicting a load of conditions, you can use Victory is Mine along with healing signet to stay alive. When enemies start realising you're doing this they often switch targets. You can do a lot of damage with Galrath Slash, and with all the conditions usually the foe dies easily. You can just repeat this on various enemies. Most monks fall before it because they're crippled and losing health rapidly. The only time it falters is with protection monks you can spam all these damage countering things and remove the conditions. Otherwise, its pretty decent for a R/W.
And being a W/R with strength wouldn't make it better because you'd run out of energy.
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Dec 19, 2005, 07:52 AM // 07:52
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#23
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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 find R/W just dandy for trapping. Mostly because you get access to a lot more defensive stances.
As far as melee goes, you'd probably be better off taking a R/N touch build rather than a R/W melee build. But, R/W melee can be fun, it's just not overly suitable for PvP. I put up a thread here a while ago on that subject. Should be good reading, if to only see my mistakes and what I learned from said mistakes.
http://www.guildwarsguru.com/forum/s...ad.php?t=86107
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Dec 19, 2005, 10:39 AM // 10:39
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#24
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Ascalonian Squire
Join Date: Dec 2005
Guild: Life
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i only make a R/W for the use of Frenzy in PvE, Frenzy + Kindle + Dual, very nice combo.
I wouldnt make a R/W from the very start though, only skills u will ned from warrior side is a few stances (Maybe) and Frenzy, u would be better off going with R/Mo, R/Me or R/N from the start. But personally, go R/Me and just change through ur other perfessions if u need them...
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Dec 19, 2005, 01:34 PM // 13:34
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#25
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Academy Page
Join Date: Nov 2005
Guild: danger room
Profession: R/W
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This is the build i use in PvP and i usually pown monks and casters all day long with it.
Marksmanship:14
Widerness Survival:13
The rest of the points are worthless
Crippling shot/Punishing shot(your choice they are both elites)
Pin down
Cuncussion shot
Savage shot
Troll urgent
Healing spring/Rez signet(depends mainly on how good your monks are)
Sprint
I prefer crippling shot over punishing shot but they both work.Also if your monks don't have good energy management and ppl have a tendancy to die alot you better take rez signet but if not healing spring helps them heal and you too.Which in turn every one stays alive longer.The way to make this build work is to use your energy wisely dont use it all at once or you will screw yourself.
R/W can work well in a group if you know to use them if not they are worthless like most have said before me.
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Dec 21, 2005, 09:44 PM // 21:44
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#26
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Krytan Explorer
Join Date: Jun 2005
Location: Seattle
Guild: Faces of Death [Tye]
Profession: R/W
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King Symen, why dont you use throw dirt if you are going for status'? Also, why dont you have any evasion? I usually go for atleast one evasion technique, they come in extremely handy.
And lasteele, wheres the expertise? It would reduce your energy consumption a lot, and it would only take 1 or 2 points off either marksmanship or ws to get like 8-10 points in expertise.
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