Apr 12, 2005, 10:41 PM // 22:41
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#2
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Krytan Explorer
Join Date: Feb 2005
Location: wherever the winds take me
Profession: R/Mo
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I would say read through all the information available to you and give a go at designing one of your own..or using one of the ones already made in the next beta event to try them out. Not to mention it is hard to figure what would be "best" for you, without knowing first what angle you prefer.
Damage or interupt or DOT......either way, most choices you make won't go too far wrong (though you may have to be more specific about what role your character would play on the team PvP idea.)
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Apr 13, 2005, 01:02 AM // 01:02
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#4
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Ascalonian Squire
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allright thanks, I got an idea what im going to be doing PvP im going to be a diruptor, ranger/necro seems to be quite effecient at disrupting
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Apr 13, 2005, 04:50 AM // 04:50
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#5
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Pirate?
Join Date: Feb 2005
Location: British Columbia, Canada
Guild: Idiot Savants
Profession: R/
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Why do you say that Caco? The Ranger/Mesmer would probably a better choice for disruption and/or energy denial.
As for Ranger/Necromancer... there are plenty of topics on this board that discuss them, check it out.
Ane is here... Ok, maybe there aren't a TON of them, but still.
__________________
Show Some Beta Love!
Last edited by Shrapnel_Magnet; Apr 13, 2005 at 04:54 AM // 04:54..
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Apr 13, 2005, 05:14 AM // 05:14
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#6
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Krytan Explorer
Join Date: Feb 2005
Location: wherever the winds take me
Profession: R/Mo
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As far as the interrupt possibilities of a ranger/mesmer go..here's a recent one...Ranger/Mesmer
Not to mention another one..that shrapnel would know by heart here.
Shrapnel's Pirate King
And one by Blackace here Stars Galore
As far as your want to go with a Necro disrupter?..try this one..
Aladdar's Disrupting Archer
So that makes another Ranger/Necro disrupter build you could tinker off of as well.
Last edited by Davion; Apr 13, 2005 at 05:18 AM // 05:18..
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Apr 13, 2005, 06:19 AM // 06:19
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#7
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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The best reason to play a Ranger/Necro, IMO, is for Rend Enchantments.
Rangers do terrific damage at range with good disruption as well.
Make a ranger build with mostly ranger skills, then put 3-5 points into curses for a decent Rend Enchantments. Add Shadow of Fear if you like.
Also, there may be some creative reasons for playing a Ranger/Mesmer for added disruption, but rangers have more than enough in their lines. If mesmer spells were affected by expertise it'd be worth looking into, but expertise does not affect spells. Rangers still have everything else going for them at the moment. (Except Shields Up...that's just GG rangers.)
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Apr 13, 2005, 01:49 PM // 13:49
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#8
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Frost Gate Guardian
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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personally i quite liking stacking mark of pain or barbs on someone then dual-shotting with favourable winds active. it worked pretty well last beta, although you must have competent monks, as no self heal, but at least you shouldn't be getting in the thick of it
here's my build from korean beta :
Class: Ranger / Necromancer
Assumed items:
+2 to Expertise
+1 to Marksmanship
Attributes: (cost)
Expertise: 10+2 (37)
Marksmanship: 11+1 (77)
Curses: 10 (77)
Total attribute points used: 191/200
Skills:
(Marksmanship)
1) Hunter's Shot - (5,0,5) If Hunter's Shot hits, you strike for +17 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
2) Dual Shot - (10,0,5) Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
3) Marksman's Wager (elite) - (5,2,24) For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike. This is an elite skill.
4) Pin Down - (15,0,15) If Pin Down hits, your target is crippled for 13 seconds.
5) Favorable Winds - (5,5,60) Create a level 8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +3 damage. This Spirit dies after 126 seconds.
(Curses)
6) Mark of Pain - (10,2,30) For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 32 shadow damage to adjacent enemies.
7) Barbs - (10,2,30) For 30 seconds, target foe takes 7 more damage when hit by physical damage.
8) Rend Enchantments - (10,3,30) Target foe loses 8 enchantments. For each Monk enchantment removed, you take 40 damage.
essentially stack hexes and fire as many arrows as you can. Marksman's wager is IMPORTANT, as this build is quite energy intensive. I topped up expertise to help reduce the energy cost of ranger skills, and rend enchantments is there to strip any superboosted warriors etc. who their team is stacking healing on. have fun - btw guys critique this one as well please
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