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Old Apr 03, 2005, 05:16 AM // 05:16   #1
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Default My Ranger/Elementalist Build

Here is my skill build. Please feel free to comment and make suggestions.

Skillbuilder v2.0 output

Primary Profession: Ranger
Secondary Profession: Elementalist

[Items]
No items used

[Attributes]
Expertise: 10 + 0 (61)
Marksmanship: 9 + 0 (48)
Wilderness Survival: 10 + 0 (61)
Fire Magic: 7 + 0 (28)

Total Points Used: 198

[Skills]
1) Conjure Flame (1/60/10e): Lose all enchantments. For 60 seconds, your attacks strike for an additional 13 fire damage.
2) Barrage* (0/10/5e): All your preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +5 damage if they hit. This is an elite skill.
3) Dual Shot (0/5/10e): Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
4) Serpent's Quickness (0/45/5e): For 25 seconds, recharge times for your attack skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.
5) Favorable Winds (5/0/5e): Suffer 5% death penalty. For 102 seconds, arrows move twice as fast as normal and strike for +3 damage (before armor).
6) Barbed Trap (2/20/15e): When Barbed Trap is triggered, all foes in the area take 65 piercing damage, become crippled, and begin bleeding for 18 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
7) Greater Conflagration (5/0/5e): Suffer 5% death penalty. For 110 seconds, all physical damage is fire damage instead.
8) Storm Chaser (0/60/10e): For 16 seconds, you move 25% faster, and you gain 4 energy whenever you take elemental damage.

Explanation:

I'm going to use Conjure Flame to add a damage boost to all my attacks. I think fire ignores armor but I'm not sure if Conjure Flame applies to that.. can someone answer this for me?

My play style will be to first use Favorable Winds and Barbed Trap. Favorable Winds will boost my damage and lower my arrow flight time. I might replace this with Lightning Reflexes which increases my attack rate and gives me a 75% chance of evading melee and arrow attacks. Read the Wind is another option, but this skill is a preparation and Barrage cancels all preparations I have so I can only use this in conjunction with Dual Shot and normal attacks. Barbed Trap will do some pretty nice piercing damage and cause bleeding (-6 health per second). But more importantly, it cripples enemies which will become very useful for keeping groups together for Barrage, which attacks my target and up to 5 nearby enemies at a time. (Is Barbed Trap/Barrage a plausible idea?)

After barbed traps are set, I'll use normal attacks and Dual Shot, which I might replace with another bow attack skill (suggestions are welcome). When my Barbed Traps are triggered, the enemies will be crippled so they move 50% slower. This gives me a good oppurtunity to unleash Barrage, especially if they are in a group. I will use Serpent's Quickness so I can get as many Barrages on them as possible.

Greater Conflagaration and Storm Chaser will be useful skills when I'm either out of energy or I need to escape. Because rangers have naturally high resistance to elemental damage, changing physical damage to fire damage with Greater Conflagaration will be beneficial. Greater Conflagaration will also increase the output of my Storm Chaser. (Will this work?)
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Old Apr 03, 2005, 05:44 AM // 05:44   #2
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Few comments. You really want 12 in Marksmanship(including runes/headgear). Also, not sure if you know, but as of last beta Conjures only work if your weapon deals that type of elemental damage.

Not sure where you get your skill information from, but it is outdated.

And, what are you planing on doing with this character, PvP, or PvE?
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Old Apr 03, 2005, 06:00 AM // 06:00   #3
Kha
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Quote:
Originally Posted by windchill
5) Favorable Winds (5/0/5e): Suffer 5% death penalty. For 102 seconds, arrows move twice as fast as normal and strike for +3 damage (before armor).
Nature Rituals create spirits now instead of causing a 5% death penalty.

Quote:
Originally Posted by windchill
I'm going to use Conjure Flame to add a damage boost to all my attacks. I think fire ignores armor but I'm not sure if Conjure Flame applies to that.. can someone answer this for me?
Elemental magic does not ignore armor. Chaos magic (mesmer) does, and I have hard that holy and shadow do too but not fully sure.

Quote:
Originally Posted by windchill
Favorable Winds will boost my damage and lower my arrow flight time. I might replace this with Lightning Reflexes which increases my attack rate and gives me a 75% chance of evading melee and arrow attacks. Read the Wind is another option, but this skill is a preparation and Barrage cancels all preparations I have so I can only use this in conjunction with Dual Shot and normal attacks.
Barrage + Conjure will be a great basis for your attack, so definately don't want Read the Wind. Of course you need a bow with fire damage to use the Conjue Flame now. Lightning Reflexes is great, but 60 sec recharge means it's only good for the defensive uses. It's not something you can keep up long to really benefit from the increased attack rate. Stick with Favorable Winds.


Quote:
Originally Posted by windchill
After barbed traps are set,
It takes 20 seconds for the trap to recharge. You will most likely not be talking about plural traps here.

Quote:
Originally Posted by windchill
I'll use normal attacks and Dual Shot, which I might replace with another bow attack skill (suggestions are welcome).
Dual Shot + Conjure = good combo. Keep it.

Quote:
Originally Posted by windchill
When my Barbed Traps are triggered, the enemies will be crippled so they move 50% slower. This gives me a good oppurtunity to unleash Barrage, especially if they are in a group. I will use Serpent's Quickness so I can get as many Barrages on them as possible.
With the slowing you might be able to get some nice group hits, but don't get too excited. Barrage is great for the extra damage and potential to do group hits. And Barrage recharges in 1 second. Serpent's Quickness is pointless for it.
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