Project: Artemis (Ranger/Monk)
Hello everyone hope you are having a very good day. Anyways more to the point I am considering using this build during the next BWE event and I would really like to hear your opinions and suggestions for improvement.
Project Name: Project Artemis
Professions (P/S): Ranger/Monk
Specialty: Bow Skills
Assumed items:
+1 to Expertise
+2 to Marksmanship
Attributes: (cost)
Expertise: 10+1 (61)
Marksmanship: 10+2 (61)
Healing Prayers: 1 (1)
Smiting Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Barrage (availability) (elite) - (5,0,1) All your preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +13 damage if they hit. This is an elite skill.
2) Power Shot (availability) - (10,0,6) If Power Shot hits, you strike for +25 damage.
3) Savage Shot (availability) - (10,0,5) If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 34 damage.
4) Pin Down (availability) - (15,0,15) If Pin Down hits, your target is crippled for 13 seconds.
5) Read the Wind (availability) - (5,2,12) For 12 seconds, your arrows move twice as fast as normal and deal 15 extra damage.
6) Favorable Winds (availability) - (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.
7) Judge's Insight (availability) - (10,2,10) For 17 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
8) Restore Life (availability) - (10,8,0) Touch the body of a fallen party member. Target party member is returned to life with 28% health and 45% energy.
Other Skills in Consideration:
Concussion Shot (availability) - (25,34,10) If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is dazed for 17 seconds. This attack deals only 13 damage.
Hunter's Shot (availability) - (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.
Concept of the Build:
The main point of this build is to be able to case moderate damage as a support fire build. The use of the preparation skill Read the Wind which is probably obvious is to be used with the skills out side of Barrage (since it removes it) for the extra speed and the added damage when used in mix with the Nature Ritual Favorable Winds I should have a very nice raid volley of arrows going on or at least I hope that is the case. The idea of this build is very simple you cast Judge’s Insight to convert your damage (Physical) into Holy Damage so that you tend to achieve maximum damage and start firing Barrage with Favorable Winds or use the various other bow attacks the same way but with Read the Wind included. Savage Shot makes for a nice Interrupt Skill with the added bonus of hurting some of the more popular caster builds that are around. Pin Downs use is more than likely already known same with Restore Life.
Question (s):
I do have one question at this time might have more later.
Would the damage added from RTW and Favorable Winds work before or after Judges Insight’s converting?
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