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Old Apr 05, 2005, 01:33 AM // 01:33   #21
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Here we go again with somthin I enjoy ran/mes:

Primary Profession: Ranger
Secondary Profession: Mesmer

[Items]
+1 to Expertise
+1 to Beast Mastery
+4 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 1 (48)
Beast Mastery: 6 + 1 (21)
Marksmanship: 12 + 4 (97)
Wilderness Survival: 7 + 1 (28)
Illusion Magic: 3 + 0 (6)

Total Points Used: 200

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Punishing Shot* (0/5/10e): If Punishing Shot hits, you strike for +43 damage and your target is interrupted. This is an elite skill.
4) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
8) Arcane Echo (2/30/15e): If you cast a spell in the next 14 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.

How do you like it?
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Old Apr 05, 2005, 08:21 AM // 08:21   #22
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Quote:
Originally Posted by Mango Midget
Here we go again with somthin I enjoy ran/mes:
[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Punishing Shot* (0/5/10e): If Punishing Shot hits, you strike for +43 damage and your target is interrupted. This is an elite skill.
4) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
8) Arcane Echo (2/30/15e): If you cast a spell in the next 14 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.

How do you like it?
What are you planning to use Arcane Echo for? Anything here with a slow recharge?? Charm Animal without Revival capacities is just lol, it's like offering a free 5% death penalty on you.
Tiger's Fury is good, punishing shot is propably not a very great elite, just OK.
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Old Apr 05, 2005, 11:26 PM // 23:26   #23
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i guess your right about echo but what is wrong with punishing shot? and what is a better elite arrow attack?
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Old Apr 06, 2005, 12:53 AM // 00:53   #24
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Quote:
Originally Posted by SnS.Veneli
What are you planning to use Arcane Echo for? Anything here with a slow recharge?? Charm Animal without Revival capacities is just lol, it's like offering a free 5% death penalty on you.
Tiger's Fury is good, punishing shot is propably not a very great elite, just OK.
If the pet is killed off easily, why would you want to revive it anyways? Just is going to add up the DP even more quicker. I don't think it's that stupid to not have revive animal especially if you don't plan on supporting your pet to actually make it stronger.
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Old Apr 06, 2005, 01:24 AM // 01:24   #25
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Hmm, heres a good a place as any to ask for conformation on something:

I was told by someone who plays ranger that the death affects incurred by a pet dying were removed if the pet was revived quickly enough... Is this true?
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Old Apr 06, 2005, 01:28 AM // 01:28   #26
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Acan? no. You bring it...you incur the penalty. It does go away over time though. The same way when you die, and it goes away with killing things.


EDIT : Mango? (your question below my post here)

There is no "best" elite.... if you do want an alternative though.... could try distracting shot/ barrage .... those could replace echo and punishing shot.
Barrage being your elite swapout...and distracting shot making up for the punishing bonus..while removing echo that you don't need. Not a recommendation..offering you an alternative.

Last edited by Davion; Apr 06, 2005 at 02:13 AM // 02:13..
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Old Apr 06, 2005, 02:02 AM // 02:02   #27
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hello can sum 1 answer my question on what is the best elite bow attack and what should i replace echo with??????????????
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Old Apr 06, 2005, 09:37 PM // 21:37   #28
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Quote:
Originally Posted by Mango Midget
hello can sum 1 answer my question on what is the best elite bow attack and what should i replace echo with??????????????
Davion said it perfectly. There is no best elite bow attack. There is no best any elite or skill in this game. It's all about what fits with your build.

Barrage is good for a nice spam shot with multi-target capablities, but it will get rid of your apply poison. But your skills are very energy heavy, even with Expertise. Marksman's Wager might be a good idea. You may want to look into the Inpsiration Magic line and go with Power Drain, Energy Tap and/or Energy Drain for some interrupts and/or energy stealing.

It might be nice to have some defense skill to help protect you if needed. Dodge, Lightning Reflexes and Whirling Defense are good.

Your build just seems spread too much on what you want to do. You seem to want to be a strong damage dealer. You might have more success with another secondary, like elementalist for example, then sticking with Mesmer. Or just sticking with pure ranger skills like you originally had.
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Old Apr 06, 2005, 10:47 PM // 22:47   #29
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I will eat your spleen and many other vital organs with the help of my Yak from India. Then I will run over your corpse with my gold plated SUV. Then Every where in America there will be a great famine and many shall die. Because Opera is the AntiChrist!!!!!!! (jk)
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Old Apr 06, 2005, 10:48 PM // 22:48   #30
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I love u too JK
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Old Apr 06, 2005, 11:37 PM // 23:37   #31
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Modification I like:

Expertise: 9 + 1 (48)
Beast Mastery: 6 + 1 (21)
Marksmanship: 12 + 4 (97)
Wilderness Survival: 7 + 1 (28)
Illusion Magic: 3 + 0 (6)

Total Points Used: 200

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Marksman's Wager (2/24/5e): For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
8) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
Tell me how ya feel about it.
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Old Apr 07, 2005, 03:44 AM // 03:44   #32
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With that modification.......you have nolonger become energy dependant.

One suggestion then...keep the 2 preps.(apply poison/ read wind) for different instances...might be useful..but you could switch out marksman's wager for say distracting shot. You have a cripple(pindown)....and a damage/condition ( hunter's shot)..... distracting shot would also give you a interrupt.
Being that you are nolonger energy dependant the marksman's wager ends up as a side track for you. Might still be a decent choice....just you could add an interrupt in there where something else nolonger becomes desperately needed.

EDIT : Kha also has a point....could easily switch your illusion for inspiration and take an energy leech skill if you really wanted a quick energy steal for more shot ability rather than looking for a slight damage boost from phantasm.

Last edited by Davion; Apr 07, 2005 at 03:50 AM // 03:50..
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Old Apr 07, 2005, 04:10 AM // 04:10   #33
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Quote:
Originally Posted by Mango Midget
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Marksman's Wager (2/24/5e): For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
You have three preparations. Only one can be running at a time. It's a waste of one skill slot, possibly two. You need one less preparation and one more attack skill. Dual Shot would work great with Read the Wind.

I still think Inspiration Magic will be more useful than Illusion Magic, considering you are just using Conjure Phantasm. A well timed interrupt spell (really not that hard to do) on a monk casting is just as powerful as doing more damage if you think about it. Using Power Drain with a good inspiration would mean it could replace Marksman's Wager, leaving you a spot for a better elite.

Only problem with this would be Tiger's Fury (which is not one of my favorite skills.) I suggest sticking with just using Read the Wind and dropping Tiger's Fury. Then your points in Beast Mastery can drop to 1 and the extras can go to Illusion (or Inspiration if you choose it) or maybe something else. You may even replace Tiger's Fury with a pet call or attack that interrupts casters (meaning you would want to keep the points in Beast Mastery).
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Old Apr 07, 2005, 12:16 PM // 12:16   #34
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tada:

+2 to Expertise
+1 to Beast Mastery
+3 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 10 + 2 (61)
Beast Mastery: 3 + 1 (6)
Marksmanship: 12 + 3 (97)
Wilderness Survival: 7 + 1 (28)
Inspiration Magic: 3 + 0 (6)

Total Points Used: 198

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 26 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 18 extra damage.
4) Poison Arrow* (0/10/5e): If Poison Arrow hits, your target becomes poisoned for 10 seconds. This is an elite skill.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 7 seconds, you attack 33% faster than normal.
7) Dual Shot (0/5/10e): Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
8) Energy Tap (3/20/5e): Steal 9 energy from target foe.
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Old Apr 07, 2005, 04:06 PM // 16:06   #35
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You will find energy tap early in the game, it does work nice. However you may want to later switch it out for energy drain(an elite) or power drain. Those two will give a higher net energy theft for the same cost and recharge time. Use power drain if you don't want to use up your elite spot.

Reason being, you are only netting 4 energy with tap,..it costs 5 to cast and you get 9 back... the others cost 5 too, more gain. Still nice, it just depends on where you are in the game to grab those skills.
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Old Apr 07, 2005, 08:43 PM // 20:43   #36
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dont make me come over to your house and eat u mango i no where u live muhahahaha!! (jk)
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Old Apr 07, 2005, 08:56 PM // 20:56   #37
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Quote:
Originally Posted by Davion
You will find energy tap early in the game, it does work nice. However you may want to later switch it out for energy drain(an elite) or power drain. Those two will give a higher net energy theft for the same cost and recharge time. Use power drain if you don't want to use up your elite spot.

Reason being, you are only netting 4 energy with tap,..it costs 5 to cast and you get 9 back... the others cost 5 too, more gain. Still nice, it just depends on where you are in the game to grab those skills.
I will take it in for thought
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Old Apr 07, 2005, 11:04 PM // 23:04   #38
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I got another one that I feel is going to be the build:



Primary Profession: Ranger
Secondary Profession: Necromancer


The 7-Shot Sniper


[Items]
+1 to Expertise
+1 to Beast Mastery
+4 to Marksmanship

[Attributes]
Expertise: 9 + 1 (48)
Beast Mastery: 3 + 1 (6)
Marksmanship: 12 + 4 (97)
Curses: 9 + 0 (48)

Total Points Used: 199

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Fertile Season (5/0/5e): Suffer 5% death penalty. For 46 seconds, every creature's maximum health is increased by 191.
5) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 7 seconds, you attack 33% faster than normal.
6) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
7) Mark of Pain (2/30/10e): For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 28 shadow damage to adjacent enemies.
8) Insidious Parasite (2/10/15e): For 16 seconds, whenever target foe hits with an attack, you steal 22 health from that foe.

Last edited by Mango Midget; Apr 08, 2005 at 02:18 AM // 02:18..
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