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Old Jul 25, 2006, 01:56 PM // 13:56   #21
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glass arrows {E} - because its 1min prep and +13/16 dmg
penetrating attack/sundering attack
crippling shot
distract shot
savage shot
needling shot
debilate shot
troll unquent
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Old Jul 25, 2006, 02:47 PM // 14:47   #22
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I'm not a big fan of conjure. One it requires you to split your point spread into four attributes, unless you use an elemental string. And the damage gain is not impressive unless you use barrage.

Kindle, again, I'm not terribly fond of. One, the fire damage is dealt in 'packets'. Your not dealing an attack with additional damage, your dealing two fire attacks. As such, the additional damage from kindle is subject to being reduced by armor. (the positive end of this spectrum, is that it has the potential to be boosted against foes weak to fire) It also requires a larger, more significant investment than something like Troll Ungent, which only needs a few points to be effective. Those are points that must come from Expertise or Marks. Expertise means a lowered ability to use skills, which lowers your damage, and lower marks means less critical hits and lowered damage. I'm not saying its worthless by any stretch of the imagination, I'm just not convinced that it is the 'end all' damage prep. RtW should not be overlooked.
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Old Jul 25, 2006, 03:27 PM // 15:27   #23
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Quote:
Originally Posted by Munanko Roha
..., Marksmanship at 16 and Expertise at 13 is all you need to put constant high pressure on your target without going low on energy. I would not spread points in Wilderness for Kindle Arrows 'cause I would have some energy problem lowering Expertise and less overall damage dropping RTW.
Mhh, but it is easy enough to get a 13/13/12 attribute spread ... by lowering marksmanship and not expertise. Kindle does add a lot more damage then RtW, 20 vs 10. RtW otoh decreases flight time, good for interupting. Kindle turns the arrow's physical base damage into firedamage, warrior armor has 100AL vs physical and 80AL vs elemental, Kindle Arrows could mean a lot more pain for those pesky warriors.
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Old Jul 25, 2006, 06:47 PM // 18:47   #24
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I am very new, so dont laugh.

Is there any merit to having your 2nd profession be Mes and using your elite spot for Echo? Kindle Arrows, Echo, Double shot, Double shot?

Also, how does it make sense that Quick Shot is better than Called Shot when CS moves 3x as fast and cannot be dodged?

Like i said, i am very new and am building my first character, which i want to be a bow ranger. I have picked Mes as my 2nd.

Thanks.
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Old Jul 25, 2006, 07:59 PM // 19:59   #25
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I'm not looking at the skills right now, but I think Called Shot has a prohibitive recharge time, Quick Shot not only moves quickly but recharges quickly, so you can use it over and over.
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Old Jul 25, 2006, 08:18 PM // 20:18   #26
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Quick Shot can be used to increase firing rate because it can follow up another shot more quickly and does not have the post-fire delay that the interupts have. You'd have to try it to see how it works: Kindle, Dual, Quick, Savage

Echo, never really though about that one, yes, I imagine having two dual shot's on Kindle (+FW +Winnowing) could produce interesting results. There could be some other bowattacks that might benefit hugely ... two distracting shots in short succession might be surprising ...

Looks like I'll be capping Echo soon, Perdition Rock, here I come ... again
Heh, we could go together, because Quick Shot is there too
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Old Jul 25, 2006, 08:54 PM // 20:54   #27
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Quote:
Originally Posted by Robin_Anadri
I'm not looking at the skills right now, but I think Called Shot has a prohibitive recharge time, Quick Shot not only moves quickly but recharges quickly, so you can use it over and over.
Not only that, but it has a set 'cast time' like an interrupt. It fires in 1 second regardless of bow type. It works well with a hornbow, exploiting the natural armor penetration without having to face the slow refire rate.
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Old Jul 25, 2006, 09:04 PM // 21:04   #28
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Another good echo use could be debilitating shot (or the one that subtracts 10 energy from the target, i think it is debilitating) and the mes hex that gives damage for when the target has 0 energy.

I saw a good build for this on GameFAQs.
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Old Jul 25, 2006, 09:11 PM // 21:11   #29
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Quote:
Originally Posted by FlipFantastic
...and the mes hex that gives damage for when the target has 0 energy.
Mind Wrack
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Old Jul 26, 2006, 06:41 AM // 06:41   #30
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Actually I don't really see the point of what we're discussing, the so called pure damage builds. What you want is probably damage over time rather than heavy damage over slower time. Once faced with a boon prot, this build is pretty useless. It's probably useful against dumb asses who charge up to your team without any aids or heals.

Spike is better in general compared to the damage build, for 2 reasons.

1) It does damage real quick(the sound of the arrows go "pra-pra prak, pause, prak prak!" while normal slow damager builds go "pak, pak, .... pak,... pak"). Well I'm sort of addicted to the rhythm of spike, and successfuly hearing this melodious rhythm along with 3 sets of yellow numbers appearing on top of my target gives me no greater joy in game.

2) It interrupts well while damaging, giving a high chance to foil monks' healings if you're shooting them.
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Old Jul 26, 2006, 10:54 AM // 10:54   #31
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He's asking for a PvE build, not a PvP build...
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Old Jul 26, 2006, 10:56 AM // 10:56   #32
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I always go for this:

(R/Mo)
Rebirth
Troll Unguent
Cap sig
Charm Animal
Comfort animal
Apply Poison
Sundering shot (the piercing attack )
Punishing shot *

set Marksmanship to 15, put some in wild survival and in expertise, if you have any left go for beast mastery : )
It's fun, and it does something like 55 dmg / hit , + poison degen...
hf
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Old Jul 26, 2006, 11:25 AM // 11:25   #33
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The way i see it, Kindle Arrows sucks. Why waste 10+ points in an attribute if your only going to use 1 skill from that line (maybe 2 with troll unguent).
I usually run:

Dual Shot
Punishing Shot
Savage Shot
Distracting Shot
Read The Wind
Whirling Defense
Resurrection Signet
(ANYTHING THATS LOOKS TEMPTING)

With about 15-16 marks and 14 expertise (with dual majors i think).

With this build (which has pretty much most skills everyone has listed), you can do about 40+dmg per hit and you have the advantage of interrupting at the same time. Follow your dual shots with Punishing Shot or savage shot. This is the ranger spike build people have been using forever and it works wonders in PvE as well.
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Old Jul 26, 2006, 11:52 AM // 11:52   #34
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Call me noob if you will, but I apply Spike build even for pve. And it works for me. Just call a target, wait for someone to whack. And then do the usual combo, usually target would be dead, or near death. Or you can start spiking off spell casters... a single combo takes up a large fraction of their lives, possibly more than 50%. Don't forget the spike combo unleases uinder 1.5s.
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Old Jul 26, 2006, 01:27 PM // 13:27   #35
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Quote:
Originally Posted by Dyon Adell
Call me noob if you will, but I apply Spike build even for pve. And it works for me. Just call a target, wait for someone to whack. And then do the usual combo, usually target would be dead, or near death. Or you can start spiking off spell casters... a single combo takes up a large fraction of their lives, possibly more than 50%. Don't forget the spike combo unleases uinder 1.5s.
Alot of the builds posted, especially those containing Savage shot and Punishing shot, are aimed at doing 'mini-spikes'. Using an attack skill first then following with either Punishing shot or Savage shot deals a hefty amound of damage. True spiking loses it's effectiveness in PvE because it is not accompanied by an orders necro (unless you just happen to see one hanging around waiting for a PuG).
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Old Jul 27, 2006, 10:05 AM // 10:05   #36
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Quote:
Originally Posted by Sir Mad
Kindle converts your damage to fire damage (and eventually overwrite an elemental string), which is a difference with Ignite (that only adds fire damage but doesn't convert to fire), so yes it's enough for Conjure Flame, and it can be used with a vamp string or anything else actually.
No, it spacifically says in the description of the skill Conjure Flame that you must be wielding a fire weapon in order for the damage to work. I've read it.

Direct Quote from Guildwiki:

"For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 1...13 fire damage."

You have to be wielding a bow with a Firey Bowstring for this combo to work.
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Old Jul 27, 2006, 10:31 AM // 10:31   #37
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Sir Mad is correct.

The way Conjure Flame is worded makes it seem that you would need a fiery mod on your bow rather than Kindle Arrows for the effect to work, but that is not the case.

If you have a vampiric bow, kindle arrows, and conjure flame, when you shoot something, 4 dmg numbers show over your target. (normal arrow dmg, kindle dmg, conjure dmg, and vamp dmg)
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Old Jul 27, 2006, 12:38 PM // 12:38   #38
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Quote:
Originally Posted by Amy Awien
Mhh, but it is easy enough to get a 13/13/12 attribute spread ... by lowering marksmanship and not expertise. Kindle does add a lot more damage then RtW, 20 vs 10. RtW otoh decreases flight time, good for interupting. Kindle turns the arrow's physical base damage into firedamage, warrior armor has 100AL vs physical and 80AL vs elemental, Kindle Arrows could mean a lot more pain for those pesky warriors.
Correct but the 10 points added to RtW are armor ignoring while the 20 added to Kindle are fire elemental; it means it's almost no damage to rangers, it's less damage against shielded warriors, your arrows are more avoidable and you lose anyway a bit of base damage from your arrows. I would still stick with RtW, but I guess it's just a metter of likings...
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