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Old Feb 05, 2007, 05:51 PM // 17:51   #1
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Default Concept Incendiary Arrows build...

Ok. So I just captured Incendiary Arrows, and I decided to have fun with it. Since there I have yet to see a IA build recently, I decided to post mine;

Expertise: 9 (8 + 1)
Markmanship: 11 (10 + 1)
Wilderness Survival: 16 (12 + 1 + 3)

Shortbow recommended.

[skill]Distracting Shot[/skill][skill]Savage Shot[/skill][skill]Incendiary Arrows[/skill][skill]Flurry[/skill][skill]Serpent's Quickness[/skill][skill]Whirling Defense[/skill][skill]Troll Unguent[/skill][skill]Storm Chaser[/skill]
Description: Start off with serpent's quickness, immediately followed by incendiary arrows and flurry, and begin shooting your target. Flurry should be maintained at all times as long as IA is still in effect.

First off, I have tried this build in AB, it works fine to my surprise. Unlike the Choking Gas ranger, you can only focus on one target at a time, thus a sitting duck if you are not aware of your surrondings. However given the side effect of burning, and the fast refiring rate of shortbow with flurry, the target is unlikely to cast anything fast enough to save himself. On a sidenote, if you are going to target a person who's probably gonna stance himself to escape, you may need to some swap some of the bow skills to skills like [skill]Splinter Shot[/skill] or [skill]Crossfire[/skill].

Advantages
- IA + flurry + shortbow = constant burning to death.
- caster targets are unable to cast anything due to fast interruption.

Disadvantages
- useless against chants or spells that prevent burning conditions.
- useless against stancers unless skills that negates stances are swapped in.
- extremely vulnerable to ganks; hence vigilance is important.
*- proper timing of serpent quickness and IA is important.

Opinions are welcome.

Last edited by GourangaPizza; Feb 07, 2007 at 04:15 PM // 16:15..
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Old Feb 05, 2007, 06:19 PM // 18:19   #2
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Doesn't IA take too long to recharge to keep the enemy burning? It's got an 8 second working time, and a 24s recharge time.

Chris
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Old Feb 05, 2007, 07:40 PM // 19:40   #3
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Actualy, at 16 WS its at 16 secs now, not sure about 13. There was a skill update you know.
I run nearly same build (9expertise 16ws 11 marks), but I run pin down instead of sq and nat stride instead of storm chaser. No energy issues at all (unless you feel the need to spam savage. I just use 'regular' interrupts to cover the IA downtime.
Nice idea for full coverage though with sq

Last edited by lennymon; Feb 05, 2007 at 07:43 PM // 19:43..
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Old Feb 06, 2007, 02:44 AM // 02:44   #4
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Quote:
Originally Posted by malko050987
Doesn't IA take too long to recharge to keep the enemy burning? It's got an 8 second working time, and a 24s recharge time.

Chris
Okay. I tried it out on 16 wilderness, and I have to admit it's much better due to the late sharp improvement on the duration of the preparation. Given that IA is now run on 16 wilderness, it has 16 seconds of burning. If you use SQ before hand, your IA recharge would only be 18.5s. 2.5s can be negligible due to the fact that your last shot already inflict a 3 second burning, plus your target's major skills are still in the midst of recharging unless they opt for spammable skills in the beginnning.
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