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Old Feb 01, 2006, 03:13 AM // 03:13   #1
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Default Random Arena Faction Farming Build

Just thought I'd share this build since it seems to work well for faction farming in Random Arena. This build is basically designed with versatility in mind.

Attributes:
Expertise 10 + 2 (Major Rune) = 12
Wilderness Survival 11 + 1 (Minor Rune) = 12
Marksmanship 10 + 4 (Sup Rune and Mask) = 14

Skills:
Distracting Shot
Savage Shot
Penetrating Shot
Crippling Shot {E}
Apply Poison
Dodge
Troll Unguent
Rez Sig

Strengths of build:
Ability to cripple, poison and escape single or multiple enemies and reapply conditions quickly if removed. Ability to interupt skills relatively frequently. Moderate damage. Survives rather well due to ability to escape and heal with Troll Unguent. Can run the flag when applicable.

Weaknesses:
Hexes


Anyways, this is what I use for Random Arena. I find this works well in GvG also, when used in a good team build. I know this isn't the only good ranger build for Random Arena, since RA is itself as I heard a player say once "faction farming for the competent", but for those who are interested, here's what works for me...
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Old Feb 01, 2006, 03:42 AM // 03:42   #2
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I really like it. Only thing I might change would be switching out Dodge for Whirling defense....but that doesn't give you the speed boost. I wish you could squeeze throw dirt in there... But I do really like it. Crippling shot is one of my favorite skills. Cause you can spam it and cause the other team all sorts of havock.

Last edited by SnipiousMax; Feb 01, 2006 at 03:51 AM // 03:51..
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Old Feb 01, 2006, 04:32 AM // 04:32   #3
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Well since your using Crippling Shot, you should use Whirling Defense or Throw Dirt instead of Dodge since you don't really need a speed boost when you snared your target.
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Old Feb 01, 2006, 01:16 PM // 13:16   #4
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Quote:
Originally Posted by Murder In China
Well since your using Crippling Shot, you should use Whirling Defense or Throw Dirt instead of Dodge since you don't really need a speed boost when you snared your target.
It actually still comes in handy to get out of range of other casters and other targets so I can heal with Troll in peace. The ability to travel quickly also comes in handy in lots of other areas (i.e. running the flag). I don't think whirling defense would be a bad idea, but throw dirt seems almost a bit overkill, since I would have to run back to the crippled target, blind him, then run away again. That would also leave me vulnerable to other targets not in range of throw dirt.
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Old Feb 01, 2006, 01:17 PM // 13:17   #5
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Quote:
Originally Posted by SnipiousMax
I really like it. Only thing I might change would be switching out Dodge for Whirling defense....but that doesn't give you the speed boost. I wish you could squeeze throw dirt in there... But I do really like it. Crippling shot is one of my favorite skills. Cause you can spam it and cause the other team all sorts of havock.
Yea, I've come to love Crippling shot. I used to run the same build with Punishing shot and Pin down to replace Distracting Shot and Pin Down. It did more dmg, but was harder on energy and just didn't seem to work as well since I would be getting pounded while waiting for Pin Down to recharge, or waiting for enough energy to use it again.
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Old Feb 02, 2006, 11:09 PM // 23:09   #6
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You might want to try throw dirt anyway, it's a real boost for the team. Of course, the other team's tanks are going to try to bone your monks/casters, so you can basically shut them down with throw dirt and give your team a chance to knock them out. I've come to find that dropping Savage Shot and not using distracting as a quick-damage shot can work, so you might want to give it a shot.

I really need to start using crippling myself
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Old Feb 03, 2006, 01:54 PM // 13:54   #7
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Quote:
Originally Posted by SnoopJeDi
You might want to try throw dirt anyway, it's a real boost for the team. Of course, the other team's tanks are going to try to bone your monks/casters, so you can basically shut them down with throw dirt and give your team a chance to knock them out. I've come to find that dropping Savage Shot and not using distracting as a quick-damage shot can work, so you might want to give it a shot.

I really need to start using crippling myself
Here's my beef with throw dirt. If I want to protect my monk/caster with it, I first of all, have to leave whatever position I have taken that gives me an advantage (i.e. higher ground, out of reach of others) and run to the tank. I also have to reach the tank before that tank reaches my caster and causes too much dmg. Once throw dirt wears off, I have a long recharge time to wait for until I can use it to protect anyone again. If the condition is removed, all effort I have done is then in vain.

I prefer this: I stay where I am, when I see a tank targeting my monk/caster, I use crippling shot. This causes damage from the shot, cripples the tank allowing my allies to run in safe range, and should that condition be removed or wear off, I can reuse crippling shot again since it has almost no recharge time.

If I was to keep crippling shot and replace another skill, it would either cut my interupt ability in half, take away my one skill that causes greater damage, disallow me to poison foes (which can make a great buffer condition for cripple), disallow me to run to ecape or run flag, disallow me to heal myself, or disallow me to rez.

The reason having to run to touch distance would affect my build so much is that I tend to stay in places higher than other enemies. If I am on the beach area, I run onto the bridge when the match starts so that I may pick off enemies with greater visibility (works great with my longbow) and hide easily. To reach any enemy to use throw dirt I would have to reach them quickly and be forced to use dodge which would disallow me to use it to escape until it recharges.

This is not to say that throw dirt isn't a great skill, but it just doesn't work well with this build imho.
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Old Feb 03, 2006, 08:04 PM // 20:04   #8
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I approve.
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Old Feb 03, 2006, 10:17 PM // 22:17   #9
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Quote:
Originally Posted by Amsterdam
I approve.
Woot!
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Old Feb 03, 2006, 10:42 PM // 22:42   #10
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I like throw dirt for just about any build where i have an extra slot. One, Warriors envariably charge in the begininng, so while i'm positioning, many times a warrior will pass by me on the way to another target. Throw dirt gives my casters a little time get get set. Two, when I've become the target, usually after they find out that i'm not just a damage Ranger, throw dirt is enough to buy you time to reposition. Its just a "when you need it you'll wish you had it" skill. I'll admit I don't use it every match, but when the opportunity presents itself....
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Old Feb 04, 2006, 03:17 AM // 03:17   #11
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Your new build I approve now.
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Old Feb 04, 2006, 06:19 AM // 06:19   #12
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Quote:
Originally Posted by Murder In China
Your new build I approve now.
Woot! ...wait, new build?
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Old Feb 04, 2006, 06:40 AM // 06:40   #13
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Ah shit, I was thinking of another thread.
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Old Feb 04, 2006, 07:18 AM // 07:18   #14
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i like it, but wouldnt it be better to switch penetrating shot for hunter s shot? most people, when crippled, still move, so in 2 shots your target would be poisoned, crippled, and bleeding ( in theory). i dont know, but i think hunters shot seems better to use in this combination.
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Old Feb 04, 2006, 07:49 AM // 07:49   #15
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You wanna farm faction with ranger? Oath Shot + Whirling Defense combo never fails. Throw in Read the Wind so you have less chance to miss.
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Old Feb 05, 2006, 07:04 AM // 07:04   #16
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Quote:
Originally Posted by kais
i like it, but wouldnt it be better to switch penetrating shot for hunter s shot? most people, when crippled, still move, so in 2 shots your target would be poisoned, crippled, and bleeding ( in theory). i dont know, but i think hunters shot seems better to use in this combination.
I have tried that skill actually and it does work well. I simply bring penetrating shot out of personal preference. Hunter's shot is a good substitution, though I wouldn't see a large difference in effectiveness.
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Old Feb 05, 2006, 11:17 AM // 11:17   #17
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What I'd personally love to bring in to this build would be some energy recovery such as Energy Trap from mesmer lines; since most stuff you picked out is really energy demanding (apply poison 15, penetrating 10, crippling 10 etc), i know expertise will help you out but if you wish to keep those cripping shots going... I'd also be in favor of dropping maybe penetrating attack with a 5 energy skill like hunters shot.
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Old Feb 06, 2006, 01:50 AM // 01:50   #18
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12 expertise = half energy cost Rangers have it pretty good for energy usage, Expertise is a great primary attribute.
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Old Feb 06, 2006, 05:56 AM // 05:56   #19
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Not to mention that they have three pips of energy regen.
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Old Feb 06, 2006, 02:06 PM // 14:06   #20
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Quote:
Originally Posted by SnS.Veneli
What I'd personally love to bring in to this build would be some energy recovery such as Energy Trap from mesmer lines; since most stuff you picked out is really energy demanding (apply poison 15, penetrating 10, crippling 10 etc), i know expertise will help you out but if you wish to keep those cripping shots going... I'd also be in favor of dropping maybe penetrating attack with a 5 energy skill like hunters shot.
I actually don't have energy problems with this build. High expertise and the way the build is used in general keeps it running well. If I was to put e-tap in there I would have to spread my attributes, which would lower the effectiveness, drop a skill, which would kill it's balance, and would have to find a long safe spot to use e-tap since it has a long casting time. I would strongly advise against this.
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