Feb 06, 2006, 02:08 PM // 14:08
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#21
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Forge Runner
Join Date: Nov 2005
Profession: R/
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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.
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I tried this out a bit more on your suggestion and it did seem to work rather well with the build. I'm not so sure anymore whether I like penetrating shot or hunters shot more. Either way, it is definately a workable skill for the build.
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Feb 06, 2006, 05:50 PM // 17:50
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#22
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Ascalonian Squire
Join Date: Jun 2005
Guild: [UA]
Profession: Mo/
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i would throw in a superior expertise rune instead of a major since i think major runes are just never worth it. 13 expertise is also the break point for 5/15/25e. cost skills so an extra -25 health is very worth it, imo.
you will still have 410 health if you use a sup vigor and a +30 grip and i have found that a ranger build like that can easily get by on much less health than other classes
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Feb 06, 2006, 11:43 PM // 23:43
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#23
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by sartori
i would throw in a superior expertise rune instead of a major since i think major runes are just never worth it. 13 expertise is also the break point for 5/15/25e. cost skills so an extra -25 health is very worth it, imo.
you will still have 410 health if you use a sup vigor and a +30 grip and i have found that a ranger build like that can easily get by on much less health than other classes
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True, but you might notice that there are no 25 energy skills in the build. That and there are really very few ranger skills in general that req 25 energy. To me, a sup exp rune would be a waste of 25 health. If you look at how the att points are spread you will also notice that there is only 1 unused att point, so everything is already set up just about as efficiently as possible. Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really.
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Feb 06, 2006, 11:53 PM // 23:53
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#24
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Perfectly Elocuted
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Quote:
Originally Posted by XvArchonvX
Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really.
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There was thread about this...I might look it up in a bit. But I agree.
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Feb 07, 2006, 12:50 AM // 00:50
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#25
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Ascalonian Squire
Join Date: Jun 2005
Guild: [UA]
Profession: Mo/
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Quote:
Originally Posted by XvArchonvX
True, but you might notice that there are no 25 energy skills in the build. That and there are really very few ranger skills in general that req 25 energy. To me, a sup exp rune would be a waste of 25 health. If you look at how the att points are spread you will also notice that there is only 1 unused att point, so everything is already set up just about as efficiently as possible. Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really.
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no 25's but you have 3 5's and a 15...given, its not much (a point here and there but that was apparently enough to justify losing 50 health over instead of none) but the extra point of expertise will also help your dodge a tiny bit. *shrug* i dont see this build as having much trouble with an extra 25 health gone...its a good one
the only reason i disagree with the armor comment is because so many builds are focussed on spells that ignore armor nowadays. ive run into more people with IW, necro drains, life loss, and ob flame people within the last few weeks than ever before and the extra armor wont do anything to stop it
overall this looks like a great faction farming build tho. packs a punch, hard to catch, pretty sturdy
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Feb 07, 2006, 01:41 AM // 01:41
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#26
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Ascalonian Squire
Join Date: Sep 2005
Profession: R/N
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i usually put 14 on expertise and 15 on markmanship for spiking purposes. IT could either be a hate with expertise and sup mark or major exper with sup mark could work also. Never in my life i have energy [problems with this build.
14 * 4 = 56% = 4 energy cost on a 10 energy skill. still 3 energy for a 5 energy skill.
I find out that saving one energy from a 10 energy skill is kinda useful. Even though it never looks that way, I never have low energy in spike builds.
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Feb 07, 2006, 01:33 PM // 13:33
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#27
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by sartori
no 25's but you have 3 5's and a 15...given, its not much (a point here and there but that was apparently enough to justify losing 50 health over instead of none) but the extra point of expertise will also help your dodge a tiny bit. *shrug* i dont see this build as having much trouble with an extra 25 health gone...its a good one
the only reason i disagree with the armor comment is because so many builds are focussed on spells that ignore armor nowadays. ive run into more people with IW, necro drains, life loss, and ob flame people within the last few weeks than ever before and the extra armor wont do anything to stop it
overall this looks like a great faction farming build tho. packs a punch, hard to catch, pretty sturdy
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I looked again at the expertise chart and you're right, there is one less energy for 5 energy skills. I'm still not sure if this would be enough for me to want to substitute my major exp rune for a sup one (especially since I'm too cheap to upgrade 9 more health with a sup vigor), but it is something to note. As for the armor, I agree with you. I have found that one of the weakenesses of this build are generally hexes and degen skills. Physical damage from tanks is usually avoided by crippling shot and running away using dodge, arrows are also usually avoided by dodge's evade technique as well, so I might look into trading out that defensive bow grip for a bow grip of fortitude...
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Feb 07, 2006, 01:35 PM // 13:35
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#28
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by dcraftjr
i usually put 14 on expertise and 15 on markmanship for spiking purposes. IT could either be a hate with expertise and sup mark or major exper with sup mark could work also. Never in my life i have energy [problems with this build.
14 * 4 = 56% = 4 energy cost on a 10 energy skill. still 3 energy for a 5 energy skill.
I find out that saving one energy from a 10 energy skill is kinda useful. Even though it never looks that way, I never have low energy in spike builds.
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I can see that extra point making a difference in spike builds. I didn't in my build since it is a little less intense in terms of spamming any skills, but a spike build could definately benefit from that.
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Feb 07, 2006, 05:11 PM // 17:11
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#29
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Ascalonian Squire
Join Date: Jun 2005
Guild: [UA]
Profession: Mo/
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something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.
what is it you like about that skill? for me its a storm chaser that doesnt last as long
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Feb 07, 2006, 07:23 PM // 19:23
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#30
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Perfectly Elocuted
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Quote:
Originally Posted by sartori
something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.
what is it you like about that skill? for me its a storm chaser that doesnt last as long
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33% increase in movement vs. 25% increase in movement.
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Feb 08, 2006, 01:32 AM // 01:32
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#31
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by sartori
something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.
what is it you like about that skill? for me its a storm chaser that doesnt last as long
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I use dodge because it helps me get away from tanks. I cripple any enemy chasing me (as well as dodge any arrows from any rangers and avoid other rangers with crippling shot/pin down), then use dodge then troll if needed to heal. Whirling defenses would help defend, but the point of dodge is to get out of the way altogether. Not only does this get me away from tanks, but it can help me get to a more advantageous spot to attack. I use dodge when I'm at the beach map in RA to get on the bridge quickly and attack. From there I can attack enemies and do more dmg by being higher up. I can also hide from rangers there. Dodge also comes in handy to run the flag when applicable.
I chose dodge over storm chaser because, while storm chaser has a longer duration, I usually don't need that much time to get to a safe spot. Being able to escape at a quicker speed is also helpful. The recharge time for both skills is equal, but the energy cost is half that of storm chaser at 5 energy. If I use this build in a GvG however, I switch dodge for storm chaser to work as a flag runner, but I am far from an expert on GvG, and this build has been tested most in RA.
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Feb 08, 2006, 01:34 AM // 01:34
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#32
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Oh, btw, ty everyone who has questioned/criticized my build, it's always nice to get an outside opinion and I got to look at aspects of this build I never thought about before.
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