May 12, 2006, 12:28 PM // 12:28
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#1
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Frost Gate Guardian
Join Date: May 2005
Location: Ohio, U.S.A.
Guild: Bane of Darkness [BoD]
Profession: Me/
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Expertise, How high is high enough?
This may have been discussed eons ago, so I apologize if this is not new. But as long as I have been playing this game, I have never really looked into this. How high an Expertise lvl do you all reccomend? I have been running mine at 13, because looking at the Expertise charts that seems to be about the ideal place. Plus, that leaves me a few points to get my WS high enough to make Troll Unguent worthwhile. Is there any reason to bump it up higher? What do you Ranger experts out there think?
Once again, I apologize if this is old ground.
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May 12, 2006, 12:46 PM // 12:46
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#2
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Wilds Pathfinder
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For all attributes, there is a sharp rise in cost, and a slow drop in incremental benefit, in going above 12.
I usually run 3 attributes: 13/12/12, where the 13 is often in Expertise. But I believe 12 is fine.
13 is supposed to be good because it turns cost 5 energy skills into cost 2 energy skills, but in reality everything is un-rounded, so it barely matters.
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May 12, 2006, 02:05 PM // 14:05
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#3
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Jungle Guide
Join Date: Dec 2005
Location: South East England
Guild: Leader: Lady Hairy Armpits S[mell]
Profession: E/
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I usually run 13/14 (using superior rune)
Useful link here: http://gw.gamewikis.org/wiki/Expertise
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May 12, 2006, 02:42 PM // 14:42
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#4
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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For a Barrage team i usually go for 13 expertise and 14 marksmanship, the rest goes into Smiting and the left overs Prot (for Rebirth).
I knew i should've checked those Expertise tables again. I usually run 15/11/11, 11 been Expertise, but that was for when i use to bring Concussion Shot alot. I only use 10 and 5 cost spells now so i guess i should drop it down to 9.
Only time i ever need 14+ Expertise is when i'm running since it boosts Dodge and Escape, otherwise theres no point to it.
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May 12, 2006, 03:19 PM // 15:19
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#5
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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I stay at 10 except running. I can do all I need to do without problems. I raise it while running to boost Escape and Dodge
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May 12, 2006, 03:20 PM // 15:20
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#6
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Academy Page
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After training myself to function efficiently at 9 Expertise and non-Druid armor, I've been a happier Ranger. I think many of you will find 9 Expertise is "high enough" for 90% of your builds.
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May 12, 2006, 04:38 PM // 16:38
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#7
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Desert Nomad
Join Date: Apr 2005
Location: Canada
Profession: R/
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for most of my builds i go with 9 Expertise... if i'm using a more energy draining build i'll either go 13 or 14 Expertise...
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May 12, 2006, 04:45 PM // 16:45
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#8
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Krytan Explorer
Join Date: Apr 2005
Location: Imperial Palace - Cantha
Guild: [SFK] Sacred Forge Knights (founder)
Profession: Me/Mo
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Use the link at the wiki... it will give you insight.
Expertise unlike other skills is not so direct in being able to determine its value...
rank 9 is often seen as near the best due to 2 base groups changing cost, but unless you use 25 base cost skills I am not so sure. I have been trying to run at 13 now since that makes 5 base cost skills 2, 10 base cost skills 5, 15 base cost 7 and 25 base 12.
The other level I use is 9 because then Base 10 cost skills drop to 6 and it is only one more rank above where base cost 5 skills change to 3.
Most of the skills I use at 5 and 10 so worrying about where 15 and 25 point skills swap is not as crucial.
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May 12, 2006, 05:07 PM // 17:07
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#9
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Using 13 Expertise just makes your Wilderness Survival or your Marksmanship suffer. It may give you lower energy costs, but you'd be much better dropping it into Marksmanship and boosting the skills base damages instead.
Besides if your running out of energy, bring along Storm Chaser, very useful in places full of elemental damage. That or you need to re-assess your build, ever since i dropped Concussion Shot for an atack skill (because in PvE most of the enemies are dead before Dazed really makes a difference if you can interrupt things well) my energy levels are fine.
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May 12, 2006, 05:28 PM // 17:28
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#10
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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90% of the time i have 11 expertise, unless i go with a bunch of 10e attacks, then i knock it up to 13.
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May 12, 2006, 05:34 PM // 17:34
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#11
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Whether I'm running a WS ranger or a Marks ranger my set up is pretty much always 16/10/10. It's always worked fine for me. I'd say 10 is a good number as far as practicality goes. You can keep your numbers up in other skills and still have low energy costs.
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May 12, 2006, 10:28 PM // 22:28
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#12
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Frost Gate Guardian
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Most Ranger skills are 5/10 energy. 9 is the breakpoint for both, where they become 3/6. 13 is where 5 energy skills become 2 and 10 energy skills are 5 (though they don't break there). 14 is where 10 energy skills become 4.
So I always go with 9/13/14 depending on my skills. Anything other than those values are plain out BAD.
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May 13, 2006, 01:18 PM // 13:18
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#13
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Academy Page
Join Date: Aug 2005
Location: Israhell
Guild: Fremen Warrior Front
Profession: W/Mo
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I normally run my ranger as B/P everywhere she goes, so 16 marks, 13 expertise, 2prot [for rebirth] and 2 BM.
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