Apr 22, 2006, 08:30 PM // 20:30
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#1
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Frost Gate Guardian
Join Date: Mar 2006
Profession: W/Mo
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need build for b/p ranger plz
i need like excatly evrythin needed to be a b/p ranger
armor,skills wat points to invst in,etc,ect
ty for evry1 who helps me
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Apr 22, 2006, 08:49 PM // 20:49
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#2
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Krytan Explorer
Join Date: Mar 2006
Location: Kenya
Profession: Mo/
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Quote:
There is a lot of ways to go b/p ranger. Here are a few ideas. With all, get a good max damage bow (preferably longbow or flatbow for most range), a vampiric bow to regen life, and a zealous bow to regen energy (especially if using Concussion Shot).
Interrupting ranger
Marks: 12+3+1=16 (maximize damage)
Exp: 12+1=13 (13 is best cutoff for 5 energy Barrage)
BM: Rest
1) Barrage - your damage dealer
2) Concussion Shot - daze those dryders, use zealous bow to recharge energy.
3) Savage Shot - works well against wurms because recharges before they use another skill and deals extra damage
4) Throw Dirt - protect the backline with blinds on grasps
5) Favorable Winds - the team needs this spirit
6) Comfort Animal - ranged rez pet
7) Charm Animal - because you need a pet
8) Rebirth - rez your dead teammates
Trapping ranger
Marks: 12+3+1=16 (maximize damage)
Exp: 10+3=13 (if you still want to reach the 13 expertise cutoff, otherwise, go with 8+1=9)
Wilderness: 8+1=9 (or more if you have extra points)
BM: rest
1) Barrage - your damage dealer
2) Savage Shot - because you still need an interrupt
3) Dust Trap - traps work well if you know where to trap and if your team works well around it. Otherwise, it's a waste of time.
4) Flame Trap - another trap that triggers the grasps to run backwards and stop attacking.
5) Barbed Trap/Winnowing - this trap is mostly to protect the backline so team can kite grasps that break free
6) Comfort Animal - ranged pet rez
7) Charm Animal - because you need a pet
8) Rebirth - rez your dead teammates
Pulling ranger
Marks: 12+3+1=16 (maximize damage)
Exp: 8+1=9 (here you want to get the most out of wilderness without using a second superior rune)
Wilderness: 10+1=11
BM: rest
1) Barrage - your damage dealer
2) Savage Shot - because you still need an interrupt
3) Dust Trap - traps work well if you know where to trap and if your team works well around it. Otherwise, it's a waste of time.
4) Troll Unguent - regeneration that can't be shattered is very useful if you are pulling. Otherwise, it's best to rely on monk healing or vampiric bow.
5) Winnowing - since your wilderness is already fairly high
6) Comfort Animal - ranged pet rez
7) Charm Animal - because you need a pet
8) Rebirth - rez your dead teammates
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Quote:
My take:
Mandatory skills (to be taken by all rangers):
Barrage
Distracting Shot
Rebirth
Charm Animal
Comfort Animal
Throw Dirt (1 team member may replace with Dust Trap. IF they behave themselves and don't mess up the pulls with it.)
Floating skills (to be distributed around the group):
Favorable Winds (1 copy)
Winnowing (1 copy)
Whirling Defenses (1 copy for the puller)
Tiger's Fury (as many copies as possible)
Concussion shot (as many copies as possible)
Apply Poison (1 copy, only if you need the extra oomph on worms.)
(Skills often suggested which I suggest not to bring:
Troll Ungent -- You shouldn't be getting hit at all, and, if you are, the monk should be taking care of it. If the monk isn't taking care of it, these monsters hit hard enough that you'll be dead long before the ungent will help.
Savage Shot -- It's a great skill overall, but distracting shot and concussion shot are better suited for the particular monsters you need to be interupting on the PvE tombs maps.)
Stats:
(The numbers below assume a marksmanship mask and either a minor or superior rune for markmanship and a minor rune for everything else.)
If you have no wilderness survival skills:
Marksmanship = 14 (or 16, depending on which rune)
Beast Mastery = 11*
Expertise = 9**
Wilderness Survival = 0
Protection Prayers = 2
* Contrary to what people seem to think, high beast mastery will NOT mess up the minion master by keeping your pet alive for a single second longer than low beast mastery. (Unless you're actively using Comfort Animal to heal or the pet actually kills its attacker thanks to the damage bonus...) What it WILL do, however, is allow you to rez your pet with enough life to tank for awhile (which is probably what you want if the MM is tanking poorly enough that you're in a situation where you need to rez pets). It's primary purpose is to provide an emergency tank with enough life to last while you turn the tide or run. Secondarily, it will also increase your pet's damage, which is always helpful, even if only marginally so.
** If you are using concussion shot, you might consider moving a point from beast mastery to expertise (so they are 10 & 10). This will lower the cost of concussion shot by 1 energy point, at the expense of slightly lower benefits from beast mastery.
If you have wilderness survival skills:
Marksmanship = 14 (or 16, depending on which rune)
Beast Mastery = 10
Expertise = 8
Wilderness Survival = 7***
Protection Prayers = 3
*** Since the strength of Winnowing's effect is not tied to your WS level, you only need enough WS for Winnowing to outlast its recharge time. (7 WS provides 84 sec, which is more than long enough.) Additional duration is merely a convenience.
Armor:
Wear Druid's Armor for the energy bonus.
Bow(s):
Base Types:
Everyone needs a longbow/stormbow. There are 2 important interrupt shots in the third level that cannot be made with less range, and cannot be timed with a flatbow in the event that Favorable Winds is dead/recharging/out-of-range/forgotten-about/gone-because-the-player-crashed-out/whatever. You can, of course, bring any other bow types you like in addition. Just make sure you have a longbow/stormbow on switch as well.
Strings:
A vampiric string is a good choice, as it will add a very large amount of damage over the hundreds of arrows you'll fire during a run, as well as stealing back enough life to offset its degen. However, because your party has only 1 monk, you'll need to keep a non-vampiric bow on switch to stop the degen between fights. It's rude and dangerous to expect the monk to take care of your degen in this situation.
A zealous bowstring is another good choice. Given the size of the mobs, you will usually gain energy from each use of barrage, making sure you have the energy for your interrupts when you need it.
A sundering bowstring (like all other sundering upgrades) is mostly a waste. See the numerous threads about vampiric/elemental vs sundering for an explanation.
A poisoners bowstring is probably more of a waste, since barrage precludes you from using poison arrow at all, and precludes you from using apply poison except against one target (usually a worm), in which case you'll be renewing the poison constantly, mooting the need for increased duration. (Perhaps it might be useful for a R/N death nova build... Does anyone know if a poisoner's upgrade affects death nova?)
Elemental bowstrings are a NO-NO. You will NOT trigger the bonus damage from orders if you use one.
Grips:
Use a +5 defense bow grip. Where armor-sensitive damage and armor-ignoring damage/degen are both issues, there's a legitimate toss up between +5 def and +30 life grips. That's not the case in PvE tombs. The monsters are heavily skewed towards armor-sensitive damage, so use a +5 def grip.
Gameplay/Manners:
*Don't volunteer to pull unless you have all 4 maps memorized, and, ideally, some experience being the puller. (Of course, you have to get experience somehow, so I'd suggest you make your first few trips as puller among friends who won't be angry at you for messing up.)
*Maybe someday I'll write a PvE tombs pull guide, but for now I have no advice for pullers.
*If you are not the puller,
(1) NEVER initiate aggro with anything, ever. That's the puller's job.
(2) Stay behind the minions at all times during battle. (Minor exceptions for interrupting.) Do not try to tank with your face, that's the minion's job.
*Do not let your pet chase a fleeing monster -- it will draw a ton of aggro. Pay attention to your pet and do whatever you can to keep it from chasing (target a new monster, target yourself, break off and run back a bit). If your pet does get away and aggro stuff, let it die and revive it later -- don't do anything that will bring the monsters after the party.
*Whenever the minion supply is low, rez your pet. The MM is either (a) running low on bodies, or (b) a sucky MM. In either case, having your pet tank for a bit, then die again and make a body will help out.
*Always rez your pet between battles. There's no reason to go into a battle with less than the full number of tanks you could bring. (Exceptions: the "dryders on the walls" part of level 2, where the pets will draw huge aggro if they circle around to attack & several situations for the puller.)
* If someone dies: only rez them if (a) it was the orders necro, or (b) the orders necro has demonstrated an unwillingness to rez people in a timely manner, or (c) it was the monk and you are in the safest position to rebirth them to. For routine (non-monk) deaths, you should leave rezzing to the orders necro, who can recover their energy quickly through soul reaping. If the orders necro is dead, a ranger should rez, since the monk needs their energy to heal the other players and the MM needs their energy to heal the minions. Monk rezzing needs to be done ASAP and to the safest spot available. (Often, the orders necro is not in the safest spot, since they were supposed to be standing near the monk to bip them, and are, thus, now standing near whatever killed the monk.)
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Last edited by Chthon : 11-04-2006 at 01:36 AM.
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-ty to ump and chthon (http://forums.gwonline.net/showthrea...=393299&page=2)
gg google, more reading at link provided, those are just builds others have posted up, I haven't personally tried / tested them so I do not know how reliable they are. And not having troll for the 2nd build is controversial.
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