[C] [R/A] Deadly Interdiction
Expertise: 11+3
Wilderness Survival: 10+1
Marksmanship: 10+1+1
Deadly Arts: 1
Melandru's Shot, 10e - 7s elite*
If Melandru's Shot hits, you deal +21 damage. If it hits an enchanted foe, you gain 15 Energy. This is an elite skill.
Distracting Shot, 5e 1/2 10s
If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Savage Shot, 10e 1/2 5s
If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for +25 damage.
Apply Poison, 15e 2 12s
For 24 seconds, foes struck by your physical attacks become poisoned for 12 seconds.
Iron Palm, 5e 3/4 20s
Target touched foe suffers 8 damage. If target foe suffers from a condition or hex they are knocked down. Iron Palm may be used as a lead attack.
Entangling Asp, 10e 1 20s
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 6 seconds.
Serpent's Quickness, 5e - 45s
For 26 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Rez Sig, - 3 -
Resurrect target ally with full health and 25% energy.
OR
Debilitating Shot, 10e - 10s
If Debilitating Shot hits, your target loses 10 Energy.
OR
Expunge Enchantments, 10e 3/4 30s
All of your other non-attack skills are disabled for 10 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
I was so taken with the combination of apply poison, iron palm and entangling asp that I just had to do it again. This time, it's coming in the form of a bow interrupter with serpents quickness to reduce the recharges on those knockdowns. Energy management is handled by 14 expertise (5->2; 10->4; 15->7) and Melandru's Shot, which gives you 15 energy every time it hits an enchanted foe and costs 4e under expertise.
Once again, all attacks are applying poison, meaning that Iron Palm can be used practically at will. Though it requires touch range, this is really no different from the blackout rangers that already exist. Using Entangling Asp to follow up can KD the same target a second time or knock down a second target at range. This allows the ranger to put two monks on the floor to let a spike go through, or keep one target down for 4 seconds.
While under SQ, distracting shot will recharge every 7 seconds and savage shot every 4. Melandru's Shot recharges in 5 seconds. Iron Palm and Entangling Asp both recharge in 14. Debilitating Shot comes up every 7 seconds and Expunge Enchantments recharges in 20 (these two are the optional skills, one of which replaces rez sig).
If Expunge is taken in the last slot, it's worth bumping expertise down to 13 to bring Deadly Arts up to 5.
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