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Old Mar 27, 2006, 05:21 AM // 05:21   #1
Jungle Guide
 
Wretchman Drake's Avatar
 
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Default Poisonous Ward Spammer

Ranger/Elementalist

Attributes:
Earth Magic: 8
Marksmanship:10+2=12
Expertise: 10+1+3=14
Wilderness Survival: 8+1=9

Skills:
1.) Marksman's Wager {E}
2.) Ward Against Melee
3.) Ward Against Elements
4.) Apply Poison
5.) Hunter's Shot
6.) Antidote Signet
7.) Troll Unguent
8.) Rez Sig

Basically the way the build is supposed to work is before battle, prep yourself with Apply Poison, then hit Marksman's Wager and pluck at a target. Use Hunter's Shot almost as many times as you can while you're gaining the energy, and throw up Wards as your team's location AFTER Marksman's Wager runs out. You don't want to waste time throwing up wards rather than getting some good ol' energy. Once in the wards, take it easy on your skillbar. Try to spam Hunter's Shot less than before and just hang in there as you poison and try to help your team take someone out.

If you bring this in RA please tell your team beforehand to stay in the wards for their own protection unless they're warriors who are gonna chase enemies like dogs. And if you ever need to cleanse some conditions such as Blind or Poison, use Antidote Signet and perhaps Troll Unguent for some healing.

This is a support build, mainly to help your team with the wards. You can still do decent damage with poison and Hunter's Shot going on.
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Old Mar 27, 2006, 06:18 AM // 06:18   #2
Lion's Arch Merchant
 
Join Date: Nov 2005
Guild: Saved By My Pinchers of Peril
Profession: R/N
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Seems like WS is too low. I don't know how much decent damage you could do with poison at 9. If you're really looking for support, you should crank Earth Magic way up and/or use serpent's quickness or quickening zephyr to recharge those wards and keep them up perpetually.

I'd have to think that an ele primary would do better with this. Energy Storage would make up for not having expertise, since the only ranger skills besides MW that you're carrying cost only 5 energy.

Hmm, I'm not the biggest fan of defensive building, but this seems kinda cool.
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