May 22, 2007, 02:36 PM // 14:36
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#1
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Please review my PVE build
Please review my PVE build
[skill]Fevered Dreams[/skill] [skill]Apply Poison[/skill] [skill]Concussion shot[/skill] [skill]Screaming Shot[/skill] [skill]Pin Down[/skill] [skill]Throw Dirt[/skill] [skill]Troll Unguent[/skill] [skill]Resurrection Signet[/skill]
Ranger/Mesmer
Marksmanship 11+3
Expertise 10+1
Illusion 6
Wilderness 8+1
Zealous or Vampiric Short Bow
Let know your thoughts this is just a build to use for mass degeneration while exploring / questing
Last edited by Painbringer; May 22, 2007 at 02:43 PM // 14:43..
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May 22, 2007, 03:02 PM // 15:02
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#2
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Academy Page
Join Date: Feb 2007
Profession: R/Mo
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in a word: Energy
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May 22, 2007, 04:11 PM // 16:11
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#3
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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I run the same bar, but with 5 Illusion, 10+3 expertise, 10+1 wilderness and 10+2 marksmanship IIRC
Also, I have a variety of recurves - silencing, barbed, poisonous and crippling, depending on which one needs to last longest - recurve makes hitting with the concussion shot more reliable.
Last edited by Epinephrine; May 22, 2007 at 04:15 PM // 16:15..
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May 22, 2007, 04:14 PM // 16:14
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#4
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Ascalonian Squire
Join Date: Mar 2007
Location: Pale Blue Dot
Guild: The Royal Phoenix
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Have you ran this at all? The skills certainly look nice on paper, but unless you have an expertise of 200, I don't see this being run for long without running out of energy.
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May 22, 2007, 04:19 PM // 16:19
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#5
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Runs fine the way I use it. You don't need to use the skills often. Ideally you actually allow conditions to expire before renewing, since it only spreads new conditions.
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May 22, 2007, 04:50 PM // 16:50
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#6
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Main thing like stated above is to let the conditions do there work. Apply poison wait for energy to gain a little hex target then hit him with screaming shot. As long as nothing removes the hex you should at least apply two conditions to all foes in that mob.
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May 22, 2007, 06:45 PM // 18:45
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#7
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Perfectly Elocuted
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Quote:
Originally Posted by Epinephrine
Also, I have a variety of recurves - silencing, barbed, poisonous and crippling, depending on which one needs to last longest - recurve makes hitting with the concussion shot more reliable.
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Out of curiousity... Does Fevered Dreams cause the duration to increase twice like it does (did?) with plauge touch when using weapon mods?
__________________
" Capital letters were always the best way of dealing with things you didn't have a good answer to."
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May 22, 2007, 07:50 PM // 19:50
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#8
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Forge Runner
Join Date: Jul 2006
Profession: R/
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I would think that when the reapplication does not 'pass' a weapon modifier - and my guess it is the victims weapon that counts - there would be no increase in duration.
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May 22, 2007, 09:35 PM // 21:35
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#9
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by SnipiousMax
Out of curiousity... Does Fevered Dreams cause the duration to increase twice like it does (did?) with plauge touch when using weapon mods?
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Yes, astute of you As per the talk page: http://gw.gamewikis.org/wiki/Talk:Fevered_Dreams
Quote:
Originally Posted by Avatarian 86 23:29, 27 December 2006 (CST) on Guildwiki
Condition extending
tested with apply poison: poison is extended on the first target, then that extended duration is extended again when applied to the surrounding enemies. so, if you're using a condition-extending bow string, said condition is extended twice for the surrounding targets, but only once for the target with fevered dreams.
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Although, I must admit, it's given me a new idea - I'm going to test using Hypochondria in conjunction with it now - it may allow extending durations a great deal:
The original duration (D) *1.33 is applied originally to the target, while it's D*(1.33)^2 to the surrounding guys - but Hypochondria will apply the 1.33^2 duration to the main target, possibly re-extended by 1.33 (making 1.33^3) and then further by 1.33 (making 1.33^4)
Curious about this now
Last edited by Epinephrine; May 22, 2007 at 09:39 PM // 21:39..
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May 22, 2007, 10:03 PM // 22:03
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#10
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Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
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I'm not doing the math, but before you get too giddy with anticipation, you should remember that the condition cap is 30s (and that increasing durations 33% twice means an increase of ~77% already)
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May 22, 2007, 10:15 PM // 22:15
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#11
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by ArKaiN
I'm not doing the math, but before you get too giddy with anticipation, you should remember that the condition cap is 30s (and that increasing durations 33% twice means an increase of ~77% already)
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Sure, but being able to reset the timer via Hypochondria and extending it is worthwhile.
It's probably academic, since I don't know if Hypochondria still removes conditions on the original target - and unless the condition were new it wouldn't trigger Fevered Dreams - so you'd only get a potential 33% increase, not worth a slot most likely...
Last edited by Epinephrine; May 22, 2007 at 10:21 PM // 22:21..
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