Mar 15, 2008, 08:54 PM // 20:54
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#1
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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Spirit's Strength sniper
Last night I decided to do some AB with my rit. so i decided to try something new, so I whipped this up.
Rt/R
Att: Wilderness survival 6; Marksmanship 11; Channeling magic; 6+1+1; Spawning Power 11+2
[skill]hunter's shot[/skill][skill]distracting shot[/skill][wiki]Weapon of Aggression[/wiki][skill]Spirit's Strength[/skill][skill]read the wind[/skill][skill]dryder's defenses[/skill][skill]troll unguent[/skill][skill]storm chaser[/skill]
I used a flatbow with this. The idea is to deal very high and persistant damage from very long range. Typically you can stand well outside a battle and put the hurt on your target while they're caught up fighting somone much closer to them. It's also brutally effective against capture points, as the npc's there will not leave the shrine if you're outside their agro.
just something I put together and had some fun with, feel free to leave questions or comments
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Mar 15, 2008, 09:34 PM // 21:34
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#2
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Ascalonian Squire
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i think to improve on this you might want to correct the rune set up,
go channeling 6+1 and spawning 11+1+1 because 7 and 8 channeling both make weapon of aggression 10 seconds
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Mar 15, 2008, 09:35 PM // 21:35
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#3
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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What kind of bow did you use? A Zealous Flatbow of Enchanting?
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Mar 15, 2008, 09:35 PM // 21:35
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#4
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Frost Gate Guardian
Join Date: Dec 2007
Location: In front of the computer
Guild: Shadow of the Betrayed [Nyth]
Profession: N/Rt
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This is a Spirit's Strength build. the only thing missing is [card]Sight Beyond Sight[/card].
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Mar 15, 2008, 09:38 PM // 21:38
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#5
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by Cosmic Error
This is a Spirit's Strength build. the only thing missing is [card]Sight Beyond Sight[/card].
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Agreed, take out one of the two stances for [card]Sight Beyond Sight[/card].
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Mar 15, 2008, 09:39 PM // 21:39
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#6
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Volley is really the only reason to run /R over /P. Paragon is vastly superior for single target DPS.
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Mar 15, 2008, 09:56 PM // 21:56
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#7
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Krytan Explorer
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Yeah...this has very little over a Paragon version.
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Mar 15, 2008, 10:17 PM // 22:17
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#8
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Whilst a paragon version is probably better for single target dps, this looks interesting, swap dryder's defence sight beyond sight and it should be all good.
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Mar 15, 2008, 10:26 PM // 22:26
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#9
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Krytan Explorer
Join Date: Sep 2007
Location: 1323 lancelot dr. greenwood PA
Guild: wat
Profession: Mo/
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Quote:
Originally Posted by Dr Strangelove
Volley is really the only reason to run /R over /P. Paragon is vastly superior for single target DPS.
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im not sure if this would remain true if they used turret ranger skills.. but they would destroy your energy.
plus volley fails
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Mar 15, 2008, 11:40 PM // 23:40
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#10
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Ascalonian Squire
Join Date: May 2007
Guild: War Doctors [WAR]
Profession: W/
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Wouldn't Splinter Weapon, Spirits Strength, and Volley be better?
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Mar 15, 2008, 11:49 PM // 23:49
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#11
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Lion's Arch Merchant
Join Date: Feb 2008
Guild: Variable Speed Farmers[VsF]
Profession: Mo/
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i don't think so , splinter will end very soon , and each of the 3 arrows of volley count as attacks , so it's like one volley and goodbye splinter , you should go as /P imo
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Mar 16, 2008, 01:50 AM // 01:50
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#12
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by the kurzick eater
im not sure if this would remain true if they used turret ranger skills.. but they would destroy your energy.
plus volley fails
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Yeah, absolutely no way to maintain the energy for that. Volley is perfectly fine for a rit, especially with splinter. It's perfectly fine if splinter expires quickly, because then you procced a gazillion damage off it, so all is well.
Personally, I just run splinter barrage whenever I want to do that, but volley works perfectly fine.
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Mar 16, 2008, 01:57 AM // 01:57
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#13
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Krytan Explorer
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Quote:
Originally Posted by Boogz
i don't think so , splinter will end very soon , and each of the 3 arrows of volley count as attacks , so it's like one volley and goodbye splinter , you should go as /P imo
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I am pretty sure that that is the whole entire point of Splinter + Volley/Barrage.
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Mar 16, 2008, 02:33 AM // 02:33
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#14
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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I already tried this sort of build. A primary ranger can do a bow-based damage build much better. Burning Arrow Ranger for example.
GG on the effort though.
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Mar 16, 2008, 07:51 AM // 07:51
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#15
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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Quote:
Originally Posted by Nightow
Agreed, take out one of the two stances for [card]Sight Beyond Sight[/card].
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well I originally started out with that instead of dryders, however after several matches I found that blind was almost never used against me so I figued it would improve survivability with the blocking stance (saved me from more than a few sin spikes ). Still Sight is a very useful cover enchant for SS, but again I didn't run into enough enchant removal to make me reconsider it (about 15 matches and only had SS removed once).
But yeah, the build is really just something that came about from boredom and tinkering around with SS. I was really focusing on being able to strike from extreme range and still strike for very considerable damage. 60 and up damage per strike from longbow range is pretty fun, and it does make killing capture point npc's rediculously easy.
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Mar 16, 2008, 08:07 PM // 20:07
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#16
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Lion's Arch Merchant
Join Date: May 2006
Guild: MGK
Profession: W/
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ur beter off using a normal ranger build as it requires less prepartion and has much more room for error than ur build. In ab i use prepared shot+sundering attack+penetrating attack and it works just nicely, i do 50-90dps using this spike. On top of that, i gain energy while spiking over along period of time=P (2energy for an 8second spike to be exact), then i use this energy for a expensive concussion shot that pwns any 1second caster or longer ele. also ur build lacks energy management / reliability
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Mar 17, 2008, 08:03 AM // 08:03
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#17
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Frost Gate Guardian
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Quote:
Originally Posted by Mr Pvper
ur beter off using a normal ranger build as it requires less prepartion and has much more room for error than ur build. In ab i use prepared shot+sundering attack+penetrating attack and it works just nicely, i do 50-90dps using this spike. On top of that, i gain energy while spiking over along period of time=P (2energy for an 8second spike to be exact), then i use this energy for a expensive concussion shot that pwns any 1second caster or longer ele. also ur build lacks energy management / reliability
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8 second spike?
Even though I'm pve through and through i'd never make a comment like that
Ranger's advantage over rits is energy consumption. Rits advantage here is every arrow can get +8 dmg from level 10 marks +35 from say 15 spawning - that's +43 damage EVERY "vanilla" SHOT. While I agree, setup can take away from pvp, I've been using this for a few days recently in pve and it is devastating. needling shot in particular, hitting for 66 damage, against any target reguardless of armor without pause.
The spear IS faster which makes the dps better, and the skills are adrenaline based letting the rit focus on keeping cover enchants and weapon spells up, but the bow is fine. Triple shot will go over rather well with this. even dual shot grants over 80 armor ignoring damage - though as a rit, energy will be a problem.
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Mar 17, 2008, 07:03 PM // 19:03
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#18
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Frost Gate Guardian
Join Date: Dec 2007
Location: In front of the computer
Guild: Shadow of the Betrayed [Nyth]
Profession: N/Rt
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Quote:
Originally Posted by Shadowmere
well I originally started out with that instead of dryders, however after several matches I found that blind was almost never used against me so I figued it would improve survivability with the blocking stance (saved me from more than a few sin spikes ). Still Sight is a very useful cover enchant for SS, but again I didn't run into enough enchant removal to make me reconsider it (about 15 matches and only had SS removed once).
But yeah, the build is really just something that came about from boredom and tinkering around with SS. I was really focusing on being able to strike from extreme range and still strike for very considerable damage. 60 and up damage per strike from longbow range is pretty fun, and it does make killing capture point npc's rediculously easy.
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It's a cover enchantment, mostly. But it's still an essential skill to use when you're up against Air Elementalists.
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