Mar 10, 2008, 10:09 PM // 22:09
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#1
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Desert Nomad
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3x ranger build
Turret
Ranger/Warrior
Level: 20
Expertise: 12
Marksmanship: 12
Prepared Shot [Elite] (Marksmanship)
If this attack hits, you strike for +22 damage. If you are under the effects of a Preparation, you gain 7 Energy.
Energy:2.6 Cast:0 Recharge:6
Sundering Attack (Marksmanship)
If Sundering Attack hits, you strike for +15 damage and this attack has 20% armor penetration.
Duplicate: Penetrating Attack, Prophecies.
Energy:5.2 Cast:1 Recharge:3
Penetrating Attack (Marksmanship)
If Penetrating Attack hits, you strike for +15 damage and this attack has 20% armor penetration.
Duplicate: Sundering Attack, Factions.
Energy:5.2 Cast:1 Recharge:3
Hunter's Shot (Marksmanship)
If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins Bleeding for 21 seconds.
Energy:2.6 Cast:0 Recharge:5
Read the Wind (Marksmanship)
For 24 seconds, your arrows move twice as fast and deal 9 extra damage.
Energy:2.6 Cast:2 Recharge:12
Flail (Strength)
For 5..13 seconds, you attack 33% faster but move 33% slower.
Adrenaline:4
Lightning Reflexes (Expertise)
For 10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.
Energy:5.2 Cast:0 Recharge:30
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Magebane
Ranger/Monk
Level: 20
Expertise: 12
Marksmanship: 10 (9+1)
Wilderness Survival: 9
Protection Prayers: 3
Magebane Shot [Elite] (Ranger other)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 10 seconds
Energy:5.2 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.6 Cast:0.5 Recharge:10
Debilitating Shot (Marksmanship)
If Debilitating Shot hits, your target loses 7 Energy.
Energy:5.2 Cast:0 Recharge:10
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 10 seconds.
Energy:7.8 Cast:2 Recharge:12
Natural Stride (Wilderness Survival)
For 5 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.
Energy:2.6 Cast:0 Recharge:12
Purge Signet (Monk other)
Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed.
Energy:0 Cast:2 Recharge:20
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain +7 Health regeneration.
Energy:2.6 Cast:3 Recharge:10
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Ranger
Ranger/Monk
Level: 20
Expertise: 12
Marksmanship: 11
Protection Prayers: 6
Dual Shot (Ranger other)
Shoot 2 arrows simultaneously at target foe. These arrows deal 25% less damage.
Energy:5.2 Cast:0 Recharge:10
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +24 damage.
Energy:5.2 Cast:0.5 Recharge:5
Glass Arrows [Elite] (Expertise)
For 30 seconds, your arrows strike for +17 damage if they hit and cause Bleeding for 18 seconds if they are Blocked.
Energy:2.6 Cast:2 Recharge:12
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.6 Cast:0.5 Recharge:10
Debilitating Shot (Marksmanship)
If Debilitating Shot hits, your target loses 8 Energy.
Energy:5.2 Cast:0 Recharge:10
Aura of Stability (Protection Prayers)
For 6 seconds, target other ally cannot be knocked down
Energy:5 Cast:0.25 Recharge:12
Mending Touch (Protection Prayers)
Touched ally loses 2 Conditions and is healed for 33 Health for each Condition removed in this way.
Energy:5 Cast:0.75 Recharge:6
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
A monk
Monk/Assassin
Level: 20
Divine Favor: 8
Healing Prayers: 12
Protection Prayers: 10
Shadow Arts: 2
Word of Healing [Elite] (Healing Prayers)
Heal target ally for 105 Health. Heal for an additional 83 Health if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:3
Signet of Rejuvenation (Healing Prayers)
Heal target ally for 63. If target ally is casting a spell or attacking, that ally is healed for an additional 63 Health.
Energy:0 Cast:1 Recharge:8
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 58.
Energy:5 Cast:0.25 Recharge:2
Dismiss Condition (Protection Prayers)
Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 55 Health.
Energy:5 Cast:0.75 Recharge:3
Spirit Bond (Protection Prayers)
For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 80 Health.
Energy:10 Cast:0.25 Recharge:2
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Return (Shadow Arts)
All adjacent foes are Crippled for 4 seconds. Teleport to target other ally's location.
Energy:5 Cast:0.25 Recharge:15
Dark Escape (Shadow Arts)
For 6 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy:5 Cast:0 Recharge:30
Explanation:
With the ranger buffs to DPS I replaced a warrior with a ranged character. While it doesn't have got the DPS from a warrior and it lacks knockdown it's main advantage is that it can easily switch targets, thus creating overall more pressure.
Magebane ranger is pretty standard, and almost every TA team should have one. Purge + the AoS and MT from the other rangers should be enough to have the off-monk skills.
The reason I chose a Glass Arrow ranger is because of it's spike. My view was that if there's enough pressure a GA ranger can quickly spike down someone in less then a second. Especially when combined with the turret and the magebane firing an interupt on the (off-)monk.
The monk is supplied with 2 defensive skills, as with three hard targets it will most likely be a target of a monk-stomp. May be replaced by a Mo/W or Mo/R.
Strenght:
4x interupt, can be used to control hex-heavy builds and of course you'll be most likely to only need 4-5 kills a match.
Weakness:
No real off-monk, thus making it a hard job for the monk if stomped by dual (SA) sin or dervish.
Improvements.
I really haven't tested it yet, outside of the single skill bars in RA, which proves nothing. I was thinking of:
Replacing the turret with a R/P HaO spear chucker or with a RaO thumper. I don't know if the Turret does more damage then a spear chucker and with a thumper you can get some important knockdowns.
Replacing the Glass Arrow spike with something more usefull, I need your help with that tho.
Discarding the idea and copy a FotM of wiki, if anything else fails .
When I receive some comments here, I'll grab some friends and test it =)
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