Ranger Spike- Nightfall Edition
5 Ranger/Warriors
Marksmanship 11+1+2
Expertise 11+3
Wilderness Survival 10+1
Dual Shot
Forked Shot
Prepared Shot{E}
Distracting Shot
Kindle Arrows
Frenzy
Favourable Winds/Winnowing/Quickening Zephyr/Muddy Terrain/Trainquility
Res Sig
Druid's Set
Superior Vigor
Vampiric Flatbow(15% in stance) of Marksmanship(20%)- for spiking far targets
Vampiric Shortbow(15% in stance) of Marksmanship(20%)- for spiking near targets
Zealous Flatbow(15% in stance) of Defense- when low on energy from far targets
Zealous Shortbow(15% in stance) of Defense- when low on energy from near targets
make sure you arent enchanted/hexed when doing your combo or else your damage output will be lower due to Forked Shot becoming a regular shot
lay your spirits pre hand
cast Kindle Arrows and Tigers Fury and renew them whenever they go off
use Distracting Shot to interrupt key spells in between spikes
the spike itself is pretty straight forward:
Dual Shot->Forked Shot->Prepared Shot
damage wise this spike will do:
75% bow damagex2+10(2 vampiric arrows)+20(2 Favourable Winds+Winnowing arrows)+36(2 Kindle Arrows)->bow damagex2+10(2 vampiric arrows)+20(2 Favourable Winds+Winnowing arrows)+36(2 Kindle Arrows)->bow damage+22(prepared shot)+5(Vampiric Arrow)+10(Favourable Winds+Winnowing Arrow)+18(Kindle Arrow) or in other words
75% bow damagex2+66 armor ignoring damage->bow damagex2+66 armor ignoring damage->bow damage+55 armor ignoring damage or in other words raw damage(affected by armor)+187 armor ignoring damage
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1 Elementalist/Monk
Water Magic
Energy Storage
Healing Prayers
Water Magic 11+1+3
Energy Storage 10+1
Healing Prayers 11
Deep Freeze
Ice Spikes
Shard Storm
Ice Spear
Water Attunement
Heal Party
Martyr{E}
Purge Conditions
Tempest's Set
Superior Vigor
20/20 Water Magic wand+off Hand- your main set
Insightful Healing Staff of Enchanting- for Water Attunement and Monk skills
High energy set of choice
Low energy set of choice
your main function is to snare the enemy team to make it easier for your team to spike them
ice spear is there so you can help out in the spike
remove conditions from your entire team and than remove them from yourself, make sure you're not in a vulnerable position while doing so
use heal party to lift off some burden from your Monks
dont spam your skills, your only energy management skill is Water Attunement
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2 Monk/Mesmers
Divine Favour 11+1+1
Healing Prayers 11+1
Inspiration Magic 10
Blessed Light
Healing Whisper
Healing Touch
Infuse Health
Contemplation of Purity
Inspired Hex
Revealed Hex
Res Sig
Ascetic's Set
Superior Vigor
20/20 Healing Prayers wand+off Hand- your main set
20/20 Inspiration Magic wand+off Hand- for the hex removals
High energy set of choice
Low energy set of choice
keep the Rangers without Hexes so their spike wont be weakened
dont be affraid to use Infuse Health, just make sure to use Healing Touch on yourself right afterwards
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this build is pretty straight forward, spike fast and hard with a very short downtime between spikes
this could also work in a split, 4:4 split works best for this build with 3 Rangers and a Monk on 1 team and 2 Rangers, the Ele and the other Monk on the second team.
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