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Old May 17, 2005, 08:33 PM // 20:33   #1
Frost Gate Guardian
 
Join Date: Apr 2005
Location: Lafayette LA
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Default HoH why Rangers RULE???

Please keep this about HoH builds, I made it to lvl20 with my R/E now R/Me so not interested in PvE builds either. Nor do I want to know how you do with 1v1 fights they dont apply to HoH.

Ok in all the "rangers suck" threads there are always people who say they "PWN" or "Rangers R UBER". They tell of tales how they or thier neighbors little brothers best friends mom made a ranger and they can 2 hit people or it takes 3 or 4 warriors AND a monk to kill them. Please tell me how this is accomplished LOL (please explain your build and skills you use). I play a R/Me and I cant "PWN" anyone (I can interupt and steal energy of the other teams healers) and help our monks get away with a pin shot, although this is a good group benifit i wouldnt consider it "PWNing" anyone. Although I have success using this tactic if I could 2 shot someone then I wouldnt have to interupt them LOL, so id rather do that.

Be constructive and clear enough that a Warrior could understand it . Explain how rangers can rule HoH Im tired of waiting for groups that will take a Ranger along LOL.
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Old May 17, 2005, 09:38 PM // 21:38   #2
Wilds Pathfinder
 
Join Date: May 2005
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Here is one example of a staple damage/interrupting Ranger.

Expertise 10+2+1 (major rune+headgear)
Marksmanship 11+1
Water 9
Beastmastery 4+2 (not quite sure how high/low this should go with change to Tigers Fury)

Barrage {E}
Dual Shot
Debilitating Shot
Distracting Shot
Tigers Fury
Favorable Winds
Conjure Frost
Ice spikes/Ice Prison/Frozen Burst depending on preferences

Tigers Fury is of course a constant in any good Ranger build; it's side effects are neglectable and a 50%+ attack power is just too good to pass up. Barrage is the other key element, able to be spammed well and is of course extremely powerful when you are able to target a grouped enemy. The Ice hex spell is there to make sure you are able to get multiple barrages on a group before it scatters as anyone with brains will spread out once they see you are using barrage. Favorable winds and Conjure * are good buffs to put on at the start.

Generally you will be wanting to alternate between spamming barrage/dual shot and using debilitating/distracting when needed on casters.

Rangers aren't going to beat warriors on damage or come close, and after the change to Tigers Fury they won't be able to dish out more constant damage than ele's (though it's not that much less). However, they do have a nice anti-caster material and many other options open to them (traps for instance). This is just a way to play them.
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Old May 18, 2005, 04:37 AM // 04:37   #3
Ascalonian Squire
 
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This is my main that I use for HoH. I wouldnt know what to call the build. He's like a Jackal Ranger, that sounds better then a Backstabbing Ranger. You arnt "PWNing" anyone. What your doing is pissing the crap out of the other team on a massive basis, and your helping your entire team in the process.

Expertise-12 (11+1 for mask)
Marksmanship-12
Wilderness-8 (6 + 2 major rune)
BeastMastery-6

Skills-

Barrage {E}
Distracting Shot
Tiger's Fury
Apply Poisen
Barb Trap
Storm Chaser
Healing Spring
Restore Life

Weapon-- I strongly reccomend using a short bow. With this build you are already up close and personal alot of the time. The speed of the shortbow just enhances Tiger's all the more.

It's a scavenger build. The way to work it is like this. First off, when initial melee starts assist your main warrior with the Apply Poisen + Tiger's Fury combo. Rangers are hard and need to be aware of everything thats going on. If the enemy warrior is a warrior/monk. Look for Healing Breeze/ Osiren of Healing to be cast and get that all important Distracting Shot off. Your own warrior should fare much better now. If he's not, then look for their monks or a close caster and give him the distracting shot.

Recycle that combination until things start to bunch up between the teams, which tends to happen alot. Sometimes, depending on the map you'll get three teams mixing it up. At this point you need to duck right into the middle of combat and lay down Barb trap. It will immediatly set off and you'll be bleeding 4 targets at once. Back away quickly ten paces or so and start spamming Barrage like mad. You'll be bleeding and barraging but you still need to be aware of whats going on. Also, lay Healing Spring in the thick of things, every ally in the vicinity will benefit and it give some much needed time back to your monks.

Always be aware of their half dead players and lay Barb Trap next to them. You'll "Scavenge" loads of kills this way.

Storm Chaser you may not use at all in the fight. Its to be used in combination with Restore Life. The crap thing about being a Ranger/Monk is watching your own team as much as theirs. When a team member goes down YOU need to be the one to do the Ressurection, your monks cant afford to lay off their primary Healing. Storm Chaser boosts your speed by 25% for a LONG duration. I think mine is at 18 seconds. Anyways, when a teammember goes down punch StormChaser and hull it over to your teammate. Cast Restore Life and get him back in the game. Restore Life takes 10 seconds to cast, you'll gain some time back on the run though. I chose this ressurection because it puts people back in the fight for the long hall. Regaining 30% Life/ 50% energy allows them to kind of stand on there own after the Rez. You can cast Healing Spring, if they stay in the area.

Remember always go after the weakest target. It doesnt matter if its a monk, warrior, elementalist, necro, mesmer, or other ranger. JUST FINISH HIM OFF if his health bar is less then 50%.

I put alot of thought into this guy and how to use him correctly, what do you think?

Last edited by dbodenheim; May 18, 2005 at 05:00 AM // 05:00..
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Old May 18, 2005, 10:59 AM // 10:59   #4
JYX
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rangers have fertile season and symbiosis...and a few other very useful nature rituals...those things are IMO very underused for how good they are. A bit of teamwork with a few nature rituals go a very long way.

Last edited by JYX; May 18, 2005 at 11:01 AM // 11:01..
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Old May 18, 2005, 08:01 PM // 20:01   #5
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What's with the rune distributions on the builds listed above? You always want to use your major/superior runes on your highest stats, where they count for the equivalent of the most attr points. Using two major runes instead of a superior on one and a minor on the other is basically sacrificing 25hp for no actual gain.
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Old May 18, 2005, 09:52 PM // 21:52   #6
Frost Gate Guardian
 
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Any of you try Ranger/Necro? Mark of Pain and Barrage seem to be a good combination...ouch.
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