0 Wilderness Survival
9 Markmanship
9-12 Expertise (+1 hat +2 runes)
9 Illusion Magic
3 Beast Mastery
Fragility
Incendiary Arrows
Hunter Shot
Tigers Fury
Apply Poison
Troll Unguent
EDIT- THROW DIRT OR PIN DOWN
Res sig
Any comments?
My R/ME Fragility Builderoo
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Two preps isn't a big deal, since Incendiary is only up 8/24 seconds. The two elites is an issue.
No real point in bringing Troll, since your Wilderness has to be so low.
Should put at least 4 levels into Beastmastery to power Tiger's Fury.
Probably should put your Expertise at 13 or 14, since that's where the breakpoints are for 5 and 10 energy skills.
I'd replace Hunter's Shot (which is far too situational) and Poison Arrow (since it's the second elite) with Penetrating Attack (so you have some use during downtime) and Pin Down (always useful and is a replacement condition for Hunter's bleeding)
No real point in bringing Troll, since your Wilderness has to be so low.
Should put at least 4 levels into Beastmastery to power Tiger's Fury.
Probably should put your Expertise at 13 or 14, since that's where the breakpoints are for 5 and 10 energy skills.
I'd replace Hunter's Shot (which is far too situational) and Poison Arrow (since it's the second elite) with Penetrating Attack (so you have some use during downtime) and Pin Down (always useful and is a replacement condition for Hunter's bleeding)
A
You can put 3 points into wilderness without hurting IA this helps with Troll Ungeunt, Instead of Read the wind, put Favourable winds in so the preps dont mess up and you dont have to recast it often, Bring conjure phantasm to use as a cover hex. Also if you have 9 in Marks, 9 In expertise (without rune) and 9 in illusion then you have 56 extra points, put more in illusion or Marks (assuming your lvl20 with the two extra attribute quests done).
Okay...
You have not two, but three preparations. Incendiary I understand, but Apply Poison and Read the Wind both is a little much. Considering this is Fragility, pitch the RtW and grab...oh, Throw Dirt. Another Frag trigger and a defense against the Warriors who will want to stick an axe in you.
Also. From your description, you're using an Expertise mask and two minor Runes? Runes don't stack, man. Two Minor Runes will give you a total of +1 Expertise. As has been stated, 13 is the breakpoint for 5-energy skills, shifts them from 3 energy down to 2. 14 downshifts 10-energy skills. Hmm...let's go with this.
Fragility
Incendiary Arrows [E]
Apply Poison
Throw Dirt
Pin Down
Tiger's Fury
*Open Slot*
ReSiggy
That gives you four different ways of triggering Fragility, each suited to a different battlefield condition. I know there aren't any real attack skills, but with a PreppyFrag build, do you really need them? The seventh slot is the Flavor of the Day slot, though I recommend taking a look at stuff like Dodge, Whirling Defense, or some other self-preservative.
Hope this helps ye, man
You have not two, but three preparations. Incendiary I understand, but Apply Poison and Read the Wind both is a little much. Considering this is Fragility, pitch the RtW and grab...oh, Throw Dirt. Another Frag trigger and a defense against the Warriors who will want to stick an axe in you.
Also. From your description, you're using an Expertise mask and two minor Runes? Runes don't stack, man. Two Minor Runes will give you a total of +1 Expertise. As has been stated, 13 is the breakpoint for 5-energy skills, shifts them from 3 energy down to 2. 14 downshifts 10-energy skills. Hmm...let's go with this.
Fragility
Incendiary Arrows [E]
Apply Poison
Throw Dirt
Pin Down
Tiger's Fury
*Open Slot*
ReSiggy
That gives you four different ways of triggering Fragility, each suited to a different battlefield condition. I know there aren't any real attack skills, but with a PreppyFrag build, do you really need them? The seventh slot is the Flavor of the Day slot, though I recommend taking a look at stuff like Dodge, Whirling Defense, or some other self-preservative.
Hope this helps ye, man

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