i realize this build is very close to the flame slinger build in the builds section. this is a build i have been running on my ranger for ages. as i said, it's very similar to the flame slinger, but it has a few key differences in attribute distribution and skills used. one main difference is that i only use one superior rune, making it much easier to stay alive. here it is:
R/E
marksmanship: 7+1
expertise:9+1
wilderness survival:10+3+1
fire magic:10
1.Quickshot {E}
2.Dual Shot
3.Kindle Arrows
4.Conjure Flame
5.In this slot i take any of the following: Storm Chaser(mainly for energy), Favorable Winds, Charm Animal, or Distracting Shot
6.Whirling Defence
7.Troll Unguent
8.Rez Sig
using it is simple. set up conjure flame and kindle arrows (and favorable winds if you decide to bring it), and constantly maintain them. one thing that helps is to have a weapon with a +20% enchant mod on it, so you can cast conjure flame while wielding it, and then switch back to your good bow(i prefer to use a shortbow with +30 hp and 20/20 sunder). dual shot will deal a good amount of damage, especially when immediately followed by quickshot. i lead off with a dual shot, immediately followed by QS. then, while dual is recharging i follow a strict pattern of regular attack, quickshot, regular attack, quickshot, etc. until dual is recharged; and then the pattern restarts.
whirling defense+troll unguent can keep you alive in most situations.
pros: good dmg, especially to squishies. pretty easy to play. i find it incredibly fun.
cons: energy can be a problem sometimes, but storm chaser can usually solve it if you bring it.
comments and criticisms are appreciated.
similar build to flame slinger
William The Smasher
Nivryx
in pre-searing its all well and good to bring along a pet just for kicks and giggles since your new and easily entertained about having a pet, but having your pet in any skillbar that isn't set up to utilize them is a complete waste, even when your trying to level them. if you really want to use your pet youll spend the few hours it takes to get them evolved the way you want and to lvl 20, if your not willing to spend that time you probably aren't planning on doing anything with them (such as thumping). watch where your using favorable winds, often you end up helping the enemy more than yourself. and i'd reccommend making the storm chaser slot another primary attack skill slot. you can't be going off of simply dual shot + quickshot. you need an attack in between. personally i like penetrating attack as it does a decent amount of damage and as a quick cooldown, although the energy often makes it less spammable than other attack skills. but with expertise only at 10 (i tend to run my builds higher) hunters shot and called shot are decent skills just for the low energy and fast cooldown. you can then rotate through by going:
called/hunters shot + quickshot
dual shot + quickshot
called/ huntershot + quickshot
then again, if your already having problems with energy without called/hunters shot are just going to make it worse. personally i'd try to get my expertise up to 13 which makes 5e skills 2e, add a zealous string and skills are a great deal more spammable. to get your expertise that high i'd just get an expertise mask with a sup rune and put a minor on the wilderness survival. now i'm not on my comp with guildwars so i can't exactly test this but heres how i'd run the build if it was me.
marksmanship: 7+1
expertise:9+3+1
wilderness survival:10+1
fire magic:10
1.Quickshot {E}
2.Dual Shot
3.Kindle Arrows
4.Conjure Flame
5. penetrating (aka sundering) attack / called shot / hunter's shot
6.Whirling Defence
7.Troll Unguent
8.Rez Sig
just make sure you have zealous string if your going to try this because the other attack skills drain you of energy pretty quick if you don't, and when your not attacking try to switch to a non zealous to get your energy back up.
called/hunters shot + quickshot
dual shot + quickshot
called/ huntershot + quickshot
then again, if your already having problems with energy without called/hunters shot are just going to make it worse. personally i'd try to get my expertise up to 13 which makes 5e skills 2e, add a zealous string and skills are a great deal more spammable. to get your expertise that high i'd just get an expertise mask with a sup rune and put a minor on the wilderness survival. now i'm not on my comp with guildwars so i can't exactly test this but heres how i'd run the build if it was me.
marksmanship: 7+1
expertise:9+3+1
wilderness survival:10+1
fire magic:10
1.Quickshot {E}
2.Dual Shot
3.Kindle Arrows
4.Conjure Flame
5. penetrating (aka sundering) attack / called shot / hunter's shot
6.Whirling Defence
7.Troll Unguent
8.Rez Sig
just make sure you have zealous string if your going to try this because the other attack skills drain you of energy pretty quick if you don't, and when your not attacking try to switch to a non zealous to get your energy back up.
warriorsmiley
I would suggest pumping more into markmenship not everyone could get there hands on a req. 8 bow especially if there a pvp ranger.
William The Smasher
I appreciate the suggestions! I'm gonna go test some of the stuff you suggested.
Xaero Gouki Kriegor
actualy i would have markmanship up around 15-16 just to add more pure damage, just to increase the effectiveness of having the fire + bow attack damage on there, but this might conflict with the other skills, so do as thou will