Need some help with my build!

Svovler

Frost Gate Guardian

Join Date: Nov 2005

FoFF

E/Me

I use this build in missions and all sort of that

But i can hold my energy up...

here is my build

Punishing Shot
Savage Shot
Dis Shot
Kindle Arrows
Troll Unguent
Storm Chaser
Dryder's Defense
Rebirth

4 - Ekspertise
16 - Wilderness
13 - Marksmanship

Taurohtar

Academy Page

Join Date: Sep 2006

Ok, first, you need to swap your attributes around. You will need a lot of energy to keep up interrupting constantly, so go for:

13 Expertise (12 and minor)
10 Wilderness (9 and minor)
10 Marks (9 and minor)

This will put the cost of the 10 energy interrupts at 5. Your Troll Unguent is at 8, which is plenty, since your monks should take care of most of the healing.

Also, swap skills around to make:

Punishing (E)
Savage
Dis
Read the Wind - Halves the flight time of your arrows, making interruption easier
Troll Unguent
Whirling Defense - lasts longer than Dryders, but you lose bonus ele AL (You have 100AL vs Ele already though)
Storm Chaser
Rebirth

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

I'd rather use /Me instead of /Mo for Distortion.

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

R/

Forget troll and WS and go with 16 maks. Read the wind is a better preparation than kindle with such a build. Apply poison may be an alternative. Dryders is a nice skill but its recharge time is way too long. Whirling defense is a better choice IMO. And as I suggest to forget WS, stormchaser could be replaced by dodge, or even throw dirt if you don't need speed boosts (and as you use rebirth I'm guessing this is a PvE build, so generally you don't).

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Agreed with Taurohtar. The build looks pretty good compared to most builds you see submitted around here sometimes, but if you are running Punishing Shot, epecially with Savage Shot, you will need much more expertise. 13 expertise is a good break point, but even 12 would likely serve you just fine. I would suggest refering to the expertise chart at Guild Wiki to find out how much expertise you should run in a build when you start having energy problems:

http://gw.gamewikis.org/wiki/Expertise

Because of the way expertise works, many people generally run at about 9 exp, but since you will likely be using 10 energy interupts relatively often, I would suggest you run a bit more.

Also, I would suggest dropping as much Wilderness Survival as possible. Troll's not a bad idea for a build, but don't worry about trying to put too many attributes into WS just for that since rangers don't generally take a lot of damage and you will likely get healed by a monk before you can cast Troll. It's use is best for emergency situations when your monk is down and/or when you are running from enemies.

Because of this, I would agree with Sir Mad in that Dodge is a better running skill than Storm Chaser for most practical purposes. The duration is shorter, but the speed is higher and you will generally not need much more for positioning and such in PvE.

Basically I would suggest you run a buildlike the one Taurohtar suggested, but with Dodge instead of Storm Chaser.

Svovler

Frost Gate Guardian

Join Date: Nov 2005

FoFF

E/Me

hmm, thanks for the adwice... But i really dont need a running skill Something i can replace it with?

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

R/

If you want a second defensive skill to go with WD, then I'd say throw dirt - dodge again protects you from projectiles so it's good as well. Otherwise replace it by another attack skill: surrending for example.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Svovler
hmm, thanks for the adwice... But i really dont need a running skill Something i can replace it with? Throw Dirt, that'll allow you to lend aid to your monks and other casters as well as help defend yourself.

I agree with the above posts about tweaking your attributes. In a build like this, it's probally best to run Read the Wind, and since you're not running kindle, there's not much point but putting a few points in Wilderness survival. You really only need one or two points to make Troll as 'effective as it can be' for what you would be using it for. Personally I'd drop troll, it's a great self heal out side of combat, or when you are solo ganking or something in High End PvP... but for all other applications, it really isn't that great. Use Whirling Defense instead of Dryders.

Another thing I'd add... you really don't need three interrupts in most missions you do. Two are more than sufficient. Rather I'd drop one (distracting) in favor of another attack skill (like Mad suggested, Penetrating/Sundering Shot). That will up your damage output (especially against warriors) and increase your utility to the team.

Orange Milk

Orange Milk

Desert Nomad

Join Date: Mar 2006

Ganking, USA

Retired

R/

I run a build very much like what Taurohtar suggested. I never run Storm chaser and for life of me cannot remember what my 8th skill is. (I'm at work right now) I think maybe FW or a Cap Sig, arcane cunundrum ,Lord knows, it depends on where I am.

I run atts like this

Expertise 11+1 (minor)
Wilderness 6+1 (minor)
Marks 12+1+2 (Mask+ Major)

I often drop Troll for another form of heal, it depends on my secondary at the time, I'm not a big fan of "heal over time"

Energy is not too much of a problem unless I get into a long drawn out fight, but in that case I stop spamming INTs and time just time them in.

I honestly need to use a Sup Marks rune, but I prefer Defensive grips in PvE so I dont have the +Fortitude to counter the heath loss.

Orange Milk

Orange Milk

Desert Nomad

Join Date: Mar 2006

Ganking, USA

Retired

R/

I run a build very much like what Taurohtar suggested. I never run Storm chaser and for life of me cannot remember what my 8th skill is. (I'm at work right now) I think maybe FW or a Cap Sig, arcane cunundrum ,Lord knows, it depends on where I am.

I run atts like this

Expertise 11+1 (minor) WD lasts 18 secs at this lvl
Wilderness 6+1 (minor)
Marks 12+1+2 (Mask+ Major)

I often drop Troll for another form of heal, it depends on my secondary at the time, I'm not a big fan of "heal over time", I will then move those points into whatever else the heal is.

Energy is not too much of a problem unless I get into a long drawn out fight, but in that case I stop spamming INTs and time just time them in.

I honestly need to use a Sup Marks rune, but I prefer Defensive grips in PvE so I dont have the +Fortitude to counter the heath loss.