Here's a build that I've been playing with lately that I've had a lot of success with.
Eviscerate Ranger:
Axe Mastery: 12
Beast Mastery: 9 (8+1)
Expertise: 9 (7+2)
Wilderness Survival: 9 (8+1)
-Armour: Druid's
-Cruel Axe of Fortitude (damage+20%,+15%[health over 50], Health+30, lengthens deep wound duration by 33%)
-Shield (reduce physical damage by 5(20%), Health+30)
Skill Set:
Tiger's Fury
Apply Poison
Eviscerate
Axe Rake
Executioner's Strike
For Great Justice
Troll Unguent
Res
The basic strategy is that as you approach the enemy apply poison. Once you're within striking range hit For Great Justice, and then Tiger's Fury (FGJ must be first or TF will disable it). Then just begin wailing on your target. Once your adrenal skills are all charged hit Eviscerate, Axe Rake, and Exec Strike in that order for major damage and a cripple on your target. This little spike can often be enough to take out a target that is already weakened.
Now with TF and FGJ active, you adrenal spike will be ready again very quickly (around 6 seconds if the target doesn't move and every swing hits). The great thing is that with the points invested in expertise you can keep spamming TF and FGJ without running out of energy and keep a high rate of adrenalin coming in. You can also keep re-applying poison when it wears off (but be smart about it. It takes 2 seconds, so don't waste the time if your target is almost dead)
I get flamed for using an axe-ranger alot. I tried a W/R version of this, but the energy was sorely lacking. People say there's no way an axe-ranger can be more effective than a warrior primary, yet I can easily take out most warrior builds (except stance/riposte tanks - let the squishies take 'em out). This build also works quite well against most other builds. It's very simple to use and adaptable which is important.The damage output is relatively high, and it comes in spikes which will occur fairly quick. With posion degen, cripple, and a deep wound spike that's incredible pressure against any build.
Weaknesses:
The blind condition obviously hurts, I just take that time to apply poison and hit troll unguent. No condition or hex removal. Troll Unguent can deal with the degen somewhat.
Please let me know what you think, or if you have any ideas for improvements.
Eviscerate Ranger Build
Ser Jaremy Ryker
lennymon
since you've already got poison for a cover condition you *could* replace axe rake with antidote signet I guess but my feeling is the best defense is when your opponents are all dead.
I'd say for a team build remove troll ungent for something like shields up or even watch yourself. Your team will keep you alive, you can help them stay alive with those. The biggest problem with a poison axe warrior is the energy, zealous axe compensates pretty well. So conversely the biggest problem here will be lower armor, up your armor with shouts... perhaps use stance armor since you are going to spend a lot of time in ias stance.
I'd say for a team build remove troll ungent for something like shields up or even watch yourself. Your team will keep you alive, you can help them stay alive with those. The biggest problem with a poison axe warrior is the energy, zealous axe compensates pretty well. So conversely the biggest problem here will be lower armor, up your armor with shouts... perhaps use stance armor since you are going to spend a lot of time in ias stance.
Program Ftw
Quote:
Originally Posted by Ser Jaremy Ryker
Eviscerate Ranger:
Axe Mastery: 12
Beast Mastery: 9 (8+1)
Expertise: 9 (7+2)
Wilderness Survival: 9 (8+1)
-Armour: Druid's
-Cruel Axe of Fortitude (damage+20%,+15%[health over 50], Health+30, lengthens deep wound duration by 33%)
-Shield (reduce physical damage by 5(20%), Health+30)
Skill Set:
Tiger's Fury
Apply Poison
Eviscerate
Axe Rake
Executioner's Strike
For Great Justice
Troll Unguent
Res
The basic strategy is that as you approach the enemy apply poison. Once you're within striking range hit For Great Justice, and then Tiger's Fury (FGJ must be first or TF will disable it). Then just begin wailing on your target. Once your adrenal skills are all charged hit Eviscerate, Axe Rake, and Exec Strike in that order for major damage and a cripple on your target. This little spike can often be enough to take out a target that is already weakened.
Now with TF and FGJ active, you adrenal spike will be ready again very quickly (around 6 seconds if the target doesn't move and every swing hits). The great thing is that with the points invested in expertise you can keep spamming TF and FGJ without running out of energy and keep a high rate of adrenalin coming in. You can also keep re-applying poison when it wears off (but be smart about it. It takes 2 seconds, so don't waste the time if your target is almost dead)
I get flamed for using an axe-ranger alot. I tried a W/R version of this, but the energy was sorely lacking. People say there's no way an axe-ranger can be more effective than a warrior primary, yet I can easily take out most warrior builds (except stance/riposte tanks - let the squishies take 'em out). This build also works quite well against most other builds. It's very simple to use and adaptable which is important.The damage output is relatively high, and it comes in spikes which will occur fairly quick. With posion degen, cripple, and a deep wound spike that's incredible pressure against any build.
Weaknesses:
The blind condition obviously hurts, I just take that time to apply poison and hit troll unguent. No condition or hex removal. Troll Unguent can deal with the degen somewhat.
Please let me know what you think, or if you have any ideas for improvements. Get rid of the deep wound duration mod on the axe, the is no need for it. Use zealous or sundering, if you want to, use vamp.
The problem is, a warrior will always do more damage than this build. If you want poison, then get a Crip-Shot ranger.
If you want a melee ranger, use a Hammer R/W "thumper". It's far more effective.
DeanBB
I'd put cyclone axe in there since you are using apply poison and have plenty of energy as a ranger with expertise. You're not taking a whole lot of advantage of your energy use with expertise, perhaps keep eviscerate but make the other 2 attacks energy-based?
audioaxes
the point of going ranger-warrior is to take advantage with some good energy attacks but i dont think a nerfed tigers fury and apply poison is worth it
Thomas.knbk
hm, the problem with that is there are hardly any good energy based axe attacks.
A Leprechaun
you could take sword as it has a lot of good energy based attacks
this is with 13 expertise
pure strike(2e)-->jaizhengu stike(2e)--> seeking blade(2e)--> hundred blades(2e)-->*repeat*--> final thrust(10a)
first 3 attacks go straight through stances and if you use a zealous mod hb costs no energy
in ab (although in havent tryed it yet) this is gonna rock
this is with 13 expertise
pure strike(2e)-->jaizhengu stike(2e)--> seeking blade(2e)--> hundred blades(2e)-->*repeat*--> final thrust(10a)
first 3 attacks go straight through stances and if you use a zealous mod hb costs no energy
in ab (although in havent tryed it yet) this is gonna rock
Ser Jaremy Ryker
Okay, some very interesting points. Thank you very much for the constructive criticism.
Stance Mods:
You're absolutely right, they should be used as most of the time is in a stance. Not sure why I overlooked it.
Troll Unguent:
With a competant monk this is a redundant skill for sure. Using shouts to help out the party would require some investment in tactics. So I might be able to drop a couple of points off something to get it. The other possibility is maybe dust trap or throw dirt (blind the guy hammering on your monk)?
Axe mod:
What do you all think? Drop the deep wound? I've heard sundering does very little, and with vamp you're always weapon switching. Maybe a cripple or poison mod? I'll have to think more on this.
Energy Attacks:
I agree the axe has far better adrenal attacks than energy. I'm trying to convert the energy into adrenalin for those nice spike attacks. The sword line does open some possibilities. There is always the thumper build, but I'm trying for something different. Team with a good thumper though, this build complements it extremely well.
Poison condition:
I like keeping this as a cover for the deep wound and cripple. Makes for a weakened target that's also a sitting duck. A warrior with cripple is severly limited, a crippled squishy is prime for pounding. The poison is also nice as every once in a while a target very low on health might get out of range... only to die from the degen.
Stance Mods:
You're absolutely right, they should be used as most of the time is in a stance. Not sure why I overlooked it.
Troll Unguent:
With a competant monk this is a redundant skill for sure. Using shouts to help out the party would require some investment in tactics. So I might be able to drop a couple of points off something to get it. The other possibility is maybe dust trap or throw dirt (blind the guy hammering on your monk)?
Axe mod:
What do you all think? Drop the deep wound? I've heard sundering does very little, and with vamp you're always weapon switching. Maybe a cripple or poison mod? I'll have to think more on this.
Energy Attacks:
I agree the axe has far better adrenal attacks than energy. I'm trying to convert the energy into adrenalin for those nice spike attacks. The sword line does open some possibilities. There is always the thumper build, but I'm trying for something different. Team with a good thumper though, this build complements it extremely well.
Poison condition:
I like keeping this as a cover for the deep wound and cripple. Makes for a weakened target that's also a sitting duck. A warrior with cripple is severly limited, a crippled squishy is prime for pounding. The poison is also nice as every once in a while a target very low on health might get out of range... only to die from the degen.