Unveiling the S/P Ranger (need critique)
VGJustice
***THIS IS A PvE BUILD, AND IS UNSUITABLE FOR PvP PLAY***
So, I finally noticed a small problem with my original Ranger build due to the change made to Expertise. I was rather upset that my build had become so energy heavy that it was no longer viable. So, I set about making the build that I had longed to make a long time ago, taking a R/W, giving that character a melee set, and somehow finding room for a pet. What I call an S/P Ranger; Sword/Pet! *rimshot*
Comedy aside, this is something that I have wanted to do just for the heck of it, but I still wanted it to at least be reasonably viable. It had to allow for some decent damage pontential while keeping my bum out of the fryer should I be overly targeted. This is basically what I came up with:
Attributes:
Usage: 194/200
Swordsmanship: 10
Tactics: 9
Beast Mastery: 8 + 1
Expertise: 9 + 3 + 1
Skills:
Deadly Riposte (Tactics)
Gash (Swordsmanship)
Feral Lunge (BM)
Tiger's Fury (BM)
Ferocious Strike {E} (BM)
Comfort Animal (BM)
Charm Animal (BM)
Res Sig/Rebirth Sig
Template:
ASQBVrpFvZQYAfbjrbavZBA
Equipment:
**This is obviously to taste, but I want to show what I used to make this work**
Stance based sword w/ Vampiric mod and Shelter mod
-The shelter mod is a little bit important here I believe, as this helps a bit where the Ranger is specifically weak in this endeavor. The Vamp mod is also very useful as this build doesn't use full swordsmanship. You simply can't afford it.
Stance based shield, Tactics req
-You should be able to swap the stance needs for an "always" shield, but you really need to meet the req on the shield. If you don't, you're just going to get messed up on the field.
Sentry's armor setup
-This is purely to taste, and I like stances.
Basic use:
The basic idea here is to use your pet as a body block as needed and as a setup for Gash. Lead with Deadly Riposte before you put up Tiger's Fury. That will allow you to refresh it between blackouts. Try to keep TF up as often as possible, especially if you have a vamp weapon. That vamp mod will likely do more damage than your base attack, not to mention it will bypass some defensive skills.
The only real trick to the build is patience. Build up Gash, target the same enemy as your pet, tell it to Feral Lunge, and right as the skill hits pop Gash. Instant Deep Wound. Keep the damage up with Ferocious Strike and refresh the ailments as needed. Fairly straightforward, but effective.
Problems:
There is a general lack of damage output on the build, but from you, not your pet. My pet SERIOUSLY outdamages me (not a bad thing, really, but still).
Sometimes, it's a pain to get the ailments to stick, and sometimes it's too hard to tell where the pet is and what it's attacking. I have often considered swaping Gash and Feral Lunge for Standing Slash/Galrath Slash and Brutal Strike/Predator's Pounce, respectively. My concern here is that it would not do as much damage percentage wise as a Deep Wound combo can do.
If the pet falls, that's the end of pretty much the whole build. You need to keep an eye on your pet's health and not let it fall in combat. And since the current attributes have that set to 9, that doesn't make things any easier. (my saving grace on this matter is the fact that my current pet is Dire and she can kill things before they can kill her most times :P)
Another rather major problem is skill space. This build is spread all over the place without much room to spare. And because of that there's a lot of needed skills that just simply can't fit (like a self heal or Call of Protection/Haste). The build is also not very efficient and is basically a gimick build.
Benefits:
One major benefit is the sudden spike ability. To be able to drop a Deep Wound almost as soon as Bleeding is on is VERY nice.
Ferocious Strike charges adrenaline which makes getting Gash up quickly rather painless. And with the constant energy charge, I usually don't have to worry about energy at all.
Having an extra body up front when you're playing a Sword Ranger is a godsend. This gives you options in stripping aggro if you get overwhelmed, and it helps to generally spread the damage out. Sometimes it also helps to body block the mobs in place a bit better which helps the casters. Sadly, the pet ocasionally blocks me but a quick Q or E fixes that problem.
And that's my build in a nutshell. If you have any ideas on how to improve the build, I'd love to hear about it. If you generally don't like the build, that's fine but I'd like to hear why that is. Can't improve without some decent information, right?
Evilsod
Seems a huge waste to be using 9 Tactics just to meet your shield req.
VGJustice
You'd think that until you saw the sudden spike in damage taken.
Rucksack
against you or dmg to the enemy?
VGJustice
Damage Taken, not Damage Dealt. I actually tested this and I found that I became about 100% softer without meeting the req on the shield.
That may not be all that important for PvP, but in PvE it's very important.
That may not be all that important for PvP, but in PvE it's very important.
Kaane
Ferocious Strike {E} (BM)
Why bother using this? If you have Nightfall, Rampage as One {E} (BM) is far better for a build like this.
Why bother using this? If you have Nightfall, Rampage as One {E} (BM) is far better for a build like this.
XvArchonvX
Yea, I agree with Kaane in switching out Ferocious and TF for Rampage as One. It will drastically increase your damage output and since it lasts longer, it will make up for the increased cost over TF. If you have energy problems, then switch to a zealous weapon as needed, but I don't think you should. Since RaO is not a stance, you can also bring a defensive stance with you if needed.
I agree that spending 9 att in tactics just to meet the req of a shield is a bit much. Even if you don't meet the req of a shield, you can still get the benefits of the mods.
I agree that spending 9 att in tactics just to meet the req of a shield is a bit much. Even if you don't meet the req of a shield, you can still get the benefits of the mods.
Earth
It seems you guys can't listen. He said he became about 100% softer when he didn't have 9 tactics.
XvArchonvX
Quote:
Originally Posted by X Earth X
It seems you guys can't listen. He said he became about 100% softer when he didn't have 9 tactics.
He might have said that, but losing out on 16 armor isn't going to make him 100% softer unless he only has 16 armor in the first place, lol. I've been carving through NF with a straight thumper build which has no defensive skills and no self heal, let alone a shield and have had no problems. I just make sure I put Vigorous Spirit on my monk.
Sir Mad
Quote:
Originally Posted by XvArchonvX
He might have said that, but losing out on 16 armor isn't going to make him 100% softer unless he only has 16 armor in the first place, lol. I've been carving through NF with a straight thumper build which has no defensive skills and no self heal, let alone a shield and have had no problems. I just make sure I put Vigorous Spirit on my monk.
That's only vaguely related to the topic, but actually the armor damage reduction is not linear. Someone with 16 AL won't take 2 times as much damage as someone with 32 AL. Roughly, the damage taken is divided by 2 every 40 AL. So +16 AL is not bad at all.
However, according to guildwiki (article) a player who doesn't meet the requirement of a shield will still get half of its AL (+8 AL for a max shield, instead of 16). So actually it's not 9 points in tactics for an extra 16 AL but 9 points for an extra 8 AL (beside deadly riposte in this build).
However, according to guildwiki (article) a player who doesn't meet the requirement of a shield will still get half of its AL (+8 AL for a max shield, instead of 16). So actually it's not 9 points in tactics for an extra 16 AL but 9 points for an extra 8 AL (beside deadly riposte in this build).
Jetdoc
Honestly, the OP must be in love with his sword, because the major limitations of this build are:
1. Hoping the enemy that you want to kill targets you with a melee attack so you can apply deadly riposte.
2. Waiting for that attack (for the bleeding) AND another 7 adrenaline to create your deep wound with Gash.
Why not just take an axe and apply a non-conditional deep wound with only 5 adrenaline (Dismember)? Even with the minimum invested in Axe Mastery (7 for a max damage weapon), that Deep Wound lasts 12 seconds, which is more than enough time to build up 5 Adrenaline.
That also frees up a slot for another skill, such as Healing Signet if you're going to go ahead and put that many points into Tactics for your shield.
1. Hoping the enemy that you want to kill targets you with a melee attack so you can apply deadly riposte.
2. Waiting for that attack (for the bleeding) AND another 7 adrenaline to create your deep wound with Gash.
Why not just take an axe and apply a non-conditional deep wound with only 5 adrenaline (Dismember)? Even with the minimum invested in Axe Mastery (7 for a max damage weapon), that Deep Wound lasts 12 seconds, which is more than enough time to build up 5 Adrenaline.
That also frees up a slot for another skill, such as Healing Signet if you're going to go ahead and put that many points into Tactics for your shield.
Div
An extra 8 armor can make a big different, regardless of whether it's pve or pvp. Generally an increase in 8 armor can reduce damage from about 60 a hit to 50. That's pretty good if you ask me.
Kotoso
b4 rampage as one this build (sword/pet build) was good as a W/R.