09 Dec 2006 at 15:36 - 33
Quote:
Originally Posted by rake
Okay: Here is what I'm thinking (note this is a testing build, nothing is final here)
Attributes
Marksmanship: 12 + 3 + 1: 16
Fire Magic: 10 + 3: 13
Expertise: 8 + 1: 9
Beast Mastery: 2
Dead Points: 2. The reason you want to get 13 Fire Magic is because Mark of Rodgort increases to 4 seconds burning at level 13, which is an extra 7 damage (per target, per hit).
Mandatory Skills - - Note energy will change for some skills with Expertise.
Barrage - Attack [Elite]
Energy: 5 Activation: 0 Recharge: 1
Attack. All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +1..16 damage if they hit.
Favorable Winds - Nature Ritual
Energy: 5 Activation: 5 Duration: 30..150 Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, arrows move twice as fast and strike for +6 damage. This Spirit dies after 30..150 seconds.
Tiger's Fury - Stance
Energy: 10 Activation: 0 Duration: 5..11 Recharge: 10
Stance. All your non-attack skills are disabled for 5 seconds. For 5..11 seconds, you attack 25% faster.
Conjure Flame - Enchantment Spell
Energy: 10 Activation: 1 Duration: 60 Recharge: 30
Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 1..21 fire damage.
Mark of Rodgort - Hex Spell
Energy: 15 Activation: 1 Duration: 10..35 Recharge: 5
Hex Spell. Target foe and all adjacent foes are Hexed with Mark of Rodgort. For 10..35 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 1..4 second[s].
Optional Skills -
Glowing Gaze - Spell
Energy: 5 Activation: 1 Recharge: 5
Spell. Target foe takes 5..50 fire damage. If that foe is on Fire, you gain 1..9 Energy.
Pin Down - Attack
Energy: 15 Activation: 0 Recharge: 15
Attack. If Pin Down hits, your target is Crippled for 3..15 seconds.
Distracting Shot - Attack
Energy: 5 Activation: 0.5 Recharge: 10
Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1..16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Throw Dirt - Skill
Energy: 5 Activation: 1 Duration: 3..10 Recharge: 45
Skill. Target touched foe and foes adjacent to your target become Blinded for 3..15 seconds.
Dodge - Stance
Energy: 5 Activation: 0 Duration: 5..11 Recharge: 30
Stance. For 5..11 seconds, you move 33% faster and have a 27..75%% chance to "evade" incoming projectiles. Dodge ends if you attack.
Debilitating Shot - Attack
Energy: 10 Activation: 0 Recharge: 10
Attack. If Debilitating Shot hits, your target loses 1..10 Energy.
Savage Shot - Attack
Energy: 10 Activation: 0.5 Recharge: 5
Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +13..28 damage.
Rez Signet
Other Info
I personally would probably try Glowing Gaze or Dodge (Glowing Gaze if I was running low on energy, otherwise Dodge to help get out of bad situations), Pin Down (I prefer Pin Down to Throw Dirt, since it has faster recharge and I can nail the warriors from a distance, before they get to me), and either Distracting Shot or Savage Shot. If you're doing a Mission or trying this in PvP, you should probably switch out Dodge or Glowing Gaze and go for Rez.
As far as the Bow:
Go for a Fiery [short, horn, flat] Bow of Fortitude. Also make sure you have a Sup. Rune of Vigor to make up for that Fire Rune.
Tactics
Cast Favorable Winds. Cast Conjure Fire. Cast Mark of Rodgort. Cast Tiger's Fury. Fire Barrage! If you don't have the energy to cast Tiger's Fury again, cast Glowing Gaze (on on one of the burning foes). Keep spamming Tiger's Fury + Barrage, and every 20 seconds, Rodgort in the general middle of the mob.
If a warrior or AS or D comes at you, use Pin Down and if you have it, Dodge to run away if there's more than one. If you see a monk or caster casting something big (or just casting a lot), fire off Savage/Debill/Distracting shot, depending on which you chose.
And that's it! Hopefully this build will work, I'm currently working on my ranger in Elona, still have to get a few more skills for this.
Feedback guys?
hmm...
I use Barrage, Fav. winds, TF & Feral Lunge (pet attack, 5e) in my current build and I feel that this build is already running low on energy.
I think it would be really hard to keep the energy up with Conjure flame and MoR too... (even if I skip that pet-attack).
btw. Im already using Druid's set for energy.
Sure, the build Sound good, if it would work, but Im doubtful if it really do... :s
And you said that you should use a Sup. Vigor rune for making up for the Fire-rune.... Where am I supposed to put that, all parts are already used up... :O Or are you able to enchant the shoes/boots too?
Edit: about glowing gaze for making up energy management... I dont find it very useful.
Explaination: It costs 5e, right... it gives you 9e, thats 9 - 5 = 4e win... and it takes 1s to use, in that time you reg. 1e, which means that you gain total 4 - 1 = 3e, and that isn't much. Is that really worth one slot of the skill-bar?