Pve Ranger Build: Flaming Barrager

mr_groovy

mr_groovy

Desert Nomad

Join Date: Jun 2006

Netherlands

No Inherent Effect [NiE]

I Haven't Seen this Build on this Forum, so I'll just share this nice Build.

Ranger\ Elementalist

Atributes:
Markmanship: 12+1+1
Expertise:9+1
Wilderness:5+1
Fire Magic:8

Skills:
Barrage[E]
DistractingShot
Mark of Rodgort
Conjure Flame
Glyph of Lesser Energy
Conflagration
Trolls Unguent
Res Sig/ Sunspear Rebirth Sig

Bow:
Zealos Longbow. Would be best to have a enchant 20% too .

The Deal:

Put up Conflagration.(Arrows do Fire Damage).Use Glyph of Lesser energy. (Next 2 spells cost 15 less energy). Put up Conjure Flame.(If wielding a Fire Weapon do an additional +10 Fire Damage). Pick a foe in the mob and Hex with Mark of Rodgort.(Adjecent foes are also hexed by mark of rodgort. When hit by fire damage. Set on fire for 3 Secs.) Spam
Barrage, and feel the burn . This works nice with a Searing Flame Ele. GG

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Hmmm, I've seen builds like this before and up until now they really weren't that good of an idea. Since the Mark and Glyph buffs though this might have more potential. I'll have to run this one sometime.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

I run something very similar with my ranger in PvE, and the damage is ridiculous.

Barrage
Mark of Rodgort
Conjure Flame
Glyph of Lesser Energy
Savage Shot/Distracting Shot
Favorable Winds
Troll Unguent
Rez

Obviously, I opt to use a firey bow string to do my fire damage as I find it easier and more consistant/stable than Conflagration. It also frees up a slot for Favorable Winds for added damage and interrupt ability.

The buffs to Glyph of Lesser Energy and Conjure Flame were very nice indeed, but what really makes this build go was the insane buff that Mark of Rodgort got (AoE and 15e).

Upside of build: As stated, ridiculous AoE damage.
Downside of build: Less focus on interrupts

tarnoks forgerunner

tarnoks forgerunner

Pre-Searing Cadet

Join Date: Sep 2006

R/

Sounds nice Ill have to give it a try

trankle

trankle

Lion's Arch Merchant

Join Date: Oct 2005

BloodBath & Beyond

Rt/

I've been running the exact same build as Grammar. I bring along a Searing Flamer with Ward vs Elements, and my MM heroes uses Greater Conflagration as his elite. Minions doing fire damage work quite nicely with MoR, and the party gets a nice buff against all elemental and formerly-physical damage.

plastichead

Lion's Arch Merchant

Join Date: Oct 2005

thanks for the ideas, gonna try this later

MasterPatricko

MasterPatricko

Academy Page

Join Date: Mar 2006

Aberdeen, Scotland

Liars, Cheats and Thieves [LIAR]

R/

It's my favorite Ranger PvE build. Burning is brilliant against high armor targets.

Kuja

Kuja

Frost Gate Guardian

Join Date: May 2005

MA

Kame

Mo/W

Long set-up but once it gets going

Raithgason

Ascalonian Squire

Join Date: Mar 2006

Demi God Of Apocallypse [Demi]

R/

Looks very nice, gonna give it a try later. Have seen some builds like this, but the mark idea might work really well. Thanks agian

appoc

Ascalonian Squire

Join Date: May 2005

I use something similar on my R/E...

Attributes:
Fire Magic = 12
Expertise = 5
WS = 6
Markmanship = 9

Barrage
Hunter's shot*
Distracting Shot
Mard of Rodgort
Meteor*
Conjure flame
Troll Urguent*
Rez sig.

* = skills I'm thinking of changing into something else...

I use a Fiery Feathered Longbow (fiery for fire dmg):
Fire dmg: 15-28 (req 10 mark)
Damage +16% (while hexed)
Damage +20% (cuzt.)


I guess this build seems Ok, althro I think I do too weak damage per arrow-hit... like for example, just finished Prophecies and in the last missions I just made like 1-4 dmg/arrow without conjure flame on me... is that supposed to be That low? o.O (I think I have always made weak damage with my ranger, arrow-hit-wise... I mean, if it wouldnt for the mark of rodgort and conjure flame, the health-bar wouldnt move at all on my targets... :/


Any suggestions for making my build better? :O





btw. got some questions about bows and upgrades:
Are you able to enchant a bow with both a grip & string? or just 1 of them?

If you enchant a bow with ex. fiery bow string, is that permanently enchanted as fiery or are you able to re-enchant with any other string and/or grip?

Cherng Butter

Cherng Butter

Desert Nomad

Join Date: Jan 2006

Maryland

The Mirror Of Reason [SNOW]

E/Mo

Quote:
Originally Posted by appoc
I use something similar on my R/E...

Attributes:
Fire Magic = 12
Expertise = 5
WS = 6
Markmanship = 9

Barrage
Hunter's shot*
Distracting Shot
Mard of Rodgort
Meteor*
Conjure flame
Troll Urguent*
Rez sig.

* = skills I'm thinking of changing into something else...

I use a Fiery Feathered Longbow (fiery for fire dmg):
Fire dmg: 15-28 (req 10 mark)
Damage +16% (while hexed)
Damage +20% (cuzt.)


I guess this build seems Ok, althro I think I do too weak damage per arrow-hit... like for example, just finished Prophecies and in the last missions I just made like 1-4 dmg/arrow without conjure flame on me... is that supposed to be That low? o.O (I think I have always made weak damage with my ranger, arrow-hit-wise... I mean, if it wouldnt for the mark of rodgort and conjure flame, the health-bar wouldnt move at all on my targets... :/


Any suggestions for making my build better? :O





btw. got some questions about bows and upgrades:
Are you able to enchant a bow with both a grip & string? or just 1 of them?

If you enchant a bow with ex. fiery bow string, is that permanently enchanted as fiery or are you able to re-enchant with any other string and/or grip? The reason you do piddly damage to everything is your incredibly low Marksmanship attribute layout. Please run 16 markmanship (lower fire) and you'll deal some real damage. Especially because your elite skill is linked to marksmanship...pump up more points into expertise too, it's rather low (9 exp. is a good cut off)

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

That buff on rodgort's is real nice, it's startin to become somewhat common. I haven't got around to tryin it myself with barrage though.

If you're running this in pvp, Prepared Shot is perfect for keeping your energy up. You can then take some points out of expertise and boost your damage by putting it in fire.

geekling

Frost Gate Guardian

Join Date: Sep 2006

Just putting the markmanship up one point would do a great deal of difference in this particular case... You know, so you fullfill the requirements for the bow you are using and actually do max damage instead of starter bow damage.

Quote:
Attributes:
Fire Magic = 12
Expertise = 5
WS = 6
Markmanship = 9



I use a Fiery Feathered Longbow (fiery for fire dmg):
Fire dmg: 15-28 (req 10 mark)
Damage +16% (while hexed)
Damage +20% (cuzt.)

appoc

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by geekling
Just putting the markmanship up one point would do a great deal of difference in this particular case... You know, so you fullfill the requirements for the bow you are using and actually do max damage instead of starter bow damage. ahah, never even thought of that ^^

Well, I dont run that build anymore... I changed it since I posted here into a better one, but it got screwed over big time when doing quests so I desided to try a whole new one, the problem now is to find a nice build that can deal damage both with bow and pet (since I want to include a pet )

Would a Could a Beast Mastering Flaming Barrager work out, or would it be too spread attribute points? Recommendation of which skills and how many of each att.?

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by appoc
Would a Could a Beast Mastering Flaming Barrager work out, or would it be too spread attribute points? Recommendation of which skills and how many of each att.? Even if you spend no points in BM, you won't have any room on your skill bar to really make any kind of solid build.

appoc

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by XvArchonvX
Even if you spend no points in BM, you won't have any room on your skill bar to really make any kind of solid build. Yea, that's probably true... Tried but it didnt result in any good
I went back to my "torcher"-build (as I have called it) and improved it...

Attributes:
Fire Magic: 9
Expertise: 8
WS: 2
Marks. : 12 + 2 + 1

I have still a +15 att.-quest to do so It might change a bit later on.

Skills:
Barrage, Penetrating shot, Determined shot, Distracting shot, Mark of Rodgort, Concure flame, troll urg., Rez sig.


Any ideas how to improve even more?

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by appoc
Yea, that's probably true... Tried but it didnt result in any good
I went back to my "torcher"-build (as I have called it) and improved it...

Attributes:
Fire Magic: 9
Expertise: 8
WS: 2
Marks. : 12 + 2 + 1

I have still a +15 att.-quest to do so It might change a bit later on.

Skills:
Barrage, Penetrating shot, Determined shot, Distracting shot, Mark of Rodgort, Concure flame, troll urg., Rez sig.


Any ideas how to improve even more? I would suggest you drop Determined Shot and bring Fav Winds. I also prefer Savage Shot for PvE, but I'll leave it up to you on which you prefer. Savage is nice for the short recharge, but doesn't fit in every build due to it's increased cost and the user's play style.

rake

Ascalonian Squire

Join Date: Dec 2006

Instead putting those last couple leftover points into WS (which really has nothing good to offer for this build), I put them over into Beast Mastery and use the skill:

Bestial Fury - Stance All your non-attack skills are disabled for 5 seconds. For 5-10 seconds, you attack 33% faster.

Basically, for 6 to 7 seconds (depends how many leftover points your have), you can fire off barrage at an insane rate.

I use this with fav. winds, conjure fire, Mark of Rodgort all with a fiery bow to get some insane damage in over those few seconds. (basically, if you are fast enough, you are able to fire off something like 3 barrages in the time that you're using Bestial Fury.

I think nobody ever thought of using this skill because it's in Beast Mastery. But it has nothing to do with your pet, and can really up your damage output for a few seconds.

What do you guys think?

EDIT: Oh yeah, you pretty much have to use a flatbow for this to work, otherwise the refire rate on the bow is a bottleneck.

appoc

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by rake
Instead putting those last couple leftover points into WS (which really has nothing good to offer for this build), I put them over into Beast Mastery and use the skill:

Bestial Fury - Stance All your non-attack skills are disabled for 5 seconds. For 5-10 seconds, you attack 33% faster.

Basically, for 6 to 7 seconds (depends how many leftover points your have), you can fire off barrage at an insane rate.

I use this with fav. winds, conjure fire, Mark of Rodgort all with a fiery bow to get some insane damage in over those few seconds. (basically, if you are fast enough, you are able to fire off something like 3 barrages in the time that you're using Bestial Fury.

I think nobody ever thought of using this skill because it's in Beast Mastery. But it has nothing to do with your pet, and can really up your damage output for a few seconds.

What do you guys think?

EDIT: Oh yeah, you pretty much have to use a flatbow for this to work, otherwise the refire rate on the bow is a bottleneck. Well, I guess it sounds good, but I dont really like the feeling of having no back-up of self-heal... :s but I guess that as I am a ranger I shouldnt take damage anyway but anyways...
Well... that thing about Tigers/beastial fury, I have already had that in my mind before

Losttoapathy

Losttoapathy

Frost Gate Guardian

Join Date: Apr 2006

Glasgow, UK.

The Cult of Weegie [Cow]

R/

Very impressive. I always wondered if there was a way to spread the damage of barrage out more. I tried it with Mark of Pain as a R/N but wasn't really effective due to energy cost, recharge etc. Anyway, must try this out.

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

I used to use a build like the flaming Barrager, however due to the high elemental armour of alot of offenents i found it nto as effective as it should be.

Ive since found that using Judges insight when barraging is very effective although this requires a 2 sec cast very so often, the +20% pentration on all the hits is very effective, I can be used more effectivly in areas with enchant shatters tahn the conguers due to its smaller recharge, although the enchant lasts no were near as long as conguer.

alot of people will think this build is disadvantagious due to the cast times but it more than makes up for with the damage increase, compared to using a conguer, especially in higher level areas.

A vampiric or Sundering, hornbow of marksmanship or enchanting helps this build work even better.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by appoc
Well, I guess it sounds good, but I dont really like the feeling of having no back-up of self-heal... :s but I guess that as I am a ranger I shouldnt take damage anyway but anyways...
Well... that thing about Tigers/beastial fury, I have already had that in my mind before If you have a monk to support you, worry more about damage reduction and less about healing of damage taken. When you stop to heal yourself, you will likely not pull off your heal until the monk does or you will get double healed, which is a waste. If you bring damage reduction, however, there is less need to heal you and your decreased likeliness to get spiked horribly will make you easier to heal.

rake

Ascalonian Squire

Join Date: Dec 2006

It would be nice if someone could clarify this for me, because I'm trying to build the most efficient/powerful PvE barrage ranger possible:

If I get a regular perfect short bow (15-28), it has a firing rate of 1.8 seconds.

Tiger's Fury says that you attack 33% faster: Does this change the speed of the barrage reload, the firing rate, or what?

Because if I'm using a short bow, I'm thinking that the 33% increase will do nothing for me, since the reload time on barrage is 2 seconds.

But if I assume that 33% faster rate, this means that my reload rate drops to like 1.2 seconds on the bow? This means I can fire off barrage, then a savage or called shot, followed by another barrage, all within a span of 3 seconds or so?

Is this possible, or am I getting the wrong idea on the firing rates that are in the game.

Also, if I have a bow with a "15% more damage, -10 armor while attacking", is that only for the 15-28 damage? So I gain 4.2 extra damage at best? Or is does this work with my entire damage output.

And one more thing: Basically, if I get a grip of fortitude, and a sup. rune of vit, I can afford to get a sup rune of markmanship and a sup rune of fire, and the fire should add a few points to my conjure flame and the mark. Considering that during barrage, you're hitting many targets, the damage adds up, so I think a superior rune of fire would be worth it.

Thoughts, comments?

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

IAS skills and barrage can get a bit confusing. Basically an IAS will not reduce the 'cast' time of Barrage. What it will do is reduce the time between 'casts' where the ranger strings a new arrow. An IAS with barrage will benefit dps the most when the user uses a hornbow however. I would refer you to the second post by Jenosavel on the following thread for all the technical math type stuff:

http://www.guildwarsguru.com/forum/s...3010423&page=2

I would also strongly suggest you not bother with a marks grip. If you go to the first page of the thread I just linked to, I asked about the effectiveness of a Marks grip on a bow and Jenosavel confirmed there also that the added damage really comes out to about +1 out of every 5 bow attack skills used (not every 5 attacks using a bow), so the damage increase is really very pitiful.

Finally, I would point out that if you are using Tiger's Fury with Barrage, then you will likely run into some strong energy problems, especially since expertise doesn't reduce the cost of stances. Personally, I would suggest you simply use Favorable Winds and use a flatbow if you are going to be going with ele secondary.

rake

Ascalonian Squire

Join Date: Dec 2006

Yeah, sorry, I meant to say "Mark", as in, Mark of Rodgort (the skill that will set my foes on fire).

Well, after looking at that data, I'm still not sure what to make out of it. Apparently, if you spam Tigers Fury, you'll be low on energy, but you should be able to barely make it if all you do beside TF is spam Barrage (only 2 energy).

But check this out: Cast Favorable Winds. Cast Read of the Wind. That's +16 damage. Cast Conjure Fire, that's + ~18-20 dmg (depends on your level). Cast Mark of Rodgort, set all your foes on fire for 3 seconds.

While doing this, use a Fiery Short Bow (or hornbow) of Fortitude, with a +15% damage, -10 armor. This makes your max damage like 32, 33 on the bow itself. And use sup. rune of Fire and sup. rune of Marksmanship to up your Conjure Flame + Mark of Rodgort, and your bow damage. (with 12, you might hit the 4 second burn time, and 21 fire damage bonus).

Now, spam barrage. That's +17 damage per hit. If you look at the math, in your best case scenario, each hit is doing something in the 80's damage (max 86 I think). Imagine if you hit 4 to 6 foes each time, now that's some very impressive damage. This is not counting the burning effect!!

Now, best case scenario, again, cast Tiger's Fury. I know that this is asking for a lot, since you'll probably have almost no energy left, but even if you can cast it only once or twice, this can work.

You fire off barrage every 2 seconds now (because the reload times are reduced by TF). If you add up the math, this is some INSANE mob damage.


Is my math wrong somewhere? Am I overlooking something? Because if I'm looking at this correctly, this build is extremely powerful (though weak on armor and protection, I admit), and like I said, those damages aren't factoring in the burning that will be pretty much constant degen as long as you keep the Mark up and spam barrage (since you have a fiery bow string).


-rake

geekling

Frost Gate Guardian

Join Date: Sep 2006

Quote:
Originally Posted by rake
Is my math wrong somewhere? Am I overlooking something? Barrage removes all preparations. - So you don't get the damage or benefits from 'read the wind'.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

It is possible to spam TF with Barrage, but not for long. After about 2 rounds of TF, you will be strapped pretty hard for energy, depending on expertise level and other skills being used. Also, if you are putting points in Fire Magic for conjure, you won't have many left to bump up expertise much (and you don't want to run anything less than full 16 att Marks in a barrage build).

To summarize the conclusion of the thread I linked, here are the results of testing on barrage dps:

Highest DPS using Barrage with no IAS: Shortbow or Flatbow
- If favorable winds is used, then both bows will shoot arrows with minimal arc and the flatbow is therefore the best choice since it will also give maximum range.

Highest DPS using an IAS (such as Tiger's Fury): Hornbow
- While an IAS will increase the firing rate for all bows when using barrage, it will give a relatively higher increase in speed to the hornbow. Since the hornbow has an innate +10% armor penetration, it will produce more damage.

One thing to note also is that during the time of the testing on the thread I linked to, Tiger's Fury gave a +33% attack speed. Since then TF has been nerfed to only produce a +25% attack speed.

Also I should point out that Snipious Max should be credited along for Jenosavel for these results. Snipious did the tests to find the highest dps on barrage without a prep (found in this thread: http://www.guildwarsguru.com/forum/s....php?t=136832), while Jenosavel found the highest dps while under the effects of an IAS on the previous thread I linked to. I hope this helps.

rake

Ascalonian Squire

Join Date: Dec 2006

geekling, yeah, I knew I was missing something.

But it's okay, the burning will still keep a high DPS on them, so most of my previous post holds true.

XvArchonvX: I have a possible solution to the energy problem:

Check this skill:

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.

Since all your foes are on fire, cast Glowing Gaze, then cast TF, and you should have no major energy problems (downside is that with one second cast time, you're away from your bow for quite a bit, since you need to cast TF after, but the 50 fire damage is better than nothing).

appoc

Ascalonian Squire

Join Date: May 2005

hmm... Could you do a conclusion of which skills and attributes for that build, rake?

rake

Ascalonian Squire

Join Date: Dec 2006

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?

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by rake
XvArchonvX: I have a possible solution to the energy problem:

Check this skill:

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.

Since all your foes are on fire, cast Glowing Gaze, then cast TF, and you should have no major energy problems (downside is that with one second cast time, you're away from your bow for quite a bit, since you need to cast TF after, but the 50 fire damage is better than nothing). Sounds good in theory, but it would require a big investment into fire to make it worthwhile. Personally, I wouldn't run more than 9 att in fire in a ranger build.

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

R/

Quote:
...a hornbow with Judge's Insight... Are you sure the AP of the hornbow stacks with the AP of JI? The 10% of the hornbow don't stack with the eventual 20% of a sundering string. I don't know about JI - you should check that.

appoc

Ascalonian Squire

Join Date: May 2005

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?

vergerefosh

Wilds Pathfinder

Join Date: Sep 2006

Englishmen Don't Drink [Tea]

W/R

If need interrupts, get a necro with shivers and winter/someone else who can carry winter.
Winter turns all the bow damage into cold, cold interrupts.

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

R/

Quote:
Originally Posted by vergerefosh
If need interrupts, get a necro with shivers and winter/someone else who can carry winter.
Winter turns all the bow damage into cold, cold interrupts. Winter turns elemental damage into cold damage, not physical damage (including arrows). However you can use Conflagration + Winter.

rake

Ascalonian Squire

Join Date: Dec 2006

appoc, yes enchant shoes.

XvArchonvX, eh, I dunno. If it becomes too much of a problem, I can switch my Fire and Expertise attributes and go for 2 mana barrage instead.

I'm still getting all my skills together, so i can't say if this build is a total failure or not, but I'm not giving up yet. I'll try my best to make it work.

ss1986v2

ss1986v2

Wilds Pathfinder

Join Date: Apr 2006

Mo/

Quote:
Originally Posted by rake
Marksmanship: 12 + 3 + 1: 16
Fire Magic: 10 + 3: 13
Expertise: 8 + 1: 9
Beast Mastery: 2 maybe ive missed something in the last couple of weeks, but when could you run a superior fire magic rune on your ranger? there is no way you can reach 13 in fire magic.

and just my opinion, but im not very fond of running multiple superior runes, especially in higher end areas. when you get to DoA and are gettin smacked like you have never seen, you are gonna miss that 75 health.