FOW build / need high dmg build
Warpy
Hey,
I've read this post which is awesome! http://www.guildwarsguru.com/forum/s...ran ger+build
But what I'm after is a very heavy dmg build for FOW. I use two different bows - one being Urgoz's Longbow and the other being a green vamp bow that I have fogotten the name off!
I've read this post which is awesome! http://www.guildwarsguru.com/forum/s...ran ger+build
But what I'm after is a very heavy dmg build for FOW. I use two different bows - one being Urgoz's Longbow and the other being a green vamp bow that I have fogotten the name off!
lennymon
I take it pure beastmastery is out since you want to use a bow...
most team builds calling for rangers there involve barrage, savage, disrupting, perhaps a speed/defense buff like dodge, personally I really like concussion shot and an ias (frenzy/flail/flurry if r/w or tigers fury if the group prefers you to have rebirth). I also like to load throw dirt if the healer's are new and getting too much attention on their usefull selves . Then all you need is a res.
Buddy of mine likes to run a judges insight barrager there, but there are only so many skeletons...
Another good one is the R/E mark barrager (lotsa builds on it available too) but mark of rodgort got a nice aoe buff barraging with a fiery bowstring (or kindle arrows) with or without conjure flame is very festive for wintersday with all the pretty lights it makes.
most team builds calling for rangers there involve barrage, savage, disrupting, perhaps a speed/defense buff like dodge, personally I really like concussion shot and an ias (frenzy/flail/flurry if r/w or tigers fury if the group prefers you to have rebirth). I also like to load throw dirt if the healer's are new and getting too much attention on their usefull selves . Then all you need is a res.
Buddy of mine likes to run a judges insight barrager there, but there are only so many skeletons...
Another good one is the R/E mark barrager (lotsa builds on it available too) but mark of rodgort got a nice aoe buff barraging with a fiery bowstring (or kindle arrows) with or without conjure flame is very festive for wintersday with all the pretty lights it makes.
Warpy
awww nice... thanks for the reply. Can you list some builds for me pls?
Livingston
Quote:
Originally Posted by Warpy
awww nice... thanks for the reply. Can you list some builds for me pls?
If you're looking for pure bow damage, check out some combos with the new NF skills, using [skill]Burning Arrow[/skill] as the elite. I don't have time to find the exact builds at the moment, but they shouldn't be that hard for you to find yourself if you search through this forum.
Livingston
Livingston
XvArchonvX
Hmm...I used something like this:
Barrage
Distracting Shot (the lower cost comes in handy in this build, but Savage could likely work also)
Crossfire
Judges Insight
Smite Hex
Whirling Defense
Favorable Winds
Rebirth
10 Smite
9 Expertise
16 Marks
Vampiric Flatbow of Whatever works best.
JI is mainly for skeleton type enemies since it will let you deal 100+ damage per arrow against them. Also, don't use FW when you encounter many Shadow Ranger type enemies since it will greatly benefit them more than you (unless you have a bunch of barrage rangers on your team).
Sha Noran had suggested a FoW build similar to this, but used Essence Bond on the tank. While I think that this would have been a good skill to use in earlier times (such as when the book trick worked), it doesn't have quite the same effectiveness now that aggro works differently.
Barrage
Distracting Shot (the lower cost comes in handy in this build, but Savage could likely work also)
Crossfire
Judges Insight
Smite Hex
Whirling Defense
Favorable Winds
Rebirth
10 Smite
9 Expertise
16 Marks
Vampiric Flatbow of Whatever works best.
JI is mainly for skeleton type enemies since it will let you deal 100+ damage per arrow against them. Also, don't use FW when you encounter many Shadow Ranger type enemies since it will greatly benefit them more than you (unless you have a bunch of barrage rangers on your team).
Sha Noran had suggested a FoW build similar to this, but used Essence Bond on the tank. While I think that this would have been a good skill to use in earlier times (such as when the book trick worked), it doesn't have quite the same effectiveness now that aggro works differently.
Chewbacca Defense
I don't PvE much, but this could be viable for PvE. It's a simple spike build used for 1 target only, but you can essentially get the target's health down to half in about 1-2 seconds.
If you have a monk, try this setup:
R/E
Expertise 13 (11+2)
Wilderness Survival 10 (9 + 1)
Marksmanship 12 (8 + 4)
Fire 8
Weapon Set 1: Firey Hornbow of Enchanting 15% when Enchanted
Weapon Set 2: Vampiric Hornbow of Fortitude 15% when Enchanted
[skill]Dual Shot[/skill][skill]Savage Shot[/skill][skill]Melandru's Shot[/skill][skill]Heket's Rampage[/skill][skill]Conjure Flame[/skill][skill]Kindle Arrows[/skill][skill]Favorable Winds[/skill][skill]Resurrection Signet[/skill]
Remove FW and Heket's Rampage for self-heal and some kind of defensive stance if you don't have a monk.
If you have a monk, try this setup:
R/E
Expertise 13 (11+2)
Wilderness Survival 10 (9 + 1)
Marksmanship 12 (8 + 4)
Fire 8
Weapon Set 1: Firey Hornbow of Enchanting 15% when Enchanted
Weapon Set 2: Vampiric Hornbow of Fortitude 15% when Enchanted
[skill]Dual Shot[/skill][skill]Savage Shot[/skill][skill]Melandru's Shot[/skill][skill]Heket's Rampage[/skill][skill]Conjure Flame[/skill][skill]Kindle Arrows[/skill][skill]Favorable Winds[/skill][skill]Resurrection Signet[/skill]
Remove FW and Heket's Rampage for self-heal and some kind of defensive stance if you don't have a monk.
Warpy
Thanks guys... does kindle arrows work well in fow? I heard it had been nurfed, but that could just be a rumor?
Maria The Princess
actually ive been doin the solo forest run with apply poison + burning arrow
you may say "not enouth damage cuz no kindle arrows" but it takes down spiders way easier then poison arrow+kindle arrows
you may say "not enouth damage cuz no kindle arrows" but it takes down spiders way easier then poison arrow+kindle arrows
Sakki
If you want a high damage build why dont you just switch to your ele if you have one? Because I have been using my ranger in fow for a long time, when compared to the damage my ele is capable of doing its better for the ranger to go either Barrage/interrupt cripple(My favorite) or Barrage/Blood ritual cripple to fully maximize the usefulness of the ranger, instead of going a full damage based build. And dont bring fw lol, its just a selfish skill because your the only one benefiting from the spirit, its better to replace it with pin down or throw dirt. Only bring fw if your team is a full b/p group.
I would pick throw dirt over an evasive stance such as whirling defense because throw dirt can be used to blind any opponent and those adjacent to the target while an evasive stance can be ended with wild blow and it only affects targets that are attacking you, so its a selfish skill and since its pve monsters ain't smart enough to remove blindness anyway . the only weakness about throw dirt is you have to be in point blank range, meaning that you would have to be in touch range against shadow archers, while a stance can evade an attack 75% of the time, ranged or melee.
But for damage IMO Barrage is all you need, but don't combine it with any attack speed buffs like flail or frenzy because barrage has a recharge time of 1second and your firing speed would be lesser then the barrages recharge time, in other words you'll be firing off a barrage and shooting a normal arrow while barrage recharges before you can actually use barrage again. A skill for IAS in a rangers bar with barrage is useless IMO. Some people might disagree with me but I don't care, thats how I play my ranger =)
I'll show you my build.
R/Mo for the rez
Marksmanship : 15 (12+3)
Expertise : 11 (10+1)
Wilderness : 11 (10+1)
Weapon : Crippling recurve bow of james bond ass kicking mod
[skill]barrage[/skill][skill]distracting shot[/skill][skill]savage shot[/skill][skill]concussion shot[/skill][skill]rebirth[/skill][skill]pin down[/skill][skill]throw dirt[/skill][skill]troll unguent[/skill]
With this build its better to focus on the interrupts first, then proceed to use barrage. Cripple any melee based enemy that appear to be hurting your backline and don't be afraid to spam throw dirt, if you bring a skill and don't use it whats the point to bring it in the first place
if you wanna try out the barrage/int BR, just swap out throw dirt or pin down for it. I have played my ranger for more then a year so this build is fully tested and most importantly, its useful to the team
I would pick throw dirt over an evasive stance such as whirling defense because throw dirt can be used to blind any opponent and those adjacent to the target while an evasive stance can be ended with wild blow and it only affects targets that are attacking you, so its a selfish skill and since its pve monsters ain't smart enough to remove blindness anyway . the only weakness about throw dirt is you have to be in point blank range, meaning that you would have to be in touch range against shadow archers, while a stance can evade an attack 75% of the time, ranged or melee.
But for damage IMO Barrage is all you need, but don't combine it with any attack speed buffs like flail or frenzy because barrage has a recharge time of 1second and your firing speed would be lesser then the barrages recharge time, in other words you'll be firing off a barrage and shooting a normal arrow while barrage recharges before you can actually use barrage again. A skill for IAS in a rangers bar with barrage is useless IMO. Some people might disagree with me but I don't care, thats how I play my ranger =)
I'll show you my build.
R/Mo for the rez
Marksmanship : 15 (12+3)
Expertise : 11 (10+1)
Wilderness : 11 (10+1)
Weapon : Crippling recurve bow of james bond ass kicking mod
[skill]barrage[/skill][skill]distracting shot[/skill][skill]savage shot[/skill][skill]concussion shot[/skill][skill]rebirth[/skill][skill]pin down[/skill][skill]throw dirt[/skill][skill]troll unguent[/skill]
With this build its better to focus on the interrupts first, then proceed to use barrage. Cripple any melee based enemy that appear to be hurting your backline and don't be afraid to spam throw dirt, if you bring a skill and don't use it whats the point to bring it in the first place
if you wanna try out the barrage/int BR, just swap out throw dirt or pin down for it. I have played my ranger for more then a year so this build is fully tested and most importantly, its useful to the team
XvArchonvX
Quote:
Originally Posted by Warpy
Thanks guys... does kindle arrows work well in fow? I heard it had been nurfed, but that could just be a rumor?
If you are running in FoW you will likely want to either run strictly barrage or interupt. Single target damage from something like kindle won't really do enough to justify your position in the group imo. Judges Insight is the strongest attack buff that I know of for that area since it causes attacks to do double damage on skeleton type enemies. While it won't do double damage to most other enemies, the armor penetration still helps enough to merit it's use in this area.
lonescout
This is just my opinion, but barrage in the Fissure is usually not that beneficial. You will spend alot of time with SS on you and in the situations where you can actually hit multiple targets at once, you can quickly kill yourself (or severly upset your monk, who has better things to do).
Interrupts and conditions (dazed, crippled and burning) will likely make you a more valuable asset to the party. I normally run the following build (unless the group specifically requests something different), and find that I can do a decent amount of sustained damage with it in addtion to what the party expects from a Ranger. With this you should be able to almost completely keep healers or casters shut down, and kill them in a reasonable amount of time while doing it. Use pin down to slow down attacking warriors or abyssals when they break throught he line and go after your healers/casters. They'll appreciate it.
Again (this is just my preference). I've run this alot and it works well for me.
Exp = 10
WS = 10
Marks = 14
I put the remainder in Prot Prayers and bring Rebirth for those bad situations
Prepared Shot (E)
Dual Shot (can used forked arrow, with all the hexes, I prefer this)
Distracting Shot
Savage Shot
Pin Down
Kindle Arrows
WD (Some may want Throw Dirt or Self heal)
Rebirth
Pretty much just keep up Kindle for cheap extra damage and to get the energy bonus from Prepared Shot. Apply poison is expensive and doesn't on everything. Interrupts self explanatory. Shut down and beat on your target... move on to next. Save Pin down for if your target starts running away, or if a melee mob goes after your team's softer targets. Should give them time to react and still function with the team.
Hope you find what works best for you. Good luck!
Regards
Interrupts and conditions (dazed, crippled and burning) will likely make you a more valuable asset to the party. I normally run the following build (unless the group specifically requests something different), and find that I can do a decent amount of sustained damage with it in addtion to what the party expects from a Ranger. With this you should be able to almost completely keep healers or casters shut down, and kill them in a reasonable amount of time while doing it. Use pin down to slow down attacking warriors or abyssals when they break throught he line and go after your healers/casters. They'll appreciate it.
Again (this is just my preference). I've run this alot and it works well for me.
Exp = 10
WS = 10
Marks = 14
I put the remainder in Prot Prayers and bring Rebirth for those bad situations
Prepared Shot (E)
Dual Shot (can used forked arrow, with all the hexes, I prefer this)
Distracting Shot
Savage Shot
Pin Down
Kindle Arrows
WD (Some may want Throw Dirt or Self heal)
Rebirth
Pretty much just keep up Kindle for cheap extra damage and to get the energy bonus from Prepared Shot. Apply poison is expensive and doesn't on everything. Interrupts self explanatory. Shut down and beat on your target... move on to next. Save Pin down for if your target starts running away, or if a melee mob goes after your team's softer targets. Should give them time to react and still function with the team.
Hope you find what works best for you. Good luck!
Regards
.defekt
Quote:
Originally Posted by XvArchonvX
Barrage
Distracting Shot (the lower cost comes in handy in this build, but Savage could likely work also)
Crossfire
Judges Insight
Smite Hex
Whirling Defense
Favorable Winds
Rebirth
10 Smite
9 Expertise
16 Marks
Barrage [E]
Savage Shot
Dshot
Marauders Shot/Variable
Throw Dirt
Whirling Defence
Epidemic
Res sig
We ran a Warrior tank with Skull Crack, so I used Epidemic to spread the Dazed around.
Quote:
Originally Posted by XvArchonvX
Sha Noran had suggested a FoW build similar to this, but used Essence Bond on the tank. While I think that this would have been a good skill to use in earlier times (such as when the book trick worked), it doesn't have quite the same effectiveness now that aggro works differently.
Essence Bond is a good idea, and we run this on our monks. The agro still works fine, PROVIDED you have a tank that knows what they are doing. Heck, we did Forgemaster with Koss as our tank, and it went smoothly. Agro isn't the problem, it's whether your tank knows what the are doing in relation to positioning, etc.
Evilsod
Why is a pet build out? Pissing around with Enraged Lunge and Brutal Strike kicks up so much damage its pretty damn easy to kill anything down there, specially if you leave 1 or 2 slots open for a bow interrupt (more reliable than a pet 1).
If your running Barrage bring along Throw Dirt for definate. Whirling defences is all alright... but the only attacking threats down there are Skeleton Berserkers, Shadow Rangers/Warriors and Abyssal. 1 of which has Wild Blow and tend to love spiking. The rangers are more reliant on Barrage, so just distract it. The warriors can be kited easily. Throw Dirt gives you the option of saving everyones ass from Abyssals. XvArchonvX
Quote:
Originally Posted by .defekt
I personally don't like this build. The only skills I agree with are Barrage, dshot and whirling. Bringing FW to FoW is a waste of a slot imo, because if you have a group that knows what they're doing, you won't have the time to re-lay it very often.
I admit that I'm kinda surprised since this is very similar to the build that Sha supposedly runs in FoW:
http://www.guildwarsguru.com/forum/s....php?t=3060821 I used it in a PuG, so I didn't trust Essence Bond. I'm sure it may still work, but I tend to not really trust enchants. I also used Dist Shot instead of his Savage as well as Crossfire instead of Penetrating Shot. The reduced energy cost help allow JI to be more affordable since Essence Bond isn't included. Fav Winds isn't really there for the damage bonus, it's therre to allow a Flatbow to be used, which increases DPS. Again, I used this in a PuG, so I can understand how Essence Bond could work in a guild group and FW might not be as efficient in such a setting as well, but for most situations, FW is a strong choice with a barrage build when used as a means to make a Flatbow perform at maximum efficiency. |