R/W vs R/E vs R/N for solo farming
LightsEdge
I'm making a new ranger, and I want to be able to farm with it. I haven't actually tried any of this out yet, but here's how it looks to me on paper. Warrior, elementalist, and necromancer secondaries seem to add the best survival and killing (aoe damage and degen) capabilities. However, if you have a good monk or mesmer farming build, I'd like to hear it.
Foundation: Oath Shot {E}, Whirling Defense, Throw Dirt, Troll Unguent
My thinking is to use Oath Shot and Whirling Defense to tank with 75% evade, along with some Throw Dirt for extra protection. Then I need Troll Unguent for healing. Does Apply Poison work with Whirling Defense? I'm guessing no, but that would be awesome. As for the remaining 4 skills...
Defense:
Warrior: Watch Yourself! or Healing Signet
Elementalist: Armor of Earth (or Armor of Frost/Armor of Mist) with option of Wards
Necro: Healing Spring, Consume Corpse, or Soul Feast (extra healing)
Elementalist gets more defense (with the option of even more defense), but has to use energy. The warrior only needs adrenaline, but has limited options. Necro probably has to rely on healing, but consume corpse could be a good source of energy.
Killing:
Warrior: Cyclone Axe + Apply Poison + Barbed Trap (or Shout/Axe Skill)
Elementalist: Apply Poison + Aftershock (or Frozen Burst) + Barbed Trap
Elementalist: Crystal Wave + Whirlwind + Aftershock
Necro: Putrid Explosion, Rotting Flesh, Well of Suffering, Barbed Trap, Apply Poison (pick 3)
The warrior doesn't need much energy, and can poison/bleed everything around him. Will these conditions work on all enemies though? Additionally, you have to weapon switch to use Cyclone Axe and Oath Shot. The elementalist should be able to produce a lot more damage, but I'm worried if he would have enough energy, and I can't use Marksman's Wager because I'm using Oath Shot. The necro's damage potential looks pretty good too, and should use less energy than the elementalist, but perhaps still too much. You would also have problems without corpses and enemies that don't bunch up.
Questions:
Will R/E and R/N have enough energy?
Does R/N rely too heavily on corpses?
Does R/W have more options besides Cyclone Axe + Apply Poison for killing?
Which build would you guys pick?
I'm leaning towards R/E, if energy isn't too big of an issue. R/E seems to be pretty versatile in the skills you can choose from - lots of defensive and offensive options. R/W seems like it would work for sure, but slower, and you have to weapon switch. I don't like having to rely so much on corpses (both quantity and position of) for R/N, and I don't know if it will be able to take the hits.
Foundation: Oath Shot {E}, Whirling Defense, Throw Dirt, Troll Unguent
My thinking is to use Oath Shot and Whirling Defense to tank with 75% evade, along with some Throw Dirt for extra protection. Then I need Troll Unguent for healing. Does Apply Poison work with Whirling Defense? I'm guessing no, but that would be awesome. As for the remaining 4 skills...
Defense:
Warrior: Watch Yourself! or Healing Signet
Elementalist: Armor of Earth (or Armor of Frost/Armor of Mist) with option of Wards
Necro: Healing Spring, Consume Corpse, or Soul Feast (extra healing)
Elementalist gets more defense (with the option of even more defense), but has to use energy. The warrior only needs adrenaline, but has limited options. Necro probably has to rely on healing, but consume corpse could be a good source of energy.
Killing:
Warrior: Cyclone Axe + Apply Poison + Barbed Trap (or Shout/Axe Skill)
Elementalist: Apply Poison + Aftershock (or Frozen Burst) + Barbed Trap
Elementalist: Crystal Wave + Whirlwind + Aftershock
Necro: Putrid Explosion, Rotting Flesh, Well of Suffering, Barbed Trap, Apply Poison (pick 3)
The warrior doesn't need much energy, and can poison/bleed everything around him. Will these conditions work on all enemies though? Additionally, you have to weapon switch to use Cyclone Axe and Oath Shot. The elementalist should be able to produce a lot more damage, but I'm worried if he would have enough energy, and I can't use Marksman's Wager because I'm using Oath Shot. The necro's damage potential looks pretty good too, and should use less energy than the elementalist, but perhaps still too much. You would also have problems without corpses and enemies that don't bunch up.
Questions:
Will R/E and R/N have enough energy?
Does R/N rely too heavily on corpses?
Does R/W have more options besides Cyclone Axe + Apply Poison for killing?
Which build would you guys pick?
I'm leaning towards R/E, if energy isn't too big of an issue. R/E seems to be pretty versatile in the skills you can choose from - lots of defensive and offensive options. R/W seems like it would work for sure, but slower, and you have to weapon switch. I don't like having to rely so much on corpses (both quantity and position of) for R/N, and I don't know if it will be able to take the hits.
Druids Arrow
Quote:
Does Apply Poison work with Whirling Defense? I'm guessing no
Quote:
Quote: Does R/N rely too heavily on corpses? Not necessarily depending on your style of play, from your description of what you may want to do it seems pretty corpse reliant.
Quote:
Does R/W have more options besides Cyclone Axe + Apply Poison for killing?
Yes, however, IMO Cyclone + Poison is a good combo. Quote:
I definitely have to disagree with Druid Arrow. A R/E will not have enough energy. You have 32 energy with full druid armor. As spells are not affected by expertise, your 3 elementalsits spells will cost 35 energy. That's way to much for a ranger.
Rangers are great with non-spell skills, thanks to expertise - the golden rule is generally to avoid spells. Sometimes a ranger may bring a spell (often an enchantment), maybe 2 under some circumstances, but that's it (popular choices are JI, Conjure X, or Brutal Weapon for example). The ranger's energy is needed to spam his attack skills. Now there is also a big problem with your attribute points - let's take your R/E build for example. You have the following skills: Crystal Wave (air) + Whirlwind (air) + Aftershock (earth) + Armor of Earth (earth) + Oath Shot (exp) + WD (exp) + Troll (WS) + Throw Dirt (exp). And you need 8/9 in markmanship to use your bow, unless you wanna drop it completely to deal damages with your spells only. In this case you can bring a staff and have 47 energy, which still wouldn't be enough to keep spamming your spells recharged with Oath Shot. --------------------------------------------- I really liked one thing in your first post: the fact you grouped your skills in defensive/offensive skills, and the feeling I had you definitely know solo farming is the balance between enough skills to stay alive, but not to much as well to have enough free slots to kill quickly. It won't be exhaustive, but let's give it a try. Let's focus on the defense skills now. Popular choices include: Ranger skills: - defensive stances - throw dirt (I wouldn't use this one on a map where warriors and foes with ranged attacks work together, prefering a more versatile defense skill - you can put dusttrap in the same category I guess) - troll unguent (great regen when you have a WS based build) Mesmer skills: - Mantras: if you're facing foes dealing the same kind of damage, then Mantra of Frost/Flame, etc are great. Physical resistance is always nice when you fight foes dealing physical damage only. If you're facing mixed group, Greater Conflagration + Winter + Mantra of Frost will give you an amazing defense, however your arrows will deal cold damage too, which may be problematic in Southern Shiverpeaks. It also let no room for another elite. [EDIT]I wanted to post about warriors and monks as well but I've already typed too much I gues, sorry. I'll try to do that later[/EDIT] Now the offensive part: Wilderness Survival Based: the combo Kindle/ignite arrows + dual shot + poison arrow is great. And with 16 WS you also have a 10 arrows troll unguent. Barrage: depending on the maps, barrage may be a great addition. It can't be used with preparations, but there are other skills adding more damage. Weapon Spells may be nice. Brutal Weapon adds a fair amount of damage for a few attribute points for ewample. Markmanship based: Read the Wind, Punishing Shot, Penetrating Attack an another attack skill would do the job. And there is more, including what you can invent ![]() PS: here is a list of the solo ranger builds posted on guru: http://www.guildwarsguru.com/forum/s....php?t=3001252 pedrostrik
i used a build like this (before the last patch)
R/mo 12 xp 16 mrk 10 heal (the rest) long bow or flatbow barrage E savage shot dodge Light. reflexes live vicariously heal area vigorous spirit essence bond against ice imps and ice golens it was 20min=30 deaths after the patch AoE, its different, now they came over you so: R/mo flatbow-longbow trol ungueant barbedtrap kindle arrows lightning reflexes storm chaser poison arrow needle shot holy veil wsurvival 14 exp 12 mrk 11 with this buiding you can farm solo in a lot of places, its not fast but it can do the job, i.e. holy veil its magnific cause they take double time yo cast their hexes, so you have time to spread dmg and poison on their butts. very important if they are really a lot: put the 2traps , and spread poison/needle before you flee. usually i never die with this build. flee always dont be a hero. |