Please review my PVE build
Painbringer
Please review my PVE build
[skill]Fevered Dreams[/skill] [skill]Apply Poison[/skill] [skill]Concussion shot[/skill] [skill]Screaming Shot[/skill] [skill]Pin Down[/skill] [skill]Throw Dirt[/skill] [skill]Troll Unguent[/skill] [skill]Resurrection Signet[/skill]
Ranger/Mesmer
Marksmanship 11+3
Expertise 10+1
Illusion 6
Wilderness 8+1
Zealous or Vampiric Short Bow
Let know your thoughts this is just a build to use for mass degeneration while exploring / questing
[skill]Fevered Dreams[/skill] [skill]Apply Poison[/skill] [skill]Concussion shot[/skill] [skill]Screaming Shot[/skill] [skill]Pin Down[/skill] [skill]Throw Dirt[/skill] [skill]Troll Unguent[/skill] [skill]Resurrection Signet[/skill]
Ranger/Mesmer
Marksmanship 11+3
Expertise 10+1
Illusion 6
Wilderness 8+1
Zealous or Vampiric Short Bow
Let know your thoughts this is just a build to use for mass degeneration while exploring / questing
Fallen Nephilim
in a word: Energy
Epinephrine
I run the same bar, but with 5 Illusion, 10+3 expertise, 10+1 wilderness and 10+2 marksmanship IIRC
Also, I have a variety of recurves - silencing, barbed, poisonous and crippling, depending on which one needs to last longest - recurve makes hitting with the concussion shot more reliable.
Also, I have a variety of recurves - silencing, barbed, poisonous and crippling, depending on which one needs to last longest - recurve makes hitting with the concussion shot more reliable.
GoodEnoughForMe
Have you ran this at all? The skills certainly look nice on paper, but unless you have an expertise of 200, I don't see this being run for long without running out of energy.
Epinephrine
Runs fine the way I use it. You don't need to use the skills often. Ideally you actually allow conditions to expire before renewing, since it only spreads new conditions.
Painbringer
Main thing like stated above is to let the conditions do there work. Apply poison wait for energy to gain a little hex target then hit him with screaming shot. As long as nothing removes the hex you should at least apply two conditions to all foes in that mob.
SnipiousMax
Quote:
Originally Posted by Epinephrine
Also, I have a variety of recurves - silencing, barbed, poisonous and crippling, depending on which one needs to last longest - recurve makes hitting with the concussion shot more reliable.
Out of curiousity... Does Fevered Dreams cause the duration to increase twice like it does (did?) with plauge touch when using weapon mods?
Amy Awien
I would think that when the reapplication does not 'pass' a weapon modifier - and my guess it is the victims weapon that counts - there would be no increase in duration.
Epinephrine
Quote:
Originally Posted by SnipiousMax
Quote:
Condition extending
tested with apply poison: poison is extended on the first target, then that extended duration is extended again when applied to the surrounding enemies. so, if you're using a condition-extending bow string, said condition is extended twice for the surrounding targets, but only once for the target with fevered dreams. Although, I must admit, it's given me a new idea - I'm going to test using Hypochondria in conjunction with it now - it may allow extending durations a great deal:
The original duration (D) *1.33 is applied originally to the target, while it's D*(1.33)^2 to the surrounding guys - but Hypochondria will apply the 1.33^2 duration to the main target, possibly re-extended by 1.33 (making 1.33^3) and then further by 1.33 (making 1.33^4)
Curious about this now
tested with apply poison: poison is extended on the first target, then that extended duration is extended again when applied to the surrounding enemies. so, if you're using a condition-extending bow string, said condition is extended twice for the surrounding targets, but only once for the target with fevered dreams. Although, I must admit, it's given me a new idea - I'm going to test using Hypochondria in conjunction with it now - it may allow extending durations a great deal:
The original duration (D) *1.33 is applied originally to the target, while it's D*(1.33)^2 to the surrounding guys - but Hypochondria will apply the 1.33^2 duration to the main target, possibly re-extended by 1.33 (making 1.33^3) and then further by 1.33 (making 1.33^4)
Curious about this now
ArKaiN
I'm not doing the math, but before you get too giddy with anticipation, you should remember that the condition cap is 30s (and that increasing durations 33% twice means an increase of ~77% already)
Epinephrine
Quote:
Originally Posted by ArKaiN
I'm not doing the math, but before you get too giddy with anticipation, you should remember that the condition cap is 30s (and that increasing durations 33% twice means an increase of ~77% already)
Sure, but being able to reset the timer via Hypochondria and extending it is worthwhile.
It's probably academic, since I don't know if Hypochondria still removes conditions on the original target - and unless the condition were new it wouldn't trigger Fevered Dreams - so you'd only get a potential 33% increase, not worth a slot most likely...
It's probably academic, since I don't know if Hypochondria still removes conditions on the original target - and unless the condition were new it wouldn't trigger Fevered Dreams - so you'd only get a potential 33% increase, not worth a slot most likely...