03 Aug 2007 at 01:38 - 23
Generally what do I run:
I stick to 12-14, with the occasional fall back to 9 for low-energy builds. Why? Most ranger skills are balanced around the rangers ability to spam them, if you can't spam because of energy problems... generally your expertise isn't high enough! In fact, I'd say that my expertise selection is almost always based on what skills are on the bar.
Also remember that the ranger and his skills are balanced around the rangers use of expertise. The ranger only has 3 pips energy regen so the first points of expertise only gain you baseline energy parity w/ the 4 pip energy classes (dervish, assassins, all spellcasters). A ranger w/ ~7 expertise w/o rounding would be looking at approximately 4 pips regen only on expertise keyed skills.
Also double superiors (or superior/major) arne't necessarily bad as a ranger. I actually like drawing aggro onto me as it's aggro that isn't on the monks and ellys also in the backline. And normally I have a skill or three to provide short term tanking/kiting ability in PvE. You'll notice the AI likes to lock onto the guys w/ the least HP (and oftentimes just swapping superior gloves of marks for minor gloves of marks is worthwhile once you've taken a DP hit).
There are really 6 important breakpoints for expertise. Anything not of these should really just be used for spending excess point, and because they'll help get better numbers on expertise skills (EG: longer duration on lightning reflexes, throw dirt, or the like). 15expertise was of note back when Cripshot was 15en, but only for a PvP cripshot (and even then after the cripshot nerfs it fell out of favour).
Remember that in PvE having a high marks is important to your ability to deal damage moreso since the bow lacks for damage innately compared to other weapons. And the normal tension on the rangers bar I find is how to split the lions share of points between them while still leaving enough for other attributes. The same tension exists in PvP, but it's more based on getting critical breakpoints for your burning arrow, cripshot, or minimum bow spec while keeping things such as natural stride acceptable.
Those values are:
4: 5(4) 10(8) 15(13)
Really only good for bars w/ 5 and 10 energy skills and adrenal non-energy skills. Used to show up in thumper bars w/ ferocious strike (ferocious giving back 10 energy for 4 energy cost if it hit). It can still work with other emanagement skills such as prepared shot though.
8: 5(4), 10(7), 15(10)
This is generally 9's poor cousin, used when the bar isn't that energy heavy. Rarely seen or used. Generally secondary emanagement skills like prepared shot or inspiration are still required to function.
9: 5(3), 10(6), 15(10)
This is the typical for most barrage or 5 energy spam intensive bars. 3 is acceptable for a skill you'll spam every ~2s. 6 energy on 10 base skills is acceptable for most purposes provided they're not being spammed.
12: 5(3), 10(5), 15(8), 25(13)
AKA half round up. This is pretty much the minimum where I'd consider energy intensive skills such as concussion shot, or dust trap. Easily met w/ 10+1+1 or 11+1.
13: 5(2), 10(5), 15(7), 25(12)
AKA half round down. Very easy to reach if you use a 11+1+1 distro as well. Very nice spread as your 5 energys are almost free at 2 energy, the rest are quite reasonable as well. The only skills which don't benefit are your 10 energy skills. You're also getting to the point where your attribute points will be strained for 3 or 4 attribute spreads.
14: 5(2), 10(4), 15(7), 25(11)
Really only helps 10 and 25 energy skills. Since there are a lot of good 10 energy attacks now w/ the expansions this is a good point to meet. Generally though I find it's hard to get here w/o going to double superiors (which are perfectly acceptable under PvE conditions). If the expertise is this high all emanagement is based on the expertise spec and not on skills like prepared shot.
The following would be good material for a thread of it's own. What's the min expertise/marks or expertise/wild you'd consider for running various skills.
EG:
Burning arrow, I really only run it at 12-14 expertise. 9 is too low to spam it and other attacks effectively, and since it locks your elite you lack for other emanagement. Generally burning arrow isn't worthwhile in PvE if SF ellys are in the group (the burning overlaps don't help much).
Since you're going for single target damage w/this skill, 14marks is almost mandatory for the full 5s burn as well as enhancing your other damage skills. 12 at a bare minimum.
Barrage: 9 or 13exp depending on point distros and other skills. 3 energy per barrage w/o zealous is tolerable but leaves little energy for other skills.
Again, barrage is a damage skill your marks should be up around 14 or 15 ideally, 12 at a bare minimum.
Prepared Shot: Generally 9exp w/ 13-16 marks. Used to offload high exp requirements while freeing up points to max marks. Or to provide energy for non-expertise skills. Pairs well w/ concussion shot, or w/ 10 energy spells/hexes which would not benefit from expertise.
Melandrus Shot: IMO too conditional, garbage skill... it's too uncommon to find targets which are always enchanted. Emanagement needs to be reliable as the build revolves around it. And if I have targets which are reliably enchanted I'd rather use melandru's arrows to REALLY punish them.
Cripshot: 9-10 marks min (especially w/ a crippling string), 14 expertise min. Why, to compete w/ condition removal you need to be able to spam this. And a 9s duration w/ a crippling string is perfectly acceptable.
Needling Shot: 13 or higher exp... if you're to the point where you're spamming needling shot you'll suck yourself dry in no time flat if you're not down to 2 energy or less per shot. Marks isn't as important if used as a spam 'interupt' companion skill for dazed. If used for damage you want 12+ marks... but remember a lot of the skills damage will come from your choice of prep/fav winds.
Whirling Def/Lightning Reflexes: generaly only used at 12+ expertise.
Savage Shot: only used at 12+ expertise due to it's raw energy burden, marks is irrelevant as I run it for a hard interupt not for it's +dam.
Dshot: used at any expertise/marks level
Debil Shot: 14exp/14+marks. 4 energy to drain 9 energy off your target if you hit. Problem is this is really a PvP skill... the attribute spreads for it make it almost impossible to run in PvP. PvP you'll get a lot of problems w/ 50% block/evades and blinds... so the energy outlay is hard to justify w/o commensurate rewards over time. Similarly, you need to drain at a bare minimum 33% more energy than it costs you for this to be an effective use of your time (since other classes have 33% more energy regen, or run on adrenaline).
Concussion shot: generally used w/ 12-14 expertise... 10 marks or better. The long dazed duration is nice since this can be tricky to land w/ lag at times. Again pair w/ needling shot which also needs the expertise.
BHA: generally 13 expertise since I pair this skill w/ needling shot. 10 marks or better. (you want the duration greater or equal to recharge).