First off. My personal build. Whats better and why? Please post pro's and con's of both. I do use some fire spells as well on my R/E so damage is not stictly barrage.
What I am currently
R/E
Using Barrage/conjure flam
Using fiery, 15^50, +30hp Bow
What Im thinking about changing to
R/Rt
Barrage/splinter
Use 20/20, 15^50, +30hp bow?
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Hero' builds. What does everyone generally Run? I have all campaigns but EoTN. I've scene twice now that people use three necromancers as their hero's. Is this just to get a bunch of minions and soak up damage, or do they use flesh golems?
Sample builds/links, etc. will be helpful. I'm deffinitly leaning towards Necromancer, and of course some monk builds, or a combo M/N or N/M is that works out ever?
Thanks!
Few questions Hero build's/necromancer/ranger stuff
Jerrodh
Simeon
personally I prefer Glass Arrows when i run my ranger.
i use:
15 Expertise (12+1+2)
13 Marksmanship
Skills:
Savage Shot
Distracting Shot
Keen Arrow
Sloth Hunter's Shot
Save Yourselves
Glass Arrows (E)
Dwarven Stability
Lightning Reflexes
This provides good steady DPS and also is able to interrupt your target. I usually use "Save Yourselves" (SY) when i anticipate a lot of damage about to come in since this build doesn't provide for it to be up constantly. The use of SY is completely conditional on if you have other human players that can use SY more efficiantly in your party. Im an alcoholic so i use dwarven stability for anti-KD and also to significantly lengthen Lighting Reflexes which is used for an IAS as well as for negating damage with the 75% chance to block
I usually run a OoS rit healer with 15 in channeling and take splinter weapon along. i also use a necro with animate bone minions and death nova, and i base his secondary on the area ill be going into, and the third hero i also base on what area ill be in. You can make it through all the campaigns with wiki builds, but you can just blow through PvE if you look at the area your going to be in and base your hero bars on that.
i use:
15 Expertise (12+1+2)
13 Marksmanship
Skills:
Savage Shot
Distracting Shot
Keen Arrow
Sloth Hunter's Shot
Save Yourselves
Glass Arrows (E)
Dwarven Stability
Lightning Reflexes
This provides good steady DPS and also is able to interrupt your target. I usually use "Save Yourselves" (SY) when i anticipate a lot of damage about to come in since this build doesn't provide for it to be up constantly. The use of SY is completely conditional on if you have other human players that can use SY more efficiantly in your party. Im an alcoholic so i use dwarven stability for anti-KD and also to significantly lengthen Lighting Reflexes which is used for an IAS as well as for negating damage with the 75% chance to block
I usually run a OoS rit healer with 15 in channeling and take splinter weapon along. i also use a necro with animate bone minions and death nova, and i base his secondary on the area ill be going into, and the third hero i also base on what area ill be in. You can make it through all the campaigns with wiki builds, but you can just blow through PvE if you look at the area your going to be in and base your hero bars on that.
Xenex Xclame
Well this is something I think some of the times too.
With Splinter you will have to keep reapplying it about every shot.
With Conjure you have to watch out for enchant stripping.
Id love to see numbers for this.
I would guess they would be pretty close if you reapply as soon as splinter wears out,but that would quite a hassle.Then again for short fight small fights after eachother Splinter would shine, if its a big long fight Conjure would be better.
this is of course not counting excesive numbers of rangers and elementalist foes.
Edit:The necros are either healers or running discord.
If healers people use them because they get energy from soul reaping,heros suck at managing their energy.
If its discord they use them because heros play the build very well, they will only use discord if the enemy has a hex and condition on them, and will reapply this on multiple foes as soon as they have expired
With Splinter you will have to keep reapplying it about every shot.
With Conjure you have to watch out for enchant stripping.
Id love to see numbers for this.
I would guess they would be pretty close if you reapply as soon as splinter wears out,but that would quite a hassle.Then again for short fight small fights after eachother Splinter would shine, if its a big long fight Conjure would be better.
this is of course not counting excesive numbers of rangers and elementalist foes.
Edit:The necros are either healers or running discord.
If healers people use them because they get energy from soul reaping,heros suck at managing their energy.
If its discord they use them because heros play the build very well, they will only use discord if the enemy has a hex and condition on them, and will reapply this on multiple foes as soon as they have expired
Quaker
I've always liked running my Ranger as just a basic B/P with a couple of other ranger Hero's with pets, an MM hero, 2 healer henchies and 2 other henchies (varies) It may not be the fastest, or "best", but it's what I enjoy. (I have lots of other characters to do other builds with.)
Currently my Ranger has:
You Move Like A Dwarf, Barrage, Distracting Shot, Pain Inverter, Never Rampage Alone, Comfort Animal, Rebirth, & a spell that varies - Whirling Defence atm.
20/20, 15^50, +30 shortbow (Ashlyn's). I use a shortbow so that I'm always within close enough range to ensure all the heroes, henchies, and other NPC will attack.
I use this sort of build because it's simple and gives me lots of time to micro-manage the heroes/henchies if/when necessary.
One ranger hero is a "dust ranger":
Ebon Dust Aura, Volley, Hunter's Shot, Distracting Shot, Poison Tip SIgnet, Comfort Animal, rez signet, and a variable skill. With an Ebon, 15^50, +30 recurve bow.
The other ranger hero is (atm - varies) an interupter:
Favorable Winds, BHA, volley, Distracting Shot, Disrupting Shot, Disrupting Lunge, Comfort Animal, Rebirth. With a 20/20, 15^50, +30 recurve bow.
The hero MM's build varies depending upon NM/HM and number of available corpses. The average build is:
Flesh Golem (or Jagged Bones), Bone Horror, Shambling Horror, Vile Miasma, Deathly Swarm, Heal Area, Blood of the Master, rebirth.
Now, I know, like I said, that this is probably not the "best" build according to some people, but I enjoy it and it (and previous versions), got me my Legendary Vanquisher and some rich mahogany for my guild hall.
Currently my Ranger has:
You Move Like A Dwarf, Barrage, Distracting Shot, Pain Inverter, Never Rampage Alone, Comfort Animal, Rebirth, & a spell that varies - Whirling Defence atm.
20/20, 15^50, +30 shortbow (Ashlyn's). I use a shortbow so that I'm always within close enough range to ensure all the heroes, henchies, and other NPC will attack.
I use this sort of build because it's simple and gives me lots of time to micro-manage the heroes/henchies if/when necessary.
One ranger hero is a "dust ranger":
Ebon Dust Aura, Volley, Hunter's Shot, Distracting Shot, Poison Tip SIgnet, Comfort Animal, rez signet, and a variable skill. With an Ebon, 15^50, +30 recurve bow.
The other ranger hero is (atm - varies) an interupter:
Favorable Winds, BHA, volley, Distracting Shot, Disrupting Shot, Disrupting Lunge, Comfort Animal, Rebirth. With a 20/20, 15^50, +30 recurve bow.
The hero MM's build varies depending upon NM/HM and number of available corpses. The average build is:
Flesh Golem (or Jagged Bones), Bone Horror, Shambling Horror, Vile Miasma, Deathly Swarm, Heal Area, Blood of the Master, rebirth.
Now, I know, like I said, that this is probably not the "best" build according to some people, but I enjoy it and it (and previous versions), got me my Legendary Vanquisher and some rich mahogany for my guild hall.
Killamus
Conjure and Mark of Rodgot at 8 fire magic, and barrage. It's fun to deal out insane amounts of damage and burning for 3 seconds per hit. Add in BuH or EBSoH for even more fun.
Arugably though, splinter is better. However, this build works great with a SF hero.
Arugably though, splinter is better. However, this build works great with a SF hero.
Kumu Honua
Can always put splinter on a hero and run the conjure build yourself. Best of both worlds.
Jerrodh
MercenaryKnight
If your running a physical team and bring an orders necromancer or dervish then do not bring conjure flame.
If you have access to gw:en I suggest dwarven stability and lightning reflexes for a long ias+ blocking stance for high rate of fire.
If you have access to gw:en I suggest dwarven stability and lightning reflexes for a long ias+ blocking stance for high rate of fire.
mage767
You would be much better off with a Strength of Honor (monk hero or nec hero) + Judge's Insight for some damage buff.
Also, consider bringing a paragon hero (command based) with 'Go for the Eyes' and see you damage go up further.
And don't forget, Ebon Battle Standard of Courage.
And do add splinter on hero as others have said, and go conjure as usual.
lol @ screen
Also, consider bringing a paragon hero (command based) with 'Go for the Eyes' and see you damage go up further.
And don't forget, Ebon Battle Standard of Courage.
And do add splinter on hero as others have said, and go conjure as usual.
lol @ screen
bsoltan
Quote:
You would be much better off with a Strength of Honor (monk hero or nec hero) + Judge's Insight for some damage buff.
Also, consider bringing a paragon hero (command based) with 'Go for the Eyes' and see you damage go up further. And don't forget, Ebon Battle Standard of Courage. And do add splinter on hero as others have said, and go conjure as usual. lol @ screen |
MagmaRed
Quote:
You would be much better off with a Strength of Honor (monk hero or nec hero) + Judge's Insight for some damage buff.
Also, consider bringing a paragon hero (command based) with 'Go for the Eyes' and see you damage go up further. And don't forget, Ebon Battle Standard of Courage. And do add splinter on hero as others have said, and go conjure as usual. lol @ screen |