Cyan's R/E Health Degen(Anti-Paladin!) Build

Cyan The Archer

Cyan The Archer

Jungle Guide

Join Date: Dec 2005

Denmark

R/

Profession: Ranger/Elementalist

Name: Anti-Paladin Build!

Type: Ca/Ta - Could work for GvG and Tombs, but i really dont think so

Category: Health Degen

Weapons: Whatever you want, just give it a Fiery Bow String. I prefer Short Bows.

Attributes:
Fire Magic: 12
Wilderness Survival: 9+3+1
Marksmanship: 8+1(7+1 if you have a Req. 8 bow)
Expertise: 5+1

Skill set:
1. Mark of Rodgort
2. Glyph of Lesser Energy
3. Melandru's Arrows(Elite)
4. Conjure Flame
5. Distracting Shot(Skill of choice)
6. Savage Shot(Skill of choice)
7. Troll Ungent
8. Rescurrection Signet

Summary: This build is nice for killing Warriors, and other with no health regeneration skills.
Use Conjure Flame - Glyph of Lesser Energy - Melandru's Arrows - Mark of Rodgort, and just keep shooting. Dont be afraid of Mend Ailments spammers, or other Condition removers.

Notes & Concerns: First i thought energy would be a problem, but it isnt. Of course this build have weaknesses such as Hex Removal, Energy draining and Health Regeneration.
Be careful using the 2 skills of choice, since it could cause too much energy use.
The reason why you shouldnt care about Condition removal, is because every shot you fire will cause the exact same Conditions again!
You shouldnt attack a target that is going to get killed in a few seconds, but choose one who have an enchantment on, since Melandru's Arrows will do +25dmg then(Which will make good dmg also)

Credit: Credit to the monk who told me to use Incendiary Arrows in a crap build, and to an annoying friend who gave me the idea of using Mark of Rodgort.

Any suggestions, feedback, improvements etc.?

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Very interesting build Cyan...I'll have to give it a whirl!

chris_nin00

chris_nin00

Dun dun dun

Join Date: Aug 2005

Reddit Guild

R/

Looks good.
But what I'm afraid of is the low expertise... It just scares me .

I can't test it out right now. No more character slots

BeatWolf

BeatWolf

Wilds Pathfinder

Join Date: Jul 2005

6 expertise.. ouch.

Esrever

Esrever

Frost Gate Guardian

Join Date: Jun 2005

Looking For Guild

Since the main damage from this build comes from the burning and bleeding effect from the normal shots, six should be fine. I wouldn't take this into anything but CA though, as anywhere else Mark will be off within ten seconds.

munkieix

Frost Gate Guardian

Join Date: Aug 2005

where ever u want me to be

Gangsters in the Hood

u only need 9 or 10 fire magic u need more expertise

expertise > fire magic

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Esrever hit the nail on the head...the build relies on it's normal arrow shots to guarantee constant degen from the poison and burn, and that's why Expertise isn't necessarily required.

I agree with Esrever in that Hex Removal is the biggest problem. MoR is expensive in energy and time (due to MA setup and GLE as well); plus you don't have a cover hex. It is a nice CA Build and with some coordination from other teammates as such, I'm sure you can blend it into a TA build...still it's nice to see something new. Thx for the build.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

Thanks, I'll try it out... looks like fun.

I'm a biiiig expertise fan, so I'll have to force myself to use that low.. low number, awwwh.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

u only need 9 or 10 fire magic u need more expertise

expertise > fire magic

^^^ Agreed.

Bump Expertise to 9. It should never be lower than that IMO (threshold for 10-->6), especially if you want to spam Savage Shot.

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Personally I'd drop Melandru's Arrows for Poison Arrow for some more DoT. I'd drop Conjure Flame because it just isn't totally necessary except to deal a little more damage per hit. I'd rather focus on degen, if that's what the build is built around. I'd take out CF for Hunter's Shot, perhaps a trap, or Throw Dirt. That way you can take a few points out of Fire and throw them into Expertise.

I really think Poison arrow would work quite nicely in there in place of MA. If there is a condition spammer, well spam PA. Not only that but with every hit (unless Mark of Rodgort is removed) you're doing fire damage (just grab a fiery string). I like the idea of inflicting 11 pips of degen with every other hit.

I like the build... I'll try it out later.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Actually, I agree with Sol_Vie on everything but one part: you need a cover hex. Maybe some junk Water spell in place of Conjure just to get that one extra hex? I don't know Ele too well. Is there a quick casting Water spell with a hex?

Cyan The Archer

Cyan The Archer

Jungle Guide

Join Date: Dec 2005

Denmark

R/

Rust could be an idea, but i dont like its recharge time.

You cant have a degen of 11 though, thats why i use Melandru's Arrows. For the low cost, extra dmg on enchantments and bleeding + I dont have to use Melandru's all the time like Poison Arrow... and my normal ranger build already use it, so i wanted to try something new.

Expertise isnt high because it wouldnt lower the cost of Melandru's much, and i nearly never use the skills of choice, only Distracting Shot for Res signets..

You could lower Wilderness Survival if you dont want the extra dmg, and set in Expertise to use the skill of choice more.
You could actually take out everything in Marksmanship, but i like the extra dmg i can make.

Thx for the replies

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Quote:
Originally Posted by Cyan The Archer
Rust could be an idea, but i dont like its recharge time.

You cant have a degen of 11 though, thats why i use Melandru's Arrows. For the low cost, extra dmg on enchantments and bleeding + I dont have to use Melandru's all the time like Poison Arrow... and my normal ranger build already use it, so i wanted to try something new. Ah ha! But you can- you just don't see it. If you (for example) throw a Life Transfer and start degenning 7 pips of health and light em up (burning) they will have a total of -14 pips of degen. If a monk casts Healing Breeze on the poor sap, he will have -4 pips of degen. See how it works? So even though your degen maxes out at -10, there is still some left over. The extra degen, btw is really nice.

As for a cover hex... hmm I'm not sure. If you ran this in a non random PvP you could have a necro bring along SS and Parasitic Bond to cover. (Better yet- why not a R/N! Life Transfer with the above build might be fun. Hooray for getting sidetracked at 5am. I'm not tired- really I'm not!)

Back to the cover hex- while expensive, Blurred Vision could work nicely. Even if you don't put any points into Water Magic, you should be able to cover Rodgort's Invocation long enough to deal the necessary damage. You should be able to slap it on before a monk gets Veil on and off.

Cyan The Archer

Cyan The Archer

Jungle Guide

Join Date: Dec 2005

Denmark

R/

You dont loose the extra health with a degen of 14.. it will still count as -10.. unless the enemy have health regen.

and R/N is a totally different build :P

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Here is my version:
Expertise: 8
Marksmenship: 9
Wilderness Survival: 12
Fire Magic: 12


Called Shot
Distracting Shot
Savage Shot
Melandru's Arrows
Mark of Rog.
GLE
Whirling Defense
Res Sig

I kinda enjoy the breakpoint in Expertise at 8; iirc it dropped Called Shot, Distracting Shot, & Savage Shot down to 3 Energy. I switched out Conjure Flame for Called Shot just as a safety measure against any guardians or evade/block stances. And I chose Whilring Defense over Troll U just because I've never been a big fan of Troll U and it took to long to cast it given time constraints in this build.