interupt/ss ranger

jojo fries

Pre-Searing Cadet

Join Date: Jan 2006

its cold

wicked in theory

R/N

profession:ranger/necromancer

typeve/hall of heros/gvg

catagory:interupt/support

attributes

5-blood magic
6-curses
4-expertise
12-wilderness survival
13-marksmanship
1-leftover point

runes: minor marksmanship/major wilderness survival/minor wilderness survival/major vigor/+1 marksmanship mask

skills

offering of blood (elite)
spinal shivers
dual shot
kindel arrow
savage shot
distracting shot
troll urgent
rez signet

Keep in mind this is a timing build but works well in a team with a necromancer using spinal shivers u can shut a boss down quickly or spam it everywhere to cause major chaos . U get moderate dmg and if u stay back you dont get bothered too much,but that's what monks are for , and u can have fun interupting,u could change out dual shot for (read the winds) so u get the arrows there faster to make spinal shivers work better..keep in mind u will have to watch your energy though so if u do that add serpents quickness to help out with offering of blood. so with all that in mind and timing is good u have a pretty effective tool at shutting down and attacking just not much for defense.but there is much work to do

weapons
icy composite bow of marksmanship
damage +15(health above 50%)
marksmanship+1 (20%)

armor

druids from droknar's fordge

credit

to my guild members and me

Leonof

Leonof

Frost Gate Guardian

Join Date: Nov 2005

N/Me

if I were you I'd take out offering blood for marksman's wager, then you could just get rid of blood and heighten expertise some more. Also lower marks and wilderness by a couple and add more to curses and expertise.

Zeldawind

Zeldawind

Frost Gate Guardian

Join Date: Jul 2005

The Netherlands

Wrong Target [CrAP]

why make the same topic 2 times~whitin 3 minutes.....

Zeldawind

Zeldawind

Frost Gate Guardian

Join Date: Jul 2005

The Netherlands

Wrong Target [CrAP]

why make the same topic 2 times whitin 3 minutes.....

Inureface

Inureface

Banned

Join Date: Nov 2005

Asian in Lousiana

The Endbringers

R/Me

Some serious irony there ^. But as for me, I hate spinal shivers, normally if you go interupt you should be AT LEAST able to get anything over 1 second. Losing 5 energy in addition to an interupt's cost (if you fired one) isn't worth it to me.

Shwitz

Shwitz

Krytan Explorer

Join Date: Jun 2005

East Coast, USA

Not a Guild [NaG]

R/

R/N
14 Expertise (10+3+1)
11 Marksmanship (10+1)
8 Beast Mastery (7+1)
9 Curses

1. Marksman's Wager {E} (Expertise)
2. Spinal Shivers
3. Tiger's Fury
4. Dual Shot
5. Distracting Shot
6. Pin Down
7. Throw Dirt
8. Resurrection Signet

Icy Shortbow of Fortitude (15% vs hexed foes)

That's what I use when I go Spinal Shivers. With Marksman's and Spinal going at the same time, you *gain* energy, even when you strike an interrupt (-7 from Spinal, +10 from Marksman's = +3 gain) on a normal attack. When you use Dual Shot, you gain even more energy (+10 from each arrow) and only lose the -7 from Spinal once for that attack, giving you a total of +13 after Marksman's and Spinal, and after the 4 energy cost of the Dual Shot is considered, you still managed to get +9 energy out of the whole deal. A ranger can keep that up indefinitely.

Some things you would want to consider when making changes to what I posted and your own original build would be a cover hex for Spinal, since its presence is crucial to your whole plan. As for your own build, your expertise is woefully low, you're going to be using Offering of Blood a whole lot to keep your energy topped off, and that means you'll be using Troll Unguent a whole lot. 5 out of every 10 seconds I foresee the originally posted build having to stop, using OoB and Troll, then reacquire the target. Not much interrupting going on there.