Random Arena Faction Farming Build

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Just thought I'd share this build since it seems to work well for faction farming in Random Arena. This build is basically designed with versatility in mind.

Attributes:
Expertise 10 + 2 (Major Rune) = 12
Wilderness Survival 11 + 1 (Minor Rune) = 12
Marksmanship 10 + 4 (Sup Rune and Mask) = 14

Skills:
Distracting Shot
Savage Shot
Penetrating Shot
Crippling Shot {E}
Apply Poison
Dodge
Troll Unguent
Rez Sig

Strengths of build:
Ability to cripple, poison and escape single or multiple enemies and reapply conditions quickly if removed. Ability to interupt skills relatively frequently. Moderate damage. Survives rather well due to ability to escape and heal with Troll Unguent. Can run the flag when applicable.

Weaknesses:
Hexes


Anyways, this is what I use for Random Arena. I find this works well in GvG also, when used in a good team build. I know this isn't the only good ranger build for Random Arena, since RA is itself as I heard a player say once "faction farming for the competent", but for those who are interested, here's what works for me...

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

I really like it. Only thing I might change would be switching out Dodge for Whirling defense....but that doesn't give you the speed boost. I wish you could squeeze throw dirt in there... But I do really like it. Crippling shot is one of my favorite skills. Cause you can spam it and cause the other team all sorts of havock.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Well since your using Crippling Shot, you should use Whirling Defense or Throw Dirt instead of Dodge since you don't really need a speed boost when you snared your target.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by Murder In China
Well since your using Crippling Shot, you should use Whirling Defense or Throw Dirt instead of Dodge since you don't really need a speed boost when you snared your target. It actually still comes in handy to get out of range of other casters and other targets so I can heal with Troll in peace. The ability to travel quickly also comes in handy in lots of other areas (i.e. running the flag). I don't think whirling defense would be a bad idea, but throw dirt seems almost a bit overkill, since I would have to run back to the crippled target, blind him, then run away again. That would also leave me vulnerable to other targets not in range of throw dirt.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by SnipiousMax
I really like it. Only thing I might change would be switching out Dodge for Whirling defense....but that doesn't give you the speed boost. I wish you could squeeze throw dirt in there... But I do really like it. Crippling shot is one of my favorite skills. Cause you can spam it and cause the other team all sorts of havock. Yea, I've come to love Crippling shot. I used to run the same build with Punishing shot and Pin down to replace Distracting Shot and Pin Down. It did more dmg, but was harder on energy and just didn't seem to work as well since I would be getting pounded while waiting for Pin Down to recharge, or waiting for enough energy to use it again.

SnoopJeDi

Lion's Arch Merchant

Join Date: Nov 2005

Saved By My Pinchers of Peril

R/N

You might want to try throw dirt anyway, it's a real boost for the team. Of course, the other team's tanks are going to try to bone your monks/casters, so you can basically shut them down with throw dirt and give your team a chance to knock them out. I've come to find that dropping Savage Shot and not using distracting as a quick-damage shot can work, so you might want to give it a shot.

I really need to start using crippling myself

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by SnoopJeDi
You might want to try throw dirt anyway, it's a real boost for the team. Of course, the other team's tanks are going to try to bone your monks/casters, so you can basically shut them down with throw dirt and give your team a chance to knock them out. I've come to find that dropping Savage Shot and not using distracting as a quick-damage shot can work, so you might want to give it a shot.

I really need to start using crippling myself Here's my beef with throw dirt. If I want to protect my monk/caster with it, I first of all, have to leave whatever position I have taken that gives me an advantage (i.e. higher ground, out of reach of others) and run to the tank. I also have to reach the tank before that tank reaches my caster and causes too much dmg. Once throw dirt wears off, I have a long recharge time to wait for until I can use it to protect anyone again. If the condition is removed, all effort I have done is then in vain.

I prefer this: I stay where I am, when I see a tank targeting my monk/caster, I use crippling shot. This causes damage from the shot, cripples the tank allowing my allies to run in safe range, and should that condition be removed or wear off, I can reuse crippling shot again since it has almost no recharge time.

If I was to keep crippling shot and replace another skill, it would either cut my interupt ability in half, take away my one skill that causes greater damage, disallow me to poison foes (which can make a great buffer condition for cripple), disallow me to run to ecape or run flag, disallow me to heal myself, or disallow me to rez.

The reason having to run to touch distance would affect my build so much is that I tend to stay in places higher than other enemies. If I am on the beach area, I run onto the bridge when the match starts so that I may pick off enemies with greater visibility (works great with my longbow) and hide easily. To reach any enemy to use throw dirt I would have to reach them quickly and be forced to use dodge which would disallow me to use it to escape until it recharges.

This is not to say that throw dirt isn't a great skill, but it just doesn't work well with this build imho.

Amsterdam

Amsterdam

Krytan Explorer

Join Date: Jan 2006

Wisconsin

dth

I approve.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by Amsterdam
I approve. Woot!

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

I like throw dirt for just about any build where i have an extra slot. One, Warriors envariably charge in the begininng, so while i'm positioning, many times a warrior will pass by me on the way to another target. Throw dirt gives my casters a little time get get set. Two, when I've become the target, usually after they find out that i'm not just a damage Ranger, throw dirt is enough to buy you time to reposition. Its just a "when you need it you'll wish you had it" skill. I'll admit I don't use it every match, but when the opportunity presents itself....

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Your new build I approve now.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by Murder In China
Your new build I approve now. Woot! ...wait, new build?

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Ah shit, I was thinking of another thread.

kais

kais

Academy Page

Join Date: Nov 2005

China

The Hatebreeders [Evil]

i like it, but wouldnt it be better to switch penetrating shot for hunter s shot? most people, when crippled, still move, so in 2 shots your target would be poisoned, crippled, and bleeding ( in theory). i dont know, but i think hunters shot seems better to use in this combination.

d3kst3r

d3kst3r

Krytan Explorer

Join Date: Jan 2006

Brisbane, Australia

You wanna farm faction with ranger? Oath Shot + Whirling Defense combo never fails. Throw in Read the Wind so you have less chance to miss.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by kais
i like it, but wouldnt it be better to switch penetrating shot for hunter s shot? most people, when crippled, still move, so in 2 shots your target would be poisoned, crippled, and bleeding ( in theory). i dont know, but i think hunters shot seems better to use in this combination. I have tried that skill actually and it does work well. I simply bring penetrating shot out of personal preference. Hunter's shot is a good substitution, though I wouldn't see a large difference in effectiveness.

SnS.Veneli

SnS.Veneli

Academy Page

Join Date: Mar 2005

Saints and Sinners

W/

What I'd personally love to bring in to this build would be some energy recovery such as Energy Trap from mesmer lines; since most stuff you picked out is really energy demanding (apply poison 15, penetrating 10, crippling 10 etc), i know expertise will help you out but if you wish to keep those cripping shots going... I'd also be in favor of dropping maybe penetrating attack with a 5 energy skill like hunters shot.

Yolanda Kai

Yolanda Kai

Academy Page

Join Date: Jan 2006

Edmonton, AB, Canada

R/

12 expertise = half energy cost Rangers have it pretty good for energy usage, Expertise is a great primary attribute.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Not to mention that they have three pips of energy regen.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by SnS.Veneli
What I'd personally love to bring in to this build would be some energy recovery such as Energy Trap from mesmer lines; since most stuff you picked out is really energy demanding (apply poison 15, penetrating 10, crippling 10 etc), i know expertise will help you out but if you wish to keep those cripping shots going... I'd also be in favor of dropping maybe penetrating attack with a 5 energy skill like hunters shot. I actually don't have energy problems with this build. High expertise and the way the build is used in general keeps it running well. If I was to put e-tap in there I would have to spread my attributes, which would lower the effectiveness, drop a skill, which would kill it's balance, and would have to find a long safe spot to use e-tap since it has a long casting time. I would strongly advise against this.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by kais
i like it, but wouldnt it be better to switch penetrating shot for hunter s shot? most people, when crippled, still move, so in 2 shots your target would be poisoned, crippled, and bleeding ( in theory). i dont know, but i think hunters shot seems better to use in this combination. I tried this out a bit more on your suggestion and it did seem to work rather well with the build. I'm not so sure anymore whether I like penetrating shot or hunters shot more. Either way, it is definately a workable skill for the build.

sartori

sartori

Ascalonian Squire

Join Date: Jun 2005

[UA]

Mo/

i would throw in a superior expertise rune instead of a major since i think major runes are just never worth it. 13 expertise is also the break point for 5/15/25e. cost skills so an extra -25 health is very worth it, imo.

you will still have 410 health if you use a sup vigor and a +30 grip and i have found that a ranger build like that can easily get by on much less health than other classes

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by sartori
i would throw in a superior expertise rune instead of a major since i think major runes are just never worth it. 13 expertise is also the break point for 5/15/25e. cost skills so an extra -25 health is very worth it, imo.

you will still have 410 health if you use a sup vigor and a +30 grip and i have found that a ranger build like that can easily get by on much less health than other classes True, but you might notice that there are no 25 energy skills in the build. That and there are really very few ranger skills in general that req 25 energy. To me, a sup exp rune would be a waste of 25 health. If you look at how the att points are spread you will also notice that there is only 1 unused att point, so everything is already set up just about as efficiently as possible. Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by XvArchonvX
Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really. There was thread about this...I might look it up in a bit. But I agree.

sartori

sartori

Ascalonian Squire

Join Date: Jun 2005

[UA]

Mo/

Quote:
Originally Posted by XvArchonvX
True, but you might notice that there are no 25 energy skills in the build. That and there are really very few ranger skills in general that req 25 energy. To me, a sup exp rune would be a waste of 25 health. If you look at how the att points are spread you will also notice that there is only 1 unused att point, so everything is already set up just about as efficiently as possible. Also, a +5 defenive grip > +30 health grip imho, but there's a a marginal difference between the two really. no 25's but you have 3 5's and a 15...given, its not much (a point here and there but that was apparently enough to justify losing 50 health over instead of none) but the extra point of expertise will also help your dodge a tiny bit. *shrug* i dont see this build as having much trouble with an extra 25 health gone...its a good one

the only reason i disagree with the armor comment is because so many builds are focussed on spells that ignore armor nowadays. ive run into more people with IW, necro drains, life loss, and ob flame people within the last few weeks than ever before and the extra armor wont do anything to stop it

overall this looks like a great faction farming build tho. packs a punch, hard to catch, pretty sturdy

dcraftjr

dcraftjr

Ascalonian Squire

Join Date: Sep 2005

R/N

i usually put 14 on expertise and 15 on markmanship for spiking purposes. IT could either be a hate with expertise and sup mark or major exper with sup mark could work also. Never in my life i have energy [problems with this build.

14 * 4 = 56% = 4 energy cost on a 10 energy skill. still 3 energy for a 5 energy skill.

I find out that saving one energy from a 10 energy skill is kinda useful. Even though it never looks that way, I never have low energy in spike builds.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by sartori
no 25's but you have 3 5's and a 15...given, its not much (a point here and there but that was apparently enough to justify losing 50 health over instead of none) but the extra point of expertise will also help your dodge a tiny bit. *shrug* i dont see this build as having much trouble with an extra 25 health gone...its a good one

the only reason i disagree with the armor comment is because so many builds are focussed on spells that ignore armor nowadays. ive run into more people with IW, necro drains, life loss, and ob flame people within the last few weeks than ever before and the extra armor wont do anything to stop it

overall this looks like a great faction farming build tho. packs a punch, hard to catch, pretty sturdy I looked again at the expertise chart and you're right, there is one less energy for 5 energy skills. I'm still not sure if this would be enough for me to want to substitute my major exp rune for a sup one (especially since I'm too cheap to upgrade 9 more health with a sup vigor), but it is something to note. As for the armor, I agree with you. I have found that one of the weakenesses of this build are generally hexes and degen skills. Physical damage from tanks is usually avoided by crippling shot and running away using dodge, arrows are also usually avoided by dodge's evade technique as well, so I might look into trading out that defensive bow grip for a bow grip of fortitude...

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by dcraftjr
i usually put 14 on expertise and 15 on markmanship for spiking purposes. IT could either be a hate with expertise and sup mark or major exper with sup mark could work also. Never in my life i have energy [problems with this build.

14 * 4 = 56% = 4 energy cost on a 10 energy skill. still 3 energy for a 5 energy skill.

I find out that saving one energy from a 10 energy skill is kinda useful. Even though it never looks that way, I never have low energy in spike builds. I can see that extra point making a difference in spike builds. I didn't in my build since it is a little less intense in terms of spamming any skills, but a spike build could definately benefit from that.

sartori

sartori

Ascalonian Squire

Join Date: Jun 2005

[UA]

Mo/

something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.

what is it you like about that skill? for me its a storm chaser that doesnt last as long

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by sartori
something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.

what is it you like about that skill? for me its a storm chaser that doesnt last as long 33% increase in movement vs. 25% increase in movement.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by sartori
something else i noticed while playing this is that dodge only works on arrows...i ended up doing a lot of running away instead of interrupting and damage. i tried swapping in whirling defense for dodge and it helped a little but im thinking that theres something about dodge i am missing.

what is it you like about that skill? for me its a storm chaser that doesnt last as long I use dodge because it helps me get away from tanks. I cripple any enemy chasing me (as well as dodge any arrows from any rangers and avoid other rangers with crippling shot/pin down), then use dodge then troll if needed to heal. Whirling defenses would help defend, but the point of dodge is to get out of the way altogether. Not only does this get me away from tanks, but it can help me get to a more advantageous spot to attack. I use dodge when I'm at the beach map in RA to get on the bridge quickly and attack. From there I can attack enemies and do more dmg by being higher up. I can also hide from rangers there. Dodge also comes in handy to run the flag when applicable.

I chose dodge over storm chaser because, while storm chaser has a longer duration, I usually don't need that much time to get to a safe spot. Being able to escape at a quicker speed is also helpful. The recharge time for both skills is equal, but the energy cost is half that of storm chaser at 5 energy. If I use this build in a GvG however, I switch dodge for storm chaser to work as a flag runner, but I am far from an expert on GvG, and this build has been tested most in RA.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Oh, btw, ty everyone who has questioned/criticized my build, it's always nice to get an outside opinion and I got to look at aspects of this build I never thought about before.