Conjure Ele nerf changes R/E power build...
Yukito Kunisaki
Me and my g/f decided to go powerhouse Ranger... [er Power Ranger? bah] But due to the nerf in the Conjure forcing you to carry a bowstring of the same element to work [thereby not making uber powerful bow weapon setups]
I'm at a loss. I did not anticipate our builds to require elemental bow strings so now what do we do concerning our rangers? We're not going to spend time/gold to find a bow string JUST so the Conjure damage will work so I'm just looking for either:
a) substitute suggestions (remake Range/Class Secondary) [we're only lvl 8 and can store our non-customized weapons in storage]
b) change builds [instead of conjure something *which shoots our offense in the butt* we utilize some of the cheaper energy skills to supplement our waning DPS]
If we were to remake (I would but I don't think she would) I was thinking R/W for large damage output [both our builds are high dmg snipers] Frenzy with Tactics Shouts or stances. Or if not that, R/N using barbs / mark of pain to up damage capabilities.
What would you people suggest? I'm kinda lost now. I'm not going to hunt/buy an elemental bowstring...
I'm at a loss. I did not anticipate our builds to require elemental bow strings so now what do we do concerning our rangers? We're not going to spend time/gold to find a bow string JUST so the Conjure damage will work so I'm just looking for either:
a) substitute suggestions (remake Range/Class Secondary) [we're only lvl 8 and can store our non-customized weapons in storage]
b) change builds [instead of conjure something *which shoots our offense in the butt* we utilize some of the cheaper energy skills to supplement our waning DPS]
If we were to remake (I would but I don't think she would) I was thinking R/W for large damage output [both our builds are high dmg snipers] Frenzy with Tactics Shouts or stances. Or if not that, R/N using barbs / mark of pain to up damage capabilities.
What would you people suggest? I'm kinda lost now. I'm not going to hunt/buy an elemental bowstring...
Howling Wind
Yeah I was kind of dissapointed with the R/E build, but you can still hold on to R/E until u get mark of rodgort, then you combine that with conjure flame + glyp of lesser energy (mark or rodgort very heavy on energy cost) + mark of rodgort for very powerful damage. You can combine that with barrage and you will be taking groups of monsters at quite a good speed, to add even further damage, you can stack it with lots of rituals and tigers fury. The only downside is that mark of rodgort is quite later in the game.. so is barrage and tigers fury. Also bow-strings aren't that expensive you could grab one for around 400 gold.
For other profession builds you might as well check the ranger basics thread or do a search, it will be quite long going through all but R/N is quite good for group monsters as well with mark of pain + nice PvP skills to use as well.
Or you could go pure ranger...
For other profession builds you might as well check the ranger basics thread or do a search, it will be quite long going through all but R/N is quite good for group monsters as well with mark of pain + nice PvP skills to use as well.
Or you could go pure ranger...
Yukito Kunisaki
I already mentioned that we're not going to spend time/gold on a bowstring. 400g?!
Sorry but the dps we get for 800 gold I'm pretty sure isn't worth it. Mark of Rodgort... is not going to work since we're not going fire [WHY OH WHY NOT GO FIRE!!?? Well to those people who are thinking this, I'm very certain that not only are the fire magic people a dime a dozen, but air/water work together to a tiny degree]
She's Air Magic
I'm Water Magic
One of our late build high level combos was Frozen Burst + Lightning Touch. A heavy energy expense to spend and tricky to do in time [they both need the enemy to be point blank which means he's got it good in terms of def/healing] I'm helping both our builds using Marksman's Wager to offset the energy to a degree. The combo should deal 120+ dmg to a mob if one decides to get in spitting distance of me and her.
We're gonna have to replace our Conjures. [and no I'm not going to buy one / find one so don't ask]
I was thinking of using Armor of Mist + Windborne Speed. A speedy ranger helps get into higher positions to dive bomb our enemies.
An alternative final step would be to just get low energy striking skills:
Ice Spear [since Marksman's is an elite, no Water Trident ;_;]
Lightning Strike/Orb
Maybe ice prison...
Sorry but the dps we get for 800 gold I'm pretty sure isn't worth it. Mark of Rodgort... is not going to work since we're not going fire [WHY OH WHY NOT GO FIRE!!?? Well to those people who are thinking this, I'm very certain that not only are the fire magic people a dime a dozen, but air/water work together to a tiny degree]
She's Air Magic
I'm Water Magic
One of our late build high level combos was Frozen Burst + Lightning Touch. A heavy energy expense to spend and tricky to do in time [they both need the enemy to be point blank which means he's got it good in terms of def/healing] I'm helping both our builds using Marksman's Wager to offset the energy to a degree. The combo should deal 120+ dmg to a mob if one decides to get in spitting distance of me and her.
We're gonna have to replace our Conjures. [and no I'm not going to buy one / find one so don't ask]
I was thinking of using Armor of Mist + Windborne Speed. A speedy ranger helps get into higher positions to dive bomb our enemies.
An alternative final step would be to just get low energy striking skills:
Ice Spear [since Marksman's is an elite, no Water Trident ;_;]
Lightning Strike/Orb
Maybe ice prison...
The Red Knight
Could try barrage + conjure Bit nastier then judges +barrage
Yukito Kunisaki
What did I say about conjure element?
From what I've read and the update, we NEED to have an elemental bowstring to use it and I said we won't buy one because we chose not to.
Please don't post any more conjure+etc. combos cause our R/E just can't do it anymore due to Anet's decision.
From what I've read and the update, we NEED to have an elemental bowstring to use it and I said we won't buy one because we chose not to.
Please don't post any more conjure+etc. combos cause our R/E just can't do it anymore due to Anet's decision.
Xellos
Why not buy them? They aren't expensive at all. Second, if you played the game far enough, you should've unlocked at least a string by now.
Most rangers now don't really play the role as a damage dealer, because they can't do it too well anymore. You can still deal sustainable damage, but I'd rather carry concussion shot and debil over a power shot or hunters if I can afford to use barrage. Rangers simply are a bit weird at the moment for me.
Most rangers now don't really play the role as a damage dealer, because they can't do it too well anymore. You can still deal sustainable damage, but I'd rather carry concussion shot and debil over a power shot or hunters if I can afford to use barrage. Rangers simply are a bit weird at the moment for me.
Yukito Kunisaki
So instead of going powerhouse you say we should go for disruption instead?
R/E is a LOT weaker in Disruption than R/Me.
Nvm, I guess that I can't find the help that I need here.
Hmm... I think I'll get the movement buffs for our respective elements then and work outside the box... [team perspective]
Clobbering enemies from afar using high damage flatbows to the head coupled with Marksman's Wager + Serpent's Quickness should be SOMETHING the monk would have to worry a bit about.
And remember, it's two high dmg rangers burying a called target. Any power I'm dealing is backed by equal power from my g/f.
At close range, our surprise attack is the Frozen Burst + Lightning Touch Combo. [though now that it's here, it's not much of a surprise now is it? lol] In theory it SHOULD hit for well over 120+ dmg to a person/mob nearby. With hp totals in game nearing a little over 500+ dmg on average, that's not small dmg. (and if it is, good luck catching us since frozen burst slows ya down for 9 seconds+ ^_^)
R/E is a LOT weaker in Disruption than R/Me.
Nvm, I guess that I can't find the help that I need here.
Hmm... I think I'll get the movement buffs for our respective elements then and work outside the box... [team perspective]
Clobbering enemies from afar using high damage flatbows to the head coupled with Marksman's Wager + Serpent's Quickness should be SOMETHING the monk would have to worry a bit about.
And remember, it's two high dmg rangers burying a called target. Any power I'm dealing is backed by equal power from my g/f.
At close range, our surprise attack is the Frozen Burst + Lightning Touch Combo. [though now that it's here, it's not much of a surprise now is it? lol] In theory it SHOULD hit for well over 120+ dmg to a person/mob nearby. With hp totals in game nearing a little over 500+ dmg on average, that's not small dmg. (and if it is, good luck catching us since frozen burst slows ya down for 9 seconds+ ^_^)
Howling Wind
Well since you can't specialize in damage dealing with R/E without conjure and you like water, then you might as well lean towards a pure ranger build with water element to back you up with your other skills and be a trapper. This way with water elements you can put the enemies to a disadvantage and your girlfriend can counter on that with some air elemental.
Put some traps in front of you so if any enemies do make it near you, they are easily caught and taken care off, this is good for PvP but can also be good for PvE especially from crystal desert and onwards where damage from elementalist skills aren't that effective unless they have armour penetration, so dont use the low energy cost spells to much but let ur gf keep enservating charge to reduce enemies dmg output if they get in contact with you. I also recommend Ice Prison for PvP especially.
Also I wouldn't recommend marksmange wager with a flatbow because it has the highest miss rate and last thing you need is to lose 10 energy for missing. Your gf would be quite effective with shortbow / composite / longbow + marksman wager + lightning orb or chain lightning, this should let you cast these two spells more often.
Put some traps in front of you so if any enemies do make it near you, they are easily caught and taken care off, this is good for PvP but can also be good for PvE especially from crystal desert and onwards where damage from elementalist skills aren't that effective unless they have armour penetration, so dont use the low energy cost spells to much but let ur gf keep enservating charge to reduce enemies dmg output if they get in contact with you. I also recommend Ice Prison for PvP especially.
Also I wouldn't recommend marksmange wager with a flatbow because it has the highest miss rate and last thing you need is to lose 10 energy for missing. Your gf would be quite effective with shortbow / composite / longbow + marksman wager + lightning orb or chain lightning, this should let you cast these two spells more often.
Yukito Kunisaki
Ok, now the real depth of this question:
Class: Ranger / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Expertise: 7+1 (28)
Marksmanship: 10+2 (61)
Wilderness Survival: 9+1 (48)
Air Magic: 1 (1)
Fire Magic: 1 (1)
Water Magic: 10 (61)
Total attribute points used: 200/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Hunter's Shot [Marksmanship] (5,0,5) Bow Attack: If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
2) Penetrating Attack [Marksmanship] (10,0,3) Bow Attack: If Penetrating Attack hits, you strike for +15 damage and this attack has 20% armor penetration.
3) Dual Shot [none] (10,0,5) Bow Attack: Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
4) Precision Shot [Marksmanship] (10,0,6) Bow Attack: If Precision Shot hits, you strike for +18 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.
5) Marksman's Wager [Expertise] (5,2,24) Preparation: For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike. This is an elite skill.
6) Serpent's Quickness [Wilderness Survival] (5,0,45) Stance: For 25 seconds, recharge times for your attack skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.
7) Armor of Mist [Water Magic] (10,2,30) Enchantment: For 16 seconds, you gain +30 armor and move 33% faster.
8) Frozen Burst [Water Magic] (15,1,30) Hex: Foes adjacent to you are struck for 60 cold damage and are slowed for 9 seconds.
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12/10/10/8 Not bad at all ^_^
This is my build. My g/f is running a similar build but with Windborne Speed as the movement buff and lightning touch for the combo.
Rapid Fire Energy Vaccuum powerhouse Ranger... At close range WHAMM! [9 seconds of slow combined with 60+ armor piercing lightning for a total of 120+ dmg in your face and we run ]
Since this build covers 4 stats, going traps really doesn't sound like a bad idea with such a high wilderness survival setup.
Class: Ranger / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Expertise: 7+1 (28)
Marksmanship: 10+2 (61)
Wilderness Survival: 9+1 (48)
Air Magic: 1 (1)
Fire Magic: 1 (1)
Water Magic: 10 (61)
Total attribute points used: 200/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Hunter's Shot [Marksmanship] (5,0,5) Bow Attack: If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
2) Penetrating Attack [Marksmanship] (10,0,3) Bow Attack: If Penetrating Attack hits, you strike for +15 damage and this attack has 20% armor penetration.
3) Dual Shot [none] (10,0,5) Bow Attack: Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
4) Precision Shot [Marksmanship] (10,0,6) Bow Attack: If Precision Shot hits, you strike for +18 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.
5) Marksman's Wager [Expertise] (5,2,24) Preparation: For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike. This is an elite skill.
6) Serpent's Quickness [Wilderness Survival] (5,0,45) Stance: For 25 seconds, recharge times for your attack skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.
7) Armor of Mist [Water Magic] (10,2,30) Enchantment: For 16 seconds, you gain +30 armor and move 33% faster.
8) Frozen Burst [Water Magic] (15,1,30) Hex: Foes adjacent to you are struck for 60 cold damage and are slowed for 9 seconds.
----------------------------------------------------------------------
12/10/10/8 Not bad at all ^_^
This is my build. My g/f is running a similar build but with Windborne Speed as the movement buff and lightning touch for the combo.
Rapid Fire Energy Vaccuum powerhouse Ranger... At close range WHAMM! [9 seconds of slow combined with 60+ armor piercing lightning for a total of 120+ dmg in your face and we run ]
Since this build covers 4 stats, going traps really doesn't sound like a bad idea with such a high wilderness survival setup.
Amnisac
Well if you still want Conjure, but not the bow string to go with it. Try getting the Ranger spirit's that make all damage elemental. Such as Greater Confligration, and Winter. (You won't be able to get GC until later. But it's a very good substitute.)
Xellos
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So instead of going powerhouse you say we should go for disruption instead?
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Quote: Nvm, I guess that I can't find the help that I need here. Yes, the help that You need. Perhaps not.
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Clobbering enemies from afar using high damage flatbows to the head coupled with Marksman's Wager + Serpent's Quickness should be SOMETHING the monk would have to worry a bit about.
Flatbows don't do more damage then any bow. The highest damage output bows are half-moon and shortbow because of their fast fire rate. Quote:
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