Please help me, I'm the worst ranger ever.
ComMan
I have pondered, derrived, extrapalated, and concluded the following:
I suck.
I really do. No matter what I try to do with my Ranger/Mesmer, I never seem to be an actual contributer in the arena. I'm well aware that I suck, but I can't seem to become....not terrible...
My current setup is:
9 Marksmanship
9 Illusion Magic
10 Wilderness Survival (9 + Traveler's Mask)
9 Expertise
Apply Poison
Troll Ungent
Dodge
Hunter's Shot
Distracting Shot
Clumsiness
Conjure Phantasm
Rez. Signent
While this can be effective, it's rare. I usually can't get the Hunter's shot to cause bleeding, and even when I can stack all of my damage over time effects, most teams I find the arena seem to heal enough to be fine with it. Clumsiness can prove useful for some quick damage against most targets, but once again I can't do enough damage to actually kill anything.
Prior to this I used mostly the same setup, but with Domination instead of Illusion and Shatter Enchantment and Backfire instead of the 2 mesmer spells I have now. This was a lot better for taking down casters and healers (although a lot of healers still seemed fine with having me around), but had no defense whatsoever from warriors.
I've tried messing with Kindle Arrows and Read The Wind to little effect (how can so many people talk about getting 100+ damage with bows?!), and I'm trying to find Incendary Arrows, but with no luck so far.
If anybody has any advice on how to build a not so terrible character, I'm open to suggestions.
I suck.
I really do. No matter what I try to do with my Ranger/Mesmer, I never seem to be an actual contributer in the arena. I'm well aware that I suck, but I can't seem to become....not terrible...
My current setup is:
9 Marksmanship
9 Illusion Magic
10 Wilderness Survival (9 + Traveler's Mask)
9 Expertise
Apply Poison
Troll Ungent
Dodge
Hunter's Shot
Distracting Shot
Clumsiness
Conjure Phantasm
Rez. Signent
While this can be effective, it's rare. I usually can't get the Hunter's shot to cause bleeding, and even when I can stack all of my damage over time effects, most teams I find the arena seem to heal enough to be fine with it. Clumsiness can prove useful for some quick damage against most targets, but once again I can't do enough damage to actually kill anything.
Prior to this I used mostly the same setup, but with Domination instead of Illusion and Shatter Enchantment and Backfire instead of the 2 mesmer spells I have now. This was a lot better for taking down casters and healers (although a lot of healers still seemed fine with having me around), but had no defense whatsoever from warriors.
I've tried messing with Kindle Arrows and Read The Wind to little effect (how can so many people talk about getting 100+ damage with bows?!), and I'm trying to find Incendary Arrows, but with no luck so far.
If anybody has any advice on how to build a not so terrible character, I'm open to suggestions.
Vermilion Okeanos
Try this...
Echo
Dual Shot
Ignite arrow/kindle arrow
favorable wind
serpent quickness/ tiger's fury
Put up all the preperaton and rituals, then use echo on the dual shot... You won't need alot of illusion for the echo, so you can spend more points on other attributes... I suggest you get expertise up high. kindle arrow if areana, ignite arrow for tomb... serpent quickness or tiger's fury is up to you, so is the rest.
Echo
Dual Shot
Ignite arrow/kindle arrow
favorable wind
serpent quickness/ tiger's fury
Put up all the preperaton and rituals, then use echo on the dual shot... You won't need alot of illusion for the echo, so you can spend more points on other attributes... I suggest you get expertise up high. kindle arrow if areana, ignite arrow for tomb... serpent quickness or tiger's fury is up to you, so is the rest.
ComMan
I fail to see how Serpents Quickness and Tiger's Fury are interchangable. I assume that either you ment Lighting Reflexs instead of Serpents Quickness, or I'm totally confused.
And given that armor can affect those attacks, i'm not sure that that setup would be better than using the stacked damage over time I use now (since I tend to do about 5 damage per shot normally). Does anybody know how much damage each arrow of degen does, while I'm thinking about it.
And given that armor can affect those attacks, i'm not sure that that setup would be better than using the stacked damage over time I use now (since I tend to do about 5 damage per shot normally). Does anybody know how much damage each arrow of degen does, while I'm thinking about it.
Minwanabi
First off, your attributes are terrible. Run with 10+1+3 expertise and 12+3 marksmanship, or 11+3 expertise and 12+1+4 marksmanship. Play as a r/me or r/n, and put some of your points in either domination, inspiration (iffy), or curses (for the r/n). Don't expect to do a lot of damage, expect to shut down a caster or two. Go with savage shot, distracting shot, rend (or a me skill, depending on your secondary), debilitating shot, oath shot, tiger's fury, res sig (if your team wants one on you), and the 8th spot can be a spirit, fertile for defensive, maybe symbiosis. Think of the picture as a whole, not as what you can do alone.
Demetrious
I agree with Minwanabi. Using the skills takes practice for the ranger in my experience. I am currently practicing using Hunter's shot and distracting shot. One or two hench in low levels and literally practicing those two skills. I have gotten a ton better at consistently hitting spells and causing bleeding - still not great but MARKED improvement in the last 2 days alone. If you can't get good enough for the skill to be effective then drop it for a stance or something that requires less "work" to work.
Sting
Welcome to being a ranger. As an interupter you using your bow you wont be effective especially at longer ranges its more about luck (most "uber" rangers will no dought disagree, saying that they can completely shut down casters and monks with bows alone) but it comes down to either the cast times that casters skill list is insanely long (most bring instant-1 sec skills) simply because not only do you have to beat the spell you also have to beat it counting a fairly long arrow flight time. And no-dought they will then say they can use 2 or 3 preps to speed up the arrows (while there team is getting nuked into oblivion). And then most PvP is fluid your group is chasing or being chased outside of you preps area of effect. So yeah you can be effective if all the plannets are aligned and its a leap year. I personally use a mixture of Mesmer and ranger skills more on enegy stealing and interupt (beacuse mesmer interupts are faster so enhancing your chance.
As for damage output I heard all the storys also I tend to think of them as fishermans stories "the one that got away".
As for damage output I heard all the storys also I tend to think of them as fishermans stories "the one that got away".
ComMan
Haha, thank you Sting.
I honestly don't understand what Minawabi and Demetrious are suggesting.
For one thing, if I had runes, don't you think I'd be using them? Who lets their runes sit in storage and has a Traveler's Mask as their only modifier.
For another, why get 13 Marksmanship and then NOT use Marksmanship skills? If I wanted to devote myself purely to mana drain, I'd put all my points into Inspiration and Illusion, which has nothing to do with ranger skills. Sure, debilitating shot is cheap with high expertise, but Energy Tap is FREE and more powerful, and other Mesmer drains are more effective with bonus effects.
I also agree with Sting on the interrupt. Distracting Shot is not something to build around IMO, it's just a useful skill to have. I'm not planning on interrupting every single heal a monk casts. It's just a utility to prevent rezzes, preperations, enchantments, and non-monk self-heals. Savage Shot has a lot more usefulness in stopping casters, but for 25 mana (when my MAX is 31), it more or less requires not using any other skills, and for the enemy to not use instant-cast spells.
I really shouldn't talk like that consider how bad I am....
Oh, speaking of being bad: I decided to be less retarded and dump Clumsiness for Drain Enchantment, which is proving more useful despite the fairly long cooldown.
I have noticed that a lot of people will flee when they're poisoned, have Conjure Phantasm, and have just been debuffed by Drain Enchantment. This peculiar side-effect is a nice place to use Hunter's Shot. I strongly doubt that this applies in the Team Arena or HoH, but it works in Comp Arenas.
I have also learned that Pets don't actually do damage.
I honestly don't understand what Minawabi and Demetrious are suggesting.
For one thing, if I had runes, don't you think I'd be using them? Who lets their runes sit in storage and has a Traveler's Mask as their only modifier.
For another, why get 13 Marksmanship and then NOT use Marksmanship skills? If I wanted to devote myself purely to mana drain, I'd put all my points into Inspiration and Illusion, which has nothing to do with ranger skills. Sure, debilitating shot is cheap with high expertise, but Energy Tap is FREE and more powerful, and other Mesmer drains are more effective with bonus effects.
I also agree with Sting on the interrupt. Distracting Shot is not something to build around IMO, it's just a useful skill to have. I'm not planning on interrupting every single heal a monk casts. It's just a utility to prevent rezzes, preperations, enchantments, and non-monk self-heals. Savage Shot has a lot more usefulness in stopping casters, but for 25 mana (when my MAX is 31), it more or less requires not using any other skills, and for the enemy to not use instant-cast spells.
I really shouldn't talk like that consider how bad I am....
Oh, speaking of being bad: I decided to be less retarded and dump Clumsiness for Drain Enchantment, which is proving more useful despite the fairly long cooldown.
I have noticed that a lot of people will flee when they're poisoned, have Conjure Phantasm, and have just been debuffed by Drain Enchantment. This peculiar side-effect is a nice place to use Hunter's Shot. I strongly doubt that this applies in the Team Arena or HoH, but it works in Comp Arenas.
I have also learned that Pets don't actually do damage.
Red Locust
I don't think a damage-dealing ranger is feasible, but I have heard of builds that use a high expertise + high marksmanship, as well as skills that quicken attack speed, to spam barrage and other damage dealing skills. High marksmanship is needed for bow and skill damage increase, the high expertise for being able to spam the skills in succession without waiting to fire off a normal bow attack. It's worht a shot.
ComMan
Quote:
Originally Posted by Red Locust
I don't think a damage-dealing ranger is feasible
Amen.
Minwanabi
Quote:
Aranador
I think that - if you play with bow skills - then damage dealing rangers need to be very specific with the skills they take, and they wind up loosing too much of their versitilty for the damage.
put down your spirit, and flash up your preparation, then - watch as the enemies stay out of range. Move, set up again - get off a killer shot - and have your preparations fade.
Or - luck out - and have someone charge into your rain of death!! Yay
BTW - pets are very good damage
Anyway - I use ranger/warrior, and fight with melee skills right alongside my pet. Damage from my weapon specials + my pet specials has a very high spike factor, and can seriously surprise warriors that think they are the kings of melee. Also handy against elementalists, whos damage is half against me as it might be against others.
But pet has its own penalty - one skill is taken up with pet charm
I think ranger is very fun class, able to be used in interesting ways - and then - change all your skills around, suddenly its a whole different class
put down your spirit, and flash up your preparation, then - watch as the enemies stay out of range. Move, set up again - get off a killer shot - and have your preparations fade.
Or - luck out - and have someone charge into your rain of death!! Yay
BTW - pets are very good damage
Anyway - I use ranger/warrior, and fight with melee skills right alongside my pet. Damage from my weapon specials + my pet specials has a very high spike factor, and can seriously surprise warriors that think they are the kings of melee. Also handy against elementalists, whos damage is half against me as it might be against others.
But pet has its own penalty - one skill is taken up with pet charm
I think ranger is very fun class, able to be used in interesting ways - and then - change all your skills around, suddenly its a whole different class
ComMan
I'm seriously about ready to give up on playing a Ranger, despite the fact that I've put as much time into this character as I have into some of the longer games that I own.
Seriously, Rangers are cool, fun to play, and versitile. I'll grant you all of that, and wholeheartedly agree. But they're so gimped that it's not even funny.
Yeah, you're an OK anti-caster, but a Mesmer does that job 10X better than you could ever hope to. Even with skills like Choking Gas and Incendary Arrows combined with Tigery's Fury/Lighting Reflxes, the interrupts just don't come out fast enough to keep a caster down. You can dran mana from non-moving targets, but a mesmer can do it better and get mana/hp/deal damage at the same time. You can disable skills, but so can every other class.
As for dealing with warriors, you'd be just as well off to type /sit. Much like the casters, the best defense I could find against an attacking warrior was to use my secondary (Mesmer) skills.
Besides pets, which are more of a handicap than anything else, traps, which are weak, and the weakest weapon in the game, is there any reason to keep playing a Ranger? For all the chatter about balance and strategy, will there ever be a way to beat teams of just pure Warriors, Elementalists, and Monks?
Seriously, Rangers are cool, fun to play, and versitile. I'll grant you all of that, and wholeheartedly agree. But they're so gimped that it's not even funny.
Yeah, you're an OK anti-caster, but a Mesmer does that job 10X better than you could ever hope to. Even with skills like Choking Gas and Incendary Arrows combined with Tigery's Fury/Lighting Reflxes, the interrupts just don't come out fast enough to keep a caster down. You can dran mana from non-moving targets, but a mesmer can do it better and get mana/hp/deal damage at the same time. You can disable skills, but so can every other class.
As for dealing with warriors, you'd be just as well off to type /sit. Much like the casters, the best defense I could find against an attacking warrior was to use my secondary (Mesmer) skills.
Besides pets, which are more of a handicap than anything else, traps, which are weak, and the weakest weapon in the game, is there any reason to keep playing a Ranger? For all the chatter about balance and strategy, will there ever be a way to beat teams of just pure Warriors, Elementalists, and Monks?
Minwanabi
Quote:
For all the chatter about balance and strategy, will there ever be a way to beat teams of just pure Warriors, Elementalists, and Monks?
Quote:
BTW - pets are very good damage
I assume that was sarcasm? Please?
ComMan
Quote:
Originally Posted by Minwanabi
Yes, we do it all the time, every day, and a ranger is an integral part of our team build.
1. That was quick!
2. What does he do!? Is he just there to cast Nature's Renewal and Fertile Season? Is he an interrupter (do I just really really suck at interrupting)? What's the pivotal role that ranger plays? Yeah, sorry for being yet another disgruntled Ranger player. I'm just getting really really really tired of re-building my character over and over just to have a W/Mo kill me with basic attacks every time I go into the arena. ZenithMorphz
I figured I would say something. I use a Ranger/Monk.
The main skills I use are from Ranger. I have 10 expertise since I like the whole even thing and having a 40% reduction on majority of my skills. Then I have 9 healing prayers. 11 Marksmanship and 4 Wildnerss Survival. I also use the Marksmanship mask. My plans are to throw a rune of major vigor in that, and then use a major beast mastery so the health is cancelled out. And make my prep spell better. Then use a minor markmanship rune also for the boost and no negligents. I have yet to find an effective self heal better then Troll Unguent.(Which I don't use oddly) But basic skill wise. I have nothing advanced. I have Hunters Shot....its sweet. Low cost, more damage then normal attack. Then go with a Dual Shot...its just there to be there. And Distracting Shot...this skill is like a must with the 20 second disable. Debilitating Shot is nice to switch over Dual Shot. Then I have a Prep skill there. Apply Poison more commonly. Thats 4 slots. 3 bow attacks and 1 prep. Then I go a Healing Breeze and Mending and Restore Life, and lastly a rez signet, I have two revives due to one being an energy revive and one being a health revive with low cast. Its not something common, but I do it. I do have the pattern of 3 bow attacks, 1 prep, 2 heals, and 2 rezzes. Also something to note, in PvP characters. the crap I use is Marksmanship mask. Druids Vest and Druids Leggings then Drakescale Gloves and Studded Leather boots...just for the minor other resists. And having a 30 energy pool. I recently found out the Druids Leggings in RP give only one energy so I think I will switch those out with Studded Leather. The ranger class is a jack of all trades and master of none. And to comment, I have hit for 101 damage. I use a 15-28 damage bow, I am elevated and the mob is a wayy lower level then me. You would do like enhanced damage then a double from critical. So its possible, but lamely possible. Otherwise I have no clue, may be able to mix something in armor penetration yadda yadda. On another note. I did think of something. Rangers do have the health boosts like every other class with the spirits. Those are useful in defending HoH, I have found that out making classes have like 1k HP or next to it with all the health boosts. ComMan
Quote:
Originally Posted by ZenithMorphz
...Then go with a Dual Shot...its just there to be there....Apply Poison more commonly.
The ranger class is a jack of all trades and master of none. And to comment, I have hit for 101 damage...its possible, but lamely possible. Otherwise I have no clue, may be able to mix something in armor penetration yadda yadda. Why Dual Shot? The main use of that skill, as far as I can tell, is to squeeze a little more usefulness out of skills like Kindle Arrows and Ignite Arrows that add a specified amount of damage to every single arrow (hence doing double with that skill, even though your regular damage isn't much better). However, you said your main preperation is Apply Poison, which Dual Shot won't help with. Why not carry Penetrating Attack instead if you're going to damage? I've stood on the cliffs at Shiverpeak and shot people who were walking through the mud way down below, and didn't see any significant change in damage. Since that's the biggest height difference I've seen in a PvP arena, I don't think the whole cliff thing actually matters there. Also, despite being the worst ranger ever, I can PvE just fine. It's in the PvP that I'm completely and totally worthless, apparently with no regard to what kind of tactics I try. Zeru
Of course your ranger won't perform well if you don't have high expertise.
13 lets you use 5 energy skills for 2. 14 lets you use 10 energy skills for 4. 14 is the optimal number. Strive to get it however you can. 10+1+3 is the most efficient way but superior expertises are not easy to unlock though ocassionally you'll find idiots selling them for cheap prices cause they think sup. expertise isn't that great (in actuality one of the best runes there is). 12 marksmanship is a must if you are using a bow because otherwise you do not hit for 100% of listed damage. Past 12 marksmanship kinda drops rather quickly per attribute pt. distracting shot is an absolute must-have on a ranger, even more so on a r/me, as that's obviously a ranger focusing on interrupts. Rangers can mix in damage/interrupts very nicely. Mind you, don't base everything off of arenas. Arenas are home to the solo-based character. thats why healing war monks are so popular, even though they suck royally in competitive pvp under most circumstances. Apply Poison->This is iffy. the 4 degen isn't terrible but it's not that great either and imo isn't worth 10 seconds every minute to keep up. Troll Ungent->for arena, you do need a self-healing, but once you start organized pvp'ing (assuming you want to), ditch this asap. Dodge->not worth it with 60 sec recharge. Hunter's Shot->iffy. bleeding is pretty neglible and you can find better skills imo. Distracting Shot Clumsiness Conjure Phantasm->5 degen is not worth the 10 mana unaffected by expertise. Rez. Signent->your personal choice, I'd say ditch it but it can be useful. Just not always enough to warrant it. Things you should look at instead: tigers fury->pretty much every ranger build has this in it if they're using a bow for +50% damage possibly 70-80% of the time. Incendiary Arrows->Strong elite but only activated 1/3 of the time. Still it will interrupt and set on fire which is 21+ dps for that time, very effective. choking gas->good interrupt on casters but uses 12 seconds every minute to activate so use it carefully. debilitating shot->excellent cost effective energy shutdown. take away 10 energy for 4 of yours? savage shot->damage/interrupt kindle/ignite arrows->a damage buff is always good. pin down->need some movement slowdown. experiment. get with a decent pvp guild and play tombs or gvg. Beqxter
As for getting wasted by warriors, I find the most effective strategy is pin down. If you can get them before they get to you, great, if not, just pin down, turn and run a little ways, then hunters shot. If you're using poison it's easy to tell when the pin down has hit, and the hunters gives you poison + bleeding, plus you're out of harm's way. You're in trouble if they gang up on you, but with practice you should be able to survive against most warriors one-on-one this way.
Vermilion Okeanos
The reason serpent quickness or tiger's fury was that it depend on waht you want...
If you have energy crisis... you will want tiger's fury as you won't need to spam dual shot... However, if your energy can supply... you should go serpent quickness to get as many dual out as possible. with that setup + serpent quickness... u can almost use dual shot dual shot rinse repeat without any regular shot in the middle... while tiger's fury alone wont be able to do that. Pet damage are actually quite high... the only thing they are lacking is skills from themselves... However, if a ranger got high enough energy... and spam arrow skills and pet skills at the same time... the damage is actually outstanding. But then u wont have enough attribute point for 4 area to be 12 unless u use alot of superior rune... which u actually can as ranger are targeted as one of the last... especially in tomb. Most pet damage range from 15-27 with attack speed of averge speed of a bow attack speed. Thats right... their regular hit are as hard as urs with marksmanship 12 and BM 12... over at gwonline.net ranger forum have a very nice pet study... take a look. ZenithMorphz
I should get around to getting penetration shot or something. Just neat how it has no modifiers. Then I guess it has nothing to do with elevation and the mobs being a way lower level. I mean like level 5 vs level 20.
Thats the only way I have managed to reach that high. In reality the skills I would believe to end up using in the end would be Hunters Shot, Penetrating Attack, and Distracting Shot. And either incendiary arrows or apply poison. Then mending. and either healing breeze or troll unguent. Healing Breeze is instant kinda with a higher cost and they both have around the same effect. Though Troll Unguent is cheaper and cast time. And the two rezes. If you are really after damage though, you would want to try something like R/E or so somewhere else recomended. It was Shock Sniper or something...read that somewhere. Makkert
I want to pose a question.
I see most of you stating 13-14 expertise. Currently i use 9 expertise. up to 11 expertise, there is no change in costs of 5 and 10 energy skills compared to 9. and 13 expertise brings a 1 energy cost less on those skills. If one uses mainly 5 and 10 energy skills, is the cost in attributepoints warranted? Another question: What is suggested in rune use in general? is one superior rune advised, or mulitple? does this not way heavily on health even with sup vigor? a third question: my ranger/mesmer has been doing fairly nice in random arena's, but an Illusionary Waririor (mes/war) just about kicks me so hard its a lost cause. Any tips against them? Weezer_Blue
Rangers have several of the best stances in the game. Use them. Whirling Defense and Dryder's Defense... And obviously Escape (but it's elite) are all great for staying alive. Rangers are great at conditioning. Throw Dirt, Poison Arrow, Apply Poison, Melandru's Arrows, and so on. Rangers have natural rituals which can save a team at the Hall of Heroes. Look at Fertile Season and Symbiosis and so on. Rangers have traps. Watch as their team runs head long into Dust Trap and Spike Trap and becomes blinded, bleeding, and crippled. Rangers have interupts in the form of Distracting Shot, Concussion Shot, Choking Gas, and Incindiary Arrows.
Now my view on rangers? I love them. But I don't know how they compare to other classes. Least not the Ranger/Mesmer. /Necro is probably better, if you were thinking of doing the quest to change it. But that's just my oppinion (I play R/Me but only use the /Me for unlocking stuff.) Aranador
I believe that - if you are going to have expertise - you need to have either 3, 8, or 13 in the attribute. Obviously exactly how much depends on how strong you want the skills from there to be as well, but those numbers are the ones that give you best bang for buck on energy savings.
piercehead
I disagree. Unless all the skills you use are 5-energy skills, 4, 9 and 14 are better sweet-spots for expertise.
Personally, I have 14 expertise because most of my skills are 10-pointers so they only cost 4, where they would cost 5 with 13 expertise. Falconer
Once again... meaningfull values for expertise are as follows. (this assumes that the bulk of your skillbar is 5 & 10 with maybe a 15 energy or two in there... which amazingly enough is what your typical ranger bar looks like).
02: 10->9 04: 10->8, 5->4 07: 10->7 09: 10->6, 5->3 10: 15->9 12: 10->5, 15->8 (half round up) 13: 5->2 , 15->7 (half round down) 14: 10->4 Values between 2-7 are given for low level ranger... as a low level ranger I like to keep my points split between survival (most points), expertise at a 10 energy breakpoint, & beastmastery last (fluffy the wonder tank). Leverage your survival preps (I'm partial to ignite over kindle) to do most of your damage as opposed to your marksmanship (on a 25 energy budget and low expertise... you can't afford to chain bow attacks yet). In PvP, you should never have less than 9 expertise if you're using ranger skills... Classic case of a build where 9 expertise can work well is a barragebot, 3 energy for a barrage is definately doable especially with a zealous string, saving more attrib points to go into your conjure or smiting skill line (typically I prefer to have someone else like a smiting el/mo to toss out the judge's insight if that's your poison since they can easily run up a full 12 ranks and keep it cast on 2 different players constantly). This ONLY WORKS if your bar is dominated with cheap 5 energy attacks. If you have a significant number of 10 energy attacks... nothing less than 14 will really do... 12 is still serviceable though... if those extra 20 attrib points are really badly needed elsewhere. Use skills from your secondary sparingly and only if you can leverage them to be worth the energy cost. If it's 5 energy it's normally a good deal but always remember your energy. 10 energy think long and hard. Exception to this rule is warrior since your expertise bonuses pass over... in which case go hog wild on all those delicious 5 and sometimes 10 energy skill attacks! Howling Wind
Warriors can be a tough ass to get rid of for a ranger but shouldn't be hard with the help of secondary professions skills like a necromancer.
Enfeeble + faintheartedness / shadow of fear and you'll be laughing at the warriors in their face, atleast until those hexes and conditions are removed but by then you could have pulled off a few hits and tricks. Also the classic example of a greater conflag + dreak scale = harmless warriors but that combo is too old and easily countered. And now forget about secondary professions, rangers aren't just interupters but trappers too, lay down some traps in a way that the warrior will have to go past the traps in order to get to you. Now he can either wait for thet traps to set off on their own 90 sec which is beneficial to you or take the risk and come charging which is also beneficial to you. Axelia
Quote:
Originally Posted by ComMan
I'm seriously about ready to give up on playing a Ranger, despite the fact that I've put as much time into this character as I have into some of the longer games that I own.
Seriously, Rangers are cool, fun to play, and versitile. I'll grant you all of that, and wholeheartedly agree. But they're so gimped that it's not even funny. I feel the same but I try to continue anyway I am seriously thinking about going back to DAoC. The character is gimped but not near as bad as GW. Zyuu
rangers aren't gimped lol
problems are: 1) abundance w/o the need 2) abundance of rangers that lack skills/runes 3) abundance of rangers that dont perform all that well 4) rangers perform better in team builds 5) the reasons 1-4 causing everyone to think rangers suck 6) everyone spits out whatever they hear.. someone says rangers suck, they believe it, and regurgitate it to everyone else, and those people believe it.. etc. and the same works in the opposite direction (such and such is good) draw your conclusions after all... without 3 air ele and 3 monks, everyone loses right? ....... Z ComMan
Quote:
Originally Posted by Zyuu
draw your conclusions
At first I didn't believe what people said about Rangers. I thought they had tons of potential. My conclusion, at this point, is that I was wrong.
I've started experimenting with other builds, mugh to my dismay. Current setup (which I know is still terrible, possibly even worse than ever): Incendary Arrows {E} Distracting Shot or Beastial Pounce Kindle Arrows or Choking Gas Charm Animal Pin Down Tiger's Fury Drain Enchantment Rez Signent Wilderness Survival- 10 (9+1) Marksmanship-8 Beast Mastery- 9 Expertise -10 Inspiration- 3 Still trying to NOT rely on Bow damage, since everything seems to be more than well armored against it. Incendary Arrows & Tiger's Fury can be helpful in bringing people down provided I'm actually backing up a semi-competent attacker, but since the duration is so short I can't keep it up for multiple targets. The mana cost and short duration of Choking Gas make it less apealing than Kindle Arrows, which I can use to do SOME damage while waiting for the Incendary to recharge (without using much mana). I'm currently using a Longbow, which even with Tiger's Fury seems to have a slow refire rate. Does anybody have any advice for something that would work better with Choking Gas/Incendary Arrows? rii
Once ive bothered to ascend, im gonna give this a go:
Ranger/x Punishing Shot [e] Distracting Shot Savage shot Serpents quickness Hunters Shot Pin Down Choking Gas Debilitating Shot Try to stop doing damage, is my advice. Youve got a r/me, the two best classes for interrupting, yet your still trying to dish it out. Incendary arrorws is offensive, so is kindle, and so is bestial. With the build above, whilst running serpents quickness you can knock out an interrupt anything about once every 2 seconds or something like that. Debilitating Shot every 6/7 seconds as well. Personally, that is one hell of a monk shut down. Without timing, simply spamming, you can reduce a monks efficiency by 50%, more if you hit distracting shots right. The ranger niche lies at the melee side of the mesmer. The mesmer cant shutdown as effectivly, due to hex removal being quite hot at the moment. However, when he does intterupt, o boy does everyone noitce. Just taking backfire, its quite punishing. However, he can be shut down by another mesmer, whereas the ranger is trickier. Armour suited to elemental damage, and a high level of simple interrupts (without fanfare) allow a much more down to ground, yet more effective anti caster effect. Whatsmore, the arrows used interrupt 'all actions', which means if your bored you can do it on a warrior as well :S. While its not as punishing as a mesmers shutdown, you get much more stamina and reliabilty. Rajamic
Quote:
Originally Posted by ComMan
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Longbows have such a long refire rate that I feel they are pretty close to garbage. Refire rates are the key factor in increasing DPS. Short, Halfmoon, or if you really feel you need huge range Flat, all have 2.0 second refires, as opposed to the Longbow's 2.7 second. Any of the three bows with 2 second refires combined with choking gas will limit the options of an opponent to spells with sub-2-second casting times. And that's assuming you don't have Tiger's Fury running at that time.
Quote:
Originally Posted by ComMan
Marksmanship-8
Still trying to NOT rely on Bow damage, since everything seems to be more than well armored against it. With that level of Marksmanship, you are only doing 70% of normal damage. That's a big reason your damage output with the bow is feeling weak. It's also probably time to ditch the pet. I know they are fun, but they really are a bad investment of Attribute Points and skill slots, at least unless you go full-on beastmaster. Remove some or all of the points in beast mastery (you really don't need Tiger's Fury on all the time), and you can put them in Marksmanship or your Mesmer Line. While we are on the Mesmer topic, why Drain Enchantment? To gain about 12 mana? The only expensive skills you have are Choking Gas and Pin Down. You won't be using Pin Down terribly often. And in any event, your Expertise will greatly reduce the cost, down to about 8 mana for each of these. Almost everything else in your arsenal starts out at 5 mana. I would say if you want damage as a Ra/Mes, change to Illusion and use Fragility (and maybe Conjure Phantasm or Imagined Burden as a cover hex) in place of Charm Animal and Drain Enchantment. But this creates a problem for your build: For the Fragility build to work, you need LOW Wilderness Survival, so the on fire status wears off inbetween shots. You could very easily dump you WS points into Illusion and have a kick-ass Fragility, but the WS would gimp Choking Gas and Kindle Arrows. So you'd need to find a replacement for that slot. Maybe Penetrating Attack? Or something as simple as Read the Wind to use while Incendiary is recharging? If your team's OK with it, Quickening Zephyr might be good to get everything going faster. Yezah
Ok - my thoughts:
It looks like you've just looked at a skill list and picked out 8 random skills you think look decent. Pick skills that complement each other well, but don't go overkill on it, theres no need to make every slot an interupt. If you run out of skills that fit in just take something that will help the rest of the team out, like throw dirt. And like Raj I would drop the pet, it's taking up attribute points, and you don't even have comfort animal so it's obvious you're not bothered with using the pet as an actual weapon. If you drop the pet, you have 48 extra attrib points to spread about and an extra skill slot ComMan
Keen observation Yezah! An actual "build" still eludes me. At this point, just figuring out what actually works for the Ranger class is my goal, so I'm messing around.
The Beast Mastery was mainly for Tiger's Fury, I admit it. I wanted to mess with Distracting Lunge and Beastial Pounce, which are both pet-based interrupts, to try and sidestep the issue of Distracting Shot's travel time. It didn't work so well as I had hoped, which is why I tried to use Tiger's Fury with Kindle Arrows to spam interrupts. This is also no good, as it only lasts for 8 seconds. I think I just picked up a Half Moon that has 1 more damage than my current Longbow, but I wasn't planning on using it at first because my Longbow has +10 armor. Ah well, I suppose I can always switch back if that +10 Armor proves to be all that valuable. Drain Enchantmen is there because I'm too used to having an enchantment removal to go without one. Since Drain Enchatment is cheaper than Shatter Enchantment, and can still be used with low Inspiration, I kept that instead. I might change to a Necromancer sub just to get Rend Enchantments if I don't find some betters uses for Mesmer-ing. drowningfish999
This is my farely decent R/N build, it works well in PvP, but you probably wouldn't use it in PvE.
Marksmanship: 12 Expertise: 8 Curses: 12 Debilitating Shot Concussion Shot Distracting Shot Pin Down Marksman's Wager Barbs Faintheartedness Insidious Parasite I use the ranger skills(first 3) against spell casters and I use the necro skills(last 3) against enemies like tanks. Pin Down is to stop running targets(especially healers) or to help run from warriors. Marksman's Wager is just for when I'm low on energy, and can probably be replaced by something else. |